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Updated: Mar 8, 2026

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Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
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Video Games, Internet and Social Networks: A Study among French School students
Summary
This study reveals high screen-based media use among adolescents, with boys favoring video games and girls social networks. Problematic use was low but showed gender-specific patterns, highlighting the need for tailored interventions.
Area of Science:
- Public Health
- Adolescent Psychology
- Media Studies
Background:
- Screen-based media use is a growing public health concern among adolescents.
- Understanding usage patterns and potential risks is crucial for developing effective interventions.
Purpose of the Study:
- To assess screen-based media use, including problematic use, self-esteem, and quality of life in middle high school students.
- To identify gender-specific differences in media consumption and problematic usage patterns.
Main Methods:
- A descriptive observational study conducted in 11 colleges.
- A questionnaire administered to 950 middle high school students (mean age 12.96 years).
- Data collected on demographics, screen time (Internet, video games, social networks), problematic use, self-esteem, and quality of life.
Main Results:
- High and diverse screen-based media use was observed.
- Boys predominantly used video games, while girls favored social networks.
- Problematic video game use was higher in boys; problematic social network use was higher in girls. Overall problematic use levels were low.
Conclusions:
- Gender differences in media use (video games vs. social networks) reflect broader societal gender disparities.
- There is a need for targeted preventive strategies addressing specific screen-based media behaviors.
- The potentially addictive nature of certain digital practices requires further in-depth investigation.
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