A recent research published in the Journal of Youth Studies has analyzed the causes and effects of increased gaming habits among adolescents. The author has made substantial claims regarding age, gender, parental influences, current policies and potential outcomes of gaming as a prolonged leisure activity.
Gathering Data And Preliminary Analysis
Innovations in technology and diversity in online gaming/mobile apps have resulted in a significant increase in gaming habits. For the purpose of this study, data on 4,000 adolescents between the ages of 11 and 15 was collected from the World Health Organization (WHO).
Data analysis showed that about half of the young adults were gaming for two hours or more per day, significantly compromising their time for outdoor social activities. Many previous studies have reported pertinent physiological and psychological risks attributed to increased gaming habits, such as lack of social development, sleep disorders and poor academic performance. Risks related to reduced empathy and increased aggression have not yet been proven.
However, on a more positive note, gaming has well-documented advantages as well, including advanced motivational skills, problem solving, tenacity and strategic thinking. So how can one conclude where to draw the line? What makes certain adolescents exceed healthy gaming levels?
Forming Conclusions: Is Playing Video Games Good For You?
In-depth observations of the data revealed that parental monitoring plays a significant role in controlling the daily gaming hours of adolescents. Policy recommendations for using electronic media are two hours per day in the UK, US and Australia. Keeping these in mind, parents can ‘co-play’ to monitor what the child is being exposed to. It was seen that this strategy majorly kept children’s gaming addiction under control. Some parents became very controlling and defiant; however, in most cases passive intrusion seemed to do the trick.
Speaking in terms of gender, the author determined that co-ed groups tend to engage in gaming longer, indicating that social group gaming is something more intriguing. When comparing genders, boys are three times more likely to spend more than six hours gaming per week than girls. However, for both the genders, gaming provided relief from stress – reduced bullying for boys and less discontentment for girls.
Lastly, on a broader scale, the study reported that boys gaming for long hours resulted in increased hunger before bedtime, which indicates that the activity interferes with proper meal times.
“Gendered interventions may be necessary to address successfully those who are engaging in very high levels of gaming with the associated negative consequences to their overall well-being”, the author concludes.