Table of Contents Author Guidelines Submit a Manuscript
Psychiatry Journal
Volume 2013, Article ID 301460, 7 pages
http://dx.doi.org/10.1155/2013/301460
Research Article

Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

1School of Social Work, Adelphi University, P.O. Box 701, 1 South Avenue, Garden City, NY 11530, USA
2Institute for Special Populations Research, National Development and Research Institutes, New York, NY, USA

Received 17 January 2013; Accepted 18 February 2013

Academic Editor: José Francisco Navarro

Copyright © 2013 Geoffrey L. Ream et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Linked References

  1. A. Lenhart, J. Kahne, E. Middaugh, A. Macgill, C. Evans, and J. Vitak, “Teens, video games and civics,” Pew Research Center's Internet & American Life Project, http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx, September 2008.
  2. D. Riley, “The video game industry is adding 2–17 year-old gamers at a rate higher than that age group's population growth,” October 2011, NPD Group Press, https://www.npd.com/wps/portal/npd/us/news/pressreleases/pr_111011.
  3. ESA, “2011 Sales, demographic, and usage data,” Essential Facts about the Computer and Video Game Industry, http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf, 2011.
  4. L. A. Annetta, “The “I's” have it: a framework for serious educational game design,” Review of General Psychology, vol. 14, no. 2, pp. 105–112, 2010. View at Publisher · View at Google Scholar · View at Scopus
  5. B. A. Primack, M. V. Carroll, M. McNamara et al., “Role of video games in improving health-related outcomes: a systematic review,” American Journal of Preventive Medicine, vol. 42, no. 6, pp. 630–638, 2012. View at Google Scholar
  6. I. Spence and J. Feng, “Video games and spatial cognition,” Review of General Psychology, vol. 14, no. 2, pp. 92–104, 2010. View at Publisher · View at Google Scholar · View at Scopus
  7. J. McLeod and L. Lin, “A child’s power in game-play,” Computers & Education, vol. 54, no. 2, pp. 517–527, 2010. View at Publisher · View at Google Scholar
  8. C. K. Olson, “Children's motivations for video game play in the context of normal development,” Review of General Psychology, vol. 14, no. 2, pp. 180–187, 2010. View at Publisher · View at Google Scholar · View at Scopus
  9. D. H. Han, Y. S. Lee, C. Na et al., “The effect of methylphenidate on Internet video game play in children with attention-deficit/hyperactivity disorder,” Comprehensive Psychiatry, vol. 50, no. 3, pp. 251–256, 2009. View at Publisher · View at Google Scholar · View at Scopus
  10. S. Houghton, N. Milner, J. West et al., “Motor control and sequencing of boys with Attention-Deficit/Hyperactivity Disorder (ADHD) during computer game play,” British Journal of Educational Technology, vol. 35, no. 1, pp. 21–34, 2004. View at Google Scholar · View at Scopus
  11. J. S. Lemmens, P. M. Valkenburg, and J. Peter, “Psychosocial causes and consequences of pathological gaming,” Computers in Human Behavior, vol. 27, no. 1, pp. 144–152, 2011. View at Publisher · View at Google Scholar · View at Scopus
  12. S. Bioulac, L. Arfi, and M. P. Bouvard, “Attention deficit/hyperactivity disorder and video games: a comparative study of hyperactive and control children,” European Psychiatry, vol. 23, no. 2, pp. 134–141, 2008. View at Publisher · View at Google Scholar · View at Scopus
  13. R. A. Desai, S. Krishnan-Sarin, D. Cavallo, and M. N. Potenza, “Video-gaming among high school students: health correlates, gender differences, and problematic gaming,” Pediatrics, vol. 126, no. 6, pp. e1414–e1424, 2010. View at Publisher · View at Google Scholar · View at Scopus
  14. D. Gentile, “Pathological video-game use among youth ages 8 to 18: a national study,” Psychological Science, vol. 20, no. 5, pp. 594–602, 2009. View at Publisher · View at Google Scholar · View at Scopus
  15. D. A. Gentile, H. Choo, A. Liau et al., “Pathological video game use among youths: a two-year longitudinal study,” Pediatrics, vol. 127, no. 2, pp. e319–e329, 2011. View at Publisher · View at Google Scholar · View at Scopus
  16. S. M. Grüsser, R. Thalemann, and M. D. Griffiths, “Excessive computer game playing: evidence for addiction and aggression?” Cyberpsychology and Behavior, vol. 10, no. 2, pp. 290–292, 2007. View at Publisher · View at Google Scholar · View at Scopus
  17. G. M. Hart, B. Johnson, B. Stamm et al., “Effects of video games on adolescents and adults,” Cyberpsychology and Behavior, vol. 12, no. 1, pp. 63–65, 2009. View at Publisher · View at Google Scholar · View at Scopus
  18. R. A. Tejeiro Salguero and R. M. Bersabé Morán, “Measuring problem video game playing in adolescents,” Addiction, vol. 97, no. 12, pp. 1601–1606, 2002. View at Publisher · View at Google Scholar · View at Scopus
  19. J. P. Charlton and I. D. W. Danforth, “Validating the distinction between computer addiction and engagement: online game playing and personality,” Behaviour and Information Technology, vol. 29, no. 6, pp. 601–613, 2010. View at Publisher · View at Google Scholar · View at Scopus
  20. R. T. A. Wood, “Problems with the concept of video game “addiction”: some case study examples,” International Journal of Mental Health and Addiction, vol. 6, no. 2, pp. 169–178, 2008. View at Publisher · View at Google Scholar · View at Scopus
  21. R. T. A. Wood and M. D. Griffiths, “Time loss whilst playing video games: is there a relationship to addictive behaviours?” International Journal of Mental Health and Addiction, vol. 5, no. 2, pp. 141–149, 2007. View at Publisher · View at Google Scholar · View at Scopus
  22. L. C. Elliott, G. L. Ream, and E. McGinsky, “Video game addiction: user perspectives,” in Critical Perspectives on Addiction, J. Netherland, Ed., pp. 225–243, Emerald Group, Bradford, UK, 2012. View at Google Scholar
  23. S. Achab, M. Nicolier, F. Mauny et al., “Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population,” BMC Psychiatry, vol. 11, article 144, 2011. View at Publisher · View at Google Scholar
  24. G. L. Ream, L. C. Elliott, and E. Dunlap, “Patterns of and motivations for concurrent use of video games and substances,” International Journal of Environmental Research and Public Health, vol. 8, no. 10, pp. 3999–4012, 2011. View at Publisher · View at Google Scholar
  25. G. L. Ream, L. C. Elliott, and E. Dunlap, “Playing video games while using or feeling the effects of substances: associations with substance use problems,” International Journal of Environmental Research and Public Health, vol. 8, no. 10, pp. 3979–3998, 2011. View at Publisher · View at Google Scholar
  26. S. Sussman, N. Lisha, and M. Griffiths, “Prevalence of the addictions: a problem of the majority or the minority?” Evaluation and the Health Professions, vol. 34, no. 1, pp. 3–56, 2011. View at Publisher · View at Google Scholar · View at Scopus
  27. L. de Lecea, B. E. Jones, B. Boutrel et al., “Addiction and arousal: alternative roles of hypothalamic peptides,” Journal of Neuroscience, vol. 26, no. 41, pp. 10372–10375, 2006. View at Publisher · View at Google Scholar · View at Scopus
  28. D. H. Han, N. Bolo, M. A. Daniels, L. Arenella, I. K. Lyood, and P. F. Renshawe, “Brain activity and desire for Internet video game play,” Comprehensive Psychiatry, vol. 52, no. 1, pp. 88–95, 2011. View at Publisher · View at Google Scholar
  29. J. A. López-Moreno, G. González-Cuevas, G. Moreno, and M. Navarro, “The pharmacology of the endocannabinoid system: functional and structural interactions with other neurotransmitter systems and their repercussions in behavioral addiction,” Addiction Biology, vol. 13, no. 2, pp. 160–187, 2008. View at Publisher · View at Google Scholar · View at Scopus
  30. A. M. Weinstein, “Computer and video game addiction—a comparison between game users and non-game users,” American Journal of Drug and Alcohol Abuse, vol. 36, no. 5, pp. 268–276, 2010. View at Publisher · View at Google Scholar · View at Scopus
  31. E. J. Arnett, “The developmental context of substance use in emerging adulthood,” Journal of Drug Issues, vol. 35, no. 2, pp. 235–254, 2005. View at Google Scholar · View at Scopus
  32. C. M. Ackerman, “The essential elements of Dabrowski's Theory of Positive Disintegration and how they are connected,” Roeper Review, vol. 31, no. 2, pp. 81–95, 2009. View at Publisher · View at Google Scholar
  33. D. Baumrind and K. A. Moselle, “A developmental perspective on adolescent drug abuse,” Advances in Alcohol and Substance Abuse, vol. 4, no. 3-4, pp. 41–67, 1985. View at Google Scholar · View at Scopus
  34. R. J. Pandina, E. W. Labouvie, V. Johnson, and H. R. White, “The relationship between alcohol and marijuana use and competence in adolescence,” Journal of Health & Social Policy, vol. 1, no. 3, pp. 89–108, 1990. View at Publisher · View at Google Scholar · View at Scopus
  35. B. U. Stetina, O. D. Kothgassner, M. Lehenbauer, and I. Kryspin-Exner, “Beyond the fascination of online-games: probing addictive behavior and depression in the world of online-gaming,” Computers in Human Behavior, vol. 27, no. 1, pp. 473–479, 2011. View at Publisher · View at Google Scholar · View at Scopus
  36. L. A. Rohrbach, S. Sussman, C. W. Dent, and P. Sun, “Tobacco, alcohol, and other drug use among high-risk young people: a five-year longitudinal study from adolescence to emerging adulthood,” Journal of Drug Issues, vol. 35, no. 2, pp. 333–356, 2005. View at Google Scholar · View at Scopus
  37. K. Yamaguchi and D. B. Kandel, “Dynamic relationships between premarital cohabitation and illicit drug use: an event-history analysis of role selection and role socialization,” American Sociological Review, vol. 50, no. 4, pp. 530–546, 1985. View at Publisher · View at Google Scholar
  38. K. Yamaguchi and D. B. Kandel, “On the resolution of role incompatibility: a life event history analysis of family roles and marijuana use,” American Journal of Sociology, vol. 90, no. 6, pp. 1284–1325, 1985. View at Publisher · View at Google Scholar
  39. J. B. Weaver, D. Mays, S. Sargent Weaver et al., “Health-risk correlates of video-game playing among adults,” American Journal of Preventive Medicine, vol. 37, no. 4, pp. 299–305, 2009. View at Publisher · View at Google Scholar · View at Scopus
  40. K. A. Jochman and K. Fromme, “Maturing out of substance use: the other side of etiology,” in Handbook of Drug Use Etiology: Theory, Methods, and Empirical Findings, L. Scheier, Ed., pp. 565–578, American Psychological Association, Washington, DC, USA, 2010. View at Google Scholar
  41. J. L. Fortuna, “Sweet preference, sugar addiction and the familial history of alcohol dependence: shared neural pathways and genes,” Journal of Psychoactive Drugs, vol. 42, no. 2, pp. 147–151, 2010. View at Google Scholar · View at Scopus
  42. J. L. Greenberg, S. E. Lewis, and D. K. Dodd, “Overlapping addictions and self-esteem among college men and women,” Addictive Behaviors, vol. 24, no. 4, pp. 565–571, 1999. View at Publisher · View at Google Scholar · View at Scopus
  43. G. Porter, V. Starcevic, D. Berle, and P. Fenech, “Recognizing problem video game use,” Australian and New Zealand Journal of Psychiatry, vol. 44, no. 2, pp. 120–128, 2010. View at Publisher · View at Google Scholar · View at Scopus
  44. P. Rozin and C. Stoess, “Is there a general tendency to become addicted?” Addictive Behaviors, vol. 18, no. 1, pp. 81–87, 1993. View at Publisher · View at Google Scholar · View at Scopus
  45. M. Mehroof and M. D. Griffiths, “Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety,” Cyberpsychology, Behavior, and Social Networking, vol. 13, no. 3, pp. 313–316, 2010. View at Publisher · View at Google Scholar · View at Scopus
  46. L. M. Padilla-Walker, L. J. Nelson, J. S. Carroll, and A. C. Jensen, “More than a just a game: video game and internet use during emerging adulthood,” Journal of Youth and Adolescence, vol. 39, no. 2, pp. 103–113, 2010. View at Publisher · View at Google Scholar · View at Scopus
  47. C. A. Phillips, S. Rolls, A. Rouse, and M. D. Griffiths, “Home video game playing in schoolchildren: a study of incidence and patterns of play,” Journal of Adolescence, vol. 18, no. 6, pp. 687–691, 1995. View at Publisher · View at Google Scholar · View at Scopus
  48. P. Barrett, “White thumbs, black bodies: race, violence, and neoliberal fantasies in Grand Theft Auto: San Andreas,” Review of Education, Pedagogy, and Cultural Studies, vol. 28, no. 1, pp. 95–119, 2006. View at Google Scholar
  49. B. DeVane and K. D. Squire, “The meaning of race and violence in Grand Theft Auto: San Andreas,” Games and Culture, vol. 3, no. 3-4, pp. 264–285, 2008. View at Publisher · View at Google Scholar · View at Scopus
  50. D. Freedman, A. Thornton, D. Camburn, D. Alwin, and L. Young-DeMarco, “The life history calendar: a technique for collecting retrospective data,” Sociological Methodology, vol. 18, pp. 37–68, 1988. View at Google Scholar · View at Scopus
  51. T. Glasner and W. van der Vaart, “Applications of calendar instruments in social surveys: a review,” Quality and Quantity, vol. 43, no. 3, pp. 333–349, 2009. View at Publisher · View at Google Scholar · View at Scopus
  52. M. Yoshihama and D. Bybee, “The life history calendar method and multilevel modeling: application to research on intimate partner violence,” Violence Against Women, vol. 17, no. 3, pp. 295–308, 2011. View at Publisher · View at Google Scholar · View at Scopus
  53. M. D. Griffiths, “The role of context in online gaming excess and addiction: some case study evidence,” International Journal of Mental Health and Addiction, vol. 8, no. 1, pp. 119–125, 2010. View at Publisher · View at Google Scholar · View at Scopus
  54. J. R. Udry and P. S. Bearman, “The national longitudinal study of adolescent health,” 1998, http://www.cpc.unc.edu/projects/addhealth/.
  55. D. Kuss and M. Griffiths, “Internet gaming addiction: a systematic review of empirical research,” International Journal of Mental Health and Addiction, vol. 10, no. 2, pp. 278–296, 2011. View at Publisher · View at Google Scholar
  56. N. M. Petry, “Commentary on Van Rooij et al. (2011): “Gaming addiction”—a psychiatric disorder or not?” Addiction, vol. 106, no. 1, pp. 213–214, 2011. View at Publisher · View at Google Scholar
  57. MTF, “Monitoring the future: a continuing study of American youth,” July 2011, http://monitoringthefuture.org/.