Cited by 140Child Development and Digital TechnologyImpact of Technology on AdolescentsChild and Adolescent Psychosocial and Emotional Development

Is time spent playing video games associated with mental health, cognitive and social skills in young children?

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Kovess-Masfety, Viviane, Keyes, Katherine, Hamilton, Ava, Hanson, Gregory, Bitfoi, Adina, Golitz, Dietmar, Koç, Ceren, Kuijpers, Rowella +5 more·2016·Social Psychiatry and Psychiatric Epidemiology

Abstract

Background Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills. Methods Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6-11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used. Results 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31-2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44-2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2-0.86) and in prosocial deficits (0.23 (0.07, 0.81)]. Conclusions Playing video games may have positive effects on young children. Understanding the mechanisms through which video game use may stimulate children should be further investigated.

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Authors
Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D., Koç, C., Kuijpers, R., Lesinskiene, S., Mihova, Z., Otten, R., Fermanian, C., & Pez, O.
Affiliations
  • Columbia University (US)
  • Radboud University Nijmegen (NL)
  • New Bulgarian University (BG)
  • Université Paris Descartes (FR)
Venue
Social Psychiatry and Psychiatric Epidemiology
Published
2016-02-05
Volume
51
Issue
3
Pages
349-357
ISSN
  • 0933-7954 (ISSN-L)
  • 1433-9285
OpenAlex
W2271123592
Cited by
140
References
30
Citations by year
2026: 10 · 2025: 20 · 2024: 14 · 2023: 17 · 2022: 27 · 2021: 15 · 2020: 8 · 2019: 15 · 2018: 7 · 2017: 5 · 2016: 2
FWCI
42.90
Type
journal article
Language
en
Open access
Locations
  • Social Psychiatry and Psychiatric Epidemiology (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
  • HAL (submittedVersion)
  • Radboud Repository (Radboud University) (submittedVersion)
Funders
DG SANCO EU (2006336)
Topics
  • Social Sciences › Education › Child Development and Digital Technology
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Psychology › Clinical Psychology › Child and Adolescent Psychosocial and Emotional Development
Keywords
video game use, children, child mental health, cognitive skills, academic performance, social skills, peer relationship problems, prosocial behavior, maternal distress, family size, parental education
MeSH terms
Child, Cognition, Europe, Female, Humans, Leisure Activities, Male, Mental Health, Surveys and Questionnaires, Time Factors, Video Games, Social Skills

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