Skip to main content
Top

10-04-2024 | Original Paper

Video Game Time and Psychosocial Well-being in Chinese Children: the Mediating Role of Self-Esteem

Auteurs: Xiaoyue Sun, Xin Li

Gepubliceerd in: Journal of Child and Family Studies

Log in om toegang te krijgen
share
DELEN

Deel dit onderdeel of sectie (kopieer de link)

  • Optie A:
    Klik op de rechtermuisknop op de link en selecteer de optie “linkadres kopiëren”
  • Optie B:
    Deel de link per e-mail

Abstract

Evidence has shown that video game play is significantly associated with children’s psychological well-being. However, the findings are mixed. To what extent that different levels of video game use are associated with different dimensions of psychosocial well-being is unclear among Chinese children. This study examined the association between video game time and children’s internalizing and externalizing problems as well as their prosocial behavior, and investigated the mediating role of self-esteem in these relationships. We conducted school-based surveys in M district of Shanghai among 1237 pairs of child-parent, using convenience sampling strategy. We employed the Strength and Difficulties Questionnaire and the Rosenberg Self-Esteem Scale to measure the psychosocial well-being and self-esteem of children, respectively. Mediation model with bootstrapping was used to estimate the magnitude and the respective bias-corrected 95% confidence intervals of the indirect effects of video game use on three outcomes through self-esteem. 47.9%, 8.1% and 6.1% children spent less than one hour, 1–2 h, and more than two hours per day on video game use respectively. Compared to children without playing video game, those spending more time on video game showed more externalizing problems, poorer prosocial behavior, and lower self-esteem. The mediating role of self-esteem was discovered between the relationship of moderate- and high-levels of video game use and children’s psychosocial well-being. This study underlined the importance of improving self-esteem of young video game players who suffered from psychosocial problems. More evidence-based studies are needed to provide empirical evidence for the introduction of more effective and targeted policies.
Literatuur
go back to reference Anderson, C.A., Gentile, D.A., & Dill, K.E. (2012). Prosocial, antisocial, and other effects of recreational video games. In D.G. Singer & J.L. Singer (Eds.), Handbook of children and the media (2nd ed., pp. 249–272). Thousand Oaks, CA: Sage Anderson, C.A., Gentile, D.A., & Dill, K.E. (2012). Prosocial, antisocial, and other effects of recreational video games. In D.G. Singer & J.L. Singer (Eds.), Handbook of children and the media (2nd ed., pp. 249–272). Thousand Oaks, CA: Sage
go back to reference Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251.CrossRefPubMed Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://​doi.​org/​10.​1037/​a0018251.CrossRefPubMed
go back to reference Becker, A., Steinhausen, H. C., Baldursson, G., Dalsgaard, S., Lorenzo, M. J., Ralston, S. J., Döpfner, M., & Rothenberger, A., ADORE Study Group. (2006). Psychopathological screening of children with ADHD: Strengths and Difficulties Questionnaire in a pan-European study. European Child and Adolescent Psychiatry, 15(Suppl 1), I56–I62. https://doi.org/10.1007/s00787-006-1008-7.CrossRefPubMed Becker, A., Steinhausen, H. C., Baldursson, G., Dalsgaard, S., Lorenzo, M. J., Ralston, S. J., Döpfner, M., & Rothenberger, A., ADORE Study Group. (2006). Psychopathological screening of children with ADHD: Strengths and Difficulties Questionnaire in a pan-European study. European Child and Adolescent Psychiatry, 15(Suppl 1), I56–I62. https://​doi.​org/​10.​1007/​s00787-006-1008-7.CrossRefPubMed
go back to reference Du, Y., Kou, J., & Coghill, D. (2008). The validity, reliability and normative scores of the parent, teacher and self report versions of the Strengths and Difficulties Questionnaire in China. Child and Adolescent Psychiatry and Mental Health, 2(1), 1–15. https://doi.org/10.1186/1753-2000-2-8.CrossRef Du, Y., Kou, J., & Coghill, D. (2008). The validity, reliability and normative scores of the parent, teacher and self report versions of the Strengths and Difficulties Questionnaire in China. Child and Adolescent Psychiatry and Mental Health, 2(1), 1–15. https://​doi.​org/​10.​1186/​1753-2000-2-8.CrossRef
go back to reference Erikson, E. H. (1968). Identity: Youth and crisis. New York: WW Norton & Company Erikson, E. H. (1968). Identity: Youth and crisis. New York: WW Norton & Company
go back to reference Goodman, A., Lamping, D. L., & Ploubidis, G. B. (2010). When to use broader internalizing and externalizing subscales instead of the hypothesised five subscales on the Strengths and Difficulties Questionnaire (SDQ): data from British parents, teachers and children. Journal of Abnormal Child Psychology, 38(8), 1179–1191. https://doi.org/10.1007/s10802-010-9434-x.CrossRefPubMed Goodman, A., Lamping, D. L., & Ploubidis, G. B. (2010). When to use broader internalizing and externalizing subscales instead of the hypothesised five subscales on the Strengths and Difficulties Questionnaire (SDQ): data from British parents, teachers and children. Journal of Abnormal Child Psychology, 38(8), 1179–1191. https://​doi.​org/​10.​1007/​s10802-010-9434-x.CrossRefPubMed
go back to reference Green, C. S., Gorman, T., & Bavelier, D. (2016). Action video-game training and its effects on perception and attentional control. In T. Strobach & J. Karbach (Eds.), Cognitive training: An overview of features and applications (pp. 107–116). Springer International Publishing/Springer Nature. https://doi.org/10.1007/978-3-319-42662-4_10 Green, C. S., Gorman, T., & Bavelier, D. (2016). Action video-game training and its effects on perception and attentional control. In T. Strobach & J. Karbach (Eds.), Cognitive training: An overview of features and applications (pp. 107–116). Springer International Publishing/Springer Nature. https://​doi.​org/​10.​1007/​978-3-319-42662-4_​10
go back to reference 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. (2016). Is time spent playing video games associated with mental health, cognitive and social skills in young children? Social Psychiatry and Psychiatric Epidemiology, 51(3), 349–357. https://doi.org/10.1007/s00127-016-1179-6.CrossRefPubMedPubMedCentral 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. (2016). Is time spent playing video games associated with mental health, cognitive and social skills in young children? Social Psychiatry and Psychiatric Epidemiology, 51(3), 349–357. https://​doi.​org/​10.​1007/​s00127-016-1179-6.CrossRefPubMedPubMedCentral
go back to reference Li, X., Vanderloo, L. M., Keown-Stoneman, C. D., Cost, K. T., Charach, A., Maguire, J. L., & Birken, C. S. (2021). Screen use and mental health symptoms in Canadian children and youth during the COVID-19 pandemic. JAMA Network Open, 4(12), e2140875–e2140875.CrossRefPubMedPubMedCentral Li, X., Vanderloo, L. M., Keown-Stoneman, C. D., Cost, K. T., Charach, A., Maguire, J. L., & Birken, C. S. (2021). Screen use and mental health symptoms in Canadian children and youth during the COVID-19 pandemic. JAMA Network Open, 4(12), e2140875–e2140875.CrossRefPubMedPubMedCentral
go back to reference McLean, L., & Griffiths, M. (2013). The psychological effects of videogames on young people: A review. Aloma, 31(1), 119–133. McLean, L., & Griffiths, M. (2013). The psychological effects of videogames on young people: A review. Aloma, 31(1), 119–133.
go back to reference Prot, S., Anderson, C.A., Gentile, D.A., Brown, S.C., & Swing, E.L. (2014). The positive and negative effects of video game play. In A. Jordan & D. Romer (Eds.). Media and the Well-being of Children and Adolescents (pp. 109-128). New York: Oxford University Press Prot, S., Anderson, C.A., Gentile, D.A., Brown, S.C., & Swing, E.L. (2014). The positive and negative effects of video game play. In A. Jordan & D. Romer (Eds.). Media and the Well-being of Children and Adolescents (pp. 109-128). New York: Oxford University Press
go back to reference Rosenberg, M. (1965). Society and adolescent self-image. Princeton, NJ: Princeton University Press.CrossRef Rosenberg, M. (1965). Society and adolescent self-image. Princeton, NJ: Princeton University Press.CrossRef
go back to reference Rosenberg, M. (1979). Components of Rosenberg’s self-esteem scale. Conceiving the self. New York: Basic Books. Rosenberg, M. (1979). Components of Rosenberg’s self-esteem scale. Conceiving the self. New York: Basic Books.
go back to reference Slymand, L. (2013). Video game playing in children and the effect on self-esteem, understanding of mind and playing in groups. [Doctoral dissertation, Manchester Metropolitan University]. Edinburgh Napier University Slymand, L. (2013). Video game playing in children and the effect on self-esteem, understanding of mind and playing in groups. [Doctoral dissertation, Manchester Metropolitan University]. Edinburgh Napier University
go back to reference Vallerand, R. J. (2015). The Psychology of Passion. New York: Oxford University Press.CrossRef Vallerand, R. J. (2015). The Psychology of Passion. New York: Oxford University Press.CrossRef
go back to reference Woerner, W., Fleitlich-Bilyk, B., Martinussen, R., Fletcher, J., Cucchiaro, G., Dalgalarrondo, P., Lui, M., & Tannock, R. (2004). The Strengths and Difficulties Questionnaire overseas: evaluations and applications of the SDQ beyond Europe. European Child and Adolescent Psychiatry, 13(Suppl 2), II47–II54. https://doi.org/10.1007/s00787-004-2008-0.CrossRefPubMed Woerner, W., Fleitlich-Bilyk, B., Martinussen, R., Fletcher, J., Cucchiaro, G., Dalgalarrondo, P., Lui, M., & Tannock, R. (2004). The Strengths and Difficulties Questionnaire overseas: evaluations and applications of the SDQ beyond Europe. European Child and Adolescent Psychiatry, 13(Suppl 2), II47–II54. https://​doi.​org/​10.​1007/​s00787-004-2008-0.CrossRefPubMed
Metagegevens
Titel
Video Game Time and Psychosocial Well-being in Chinese Children: the Mediating Role of Self-Esteem
Auteurs
Xiaoyue Sun
Xin Li
Publicatiedatum
10-04-2024
Uitgeverij
Springer US
Gepubliceerd in
Journal of Child and Family Studies
Print ISSN: 1062-1024
Elektronisch ISSN: 1573-2843
DOI
https://doi.org/10.1007/s10826-024-02834-x