My brain is melting…….. Impact of Video Games on Children Punam Kashyap M.D. Associate Chief Division of Developmental-Behavioral Pediatrics Today’s discussion • “Consumption” of video games by children & adolescents • Historical aspects of video: Pac-Man to the present • Commonly used video game devices- consoles, handheld, smart phones, computers • Video game ratings • Popular recreational games • What’s the empirical data on the good, bad and unknown • Video games in education • Video games in health • AAP Policy on media Disclosures I have no disclosures historical timeline of devices 1972- Magnovox - Odyssey 1976- Atari – Atari Pong 1977 – Coleco releases Telstar series (Gemini, Colortron, Ranger) 1982- Atari releases 5200 Super System 1985- Nintendo – Nintendo Entertainment System 1989- Nintendo- Gameboy (portable) 1989 – Sega – Sega Genesis 1991- Sega – Sega Game Gear (portable) 1991- Nintendo- Super Nintendo System video game devices- timeline 1995 – Sony – PlayStation 1996 – Nintendo – Nintendo 64 1998 – Nintendo – Nintendo Gameboy color (portable) 2000 – Sony –PlayStation 2 2001 –Nintendo – Game Boy Advance (portable) 2001 – Microsoft- Xbox 2001 - Nintendo- Nintendo GameCube 2003- Nintendo- Gameboy Advance SP (portable) 2004- Nintendo- Nintendo DS (portable) video game devices- timeline 2005- Sony –Playstation Portable (PSP) 2005- Microsoft- Xbox 360 2006 – Nintendo- Nintendo DS Lite (portable) 2006- Sony PlayStation 3 2006 - Nintendo – Wii 2009 – Nintendo – Nintendo Dsi 2011- Nintendo – Nintendo 3DS 2012- Sony – PS Vita 2012- Nintendo – WiiU 2013- Sony – PlayStation 4 2013- Microsoft- Xbox One 2015- Nintendo – New Nintendo 3DS (portable) Nintendo series-timeline 1985- Nintendo – Nintendo Entertainment System 1989- Nintendo- Gameboy (portable) 1991- Nintendo- Super Nintendo System 1996 – Nintendo – Nintendo 64 1998 – Nintendo – Nintendo Gameboy color (portable) 2001 –Nintendo – Game Boy Advance (portable) 2001 - Nintendo- Nintendo GameCube 2003- Nintendo- Gameboy Advance SP (portable) 2004- Nintendo- Nintendo DS (portable 2006 – Nintendo- Nintendo DS Lite (portable) 2006 - Nintendo – Wii 2009 – Nintendo – Nintendo DSi 2011- Nintendo – Nintendo 3DS 2012- Nintendo – WiiU 2015- Nintendo – New Nintendo 3DS (portable) Sony video game devices-timeline 1995 – Sony – PlayStation 2000 – Sony –PlayStation 2 2005- Sony –PlayStation Portable (PSP) 2006- Sony PlayStation 3 2012- Sony – PS Vita 2013- Sony – PlayStation 4 Teens, Video Games and Civics (Pew Research Center’s Internet & American Life Project) Amanda Lenhart et al, 2008 97% of teens ages 12-17 years play games on computer, web, portable, or console. 86% of teens play on a console like the Xbox, PlayStation, or Wii. 73% play games on a desktop or a laptop computer. 60% use a portable gaming device like a Sony PlayStation Portable, a Nintendo DS, or a Game Boy. 48% use a cell phone or handheld organizer to play games. Teens, Video Games and Civics (Pew Research Center’s Internet & American Life Project) Gender and age are key factors in describing teens’ video gaming. 99% of boys and 94% of girls play video games. Younger teen boys are the most likely to play games, followed by younger girls and older boys. Older girls are the least “enthusiastic” players of video games, though more than half of them play. 65% of daily gamers are male; 35% are female. Teens, Video Games and Civics (Pew Research Center’s Internet & American Life Project) • Most teens play many different types (genres) of games. Daily gamers more likely to play a wider range of game genres than non-daily gamers. • 80% of teens play five or more different game genres, and 40% play eight or more types of games. • 55% of daily gamers play eight or more types of games • Girls play an average of 6 different game genres; boys average 8 different types. Top 100 video games sold according to genre J Steadman, et al, 2014 25 18 12 11 10 8 5 5 3 2 1 Adapted from teens, video games and civics Pew Research- 2008 Genres (examples) Teens who play Racing (NASCAR, Mario Kart, Burnout) 74% Puzzle (bejeweled, Tetris, Solitaire) 72% Sports (Madden, FIFA, Tony Hawk) 68% Action (Grand Theft Auto, Devil May Cry, Ratchet, Clank) 67% Adventure ( Legends of Zelda, Tomb Raider) 66% Rhythm (Guitar Hero, Dance Dance Revolution, Lumines) 61% Strategy (Civilization IV, StarCraft, Command and Conquer) 59% Simulation (The Sims, Rollercoaster Tycoon, Ace Combat) 49% Fighting (Tekken, Super Smash Bros, Mortal Kombat) 49% First Person Shooter (Halo, Counter-Strike, Half-Life) 47% Role- Playing (Final Fantasy, Blue Dragon, Knights of the Old Republic; Sandbox RPG- Mine Craft) 36% MMOG’s (World of Warcraft) 21% Virtual Worlds (Second Life, Gaia, Habbo Hotel) 10% Platform ( Super Mario, Donkey Kong) ESRB Ratings The Entertainment Software Rating Board (ESRB) ratings provide concise and objective information about the content in video games and apps so consumers, especially parents, can make informed choices. ESRB ratings have three parts: Rating Categories suggest age appropriateness Content Descriptors indicate content that may have triggered a particular rating and/or may be of interest or concern Interactive Elements inform about interactive aspects of a product, including users' ability to interact, the sharing of users' location with other users, or the fact that personal information may be shared with third parties” Entertainment Software Rating Board (ESRB) esrb ratings symbol for EC games EARLY CHILDHOOD. Content is intended for young children. esrb ratings symbol for E-rated games EVERYONE Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. esrb ratings symbol for E10 games EVERYONE 10+ Content is generally suitable for ages 10 and up. May contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes. esrb ratings symbol for T-rated games TEEN Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language. esrb ratings symbol for M-rated games MATURE Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language. esrb ratings symbol for AO-rated games ADULTS ONLY Content suitable only for adults ages 18 and up. May include prolonged scenes of intense violence, graphic sexual content and/or gambling with real currency. popular videogames of 2014 (children) • Super Smash Brothers- Teen T (cartoon violence; crude humor) Wii U, DS • Plants vs Zombies: Garden Warfare – E10+ (animated blood, cartoon violence)- PC, PS4, PS3, X360, XB1 • Skylanders Trap Team- rating – E10+ (cartoon violence, comic mischief) 3DS, iOS, PS4, Wii U, X360, XB1 • Disney Infinity 2.0 Marvel Super Heroes- E10+ (cartoon violence)- PS Vita • Mario Kart 8- E (cartoon mischief)- Wii U • Pokeman Omega Ruby & Alpha Sapphire –E (mild cartoon violence, comic mischief)- Nintendo DS • LEGO Batman 3; The LEGO Movie Videogame – E10+ (cartoon violence, cartoon mischief) – 3DS, PC, PS4, Vita, Wii U, X360, XB1 • Disney Magical World- E (mild cartoon violence) – Nintendo DS • Pokeman Art Academy- E – Nintendo DS • LEGO Marvel Heroes – E10+ (cartoon violence) – PC, PlayStation, Wii, Xbox popular videogames 2014 Everyone- Mature NBA 2K14- E Madden – E Titanfall- M (mature)- blood, gore, strong language, violence Grand Theft Auto V- M- Blood and Gore, Intense Violence, Mature Humor, Nudity, Strong Language, Strong Sexual Content, Use of Drugs and Alcohol • Call of Duty Ghosts- M- Blood, Drug Reference, Intense Violence, Strong Language; 1st person shooter • HALO 4 – M- blood, violence; 1st person shooter • World of Warcraft- T- Blood and Gore, Crude Humor, Mild Language, Suggestive Themes, Use of Alcohol, Violence-massively multiplayer online (MMO) role-playing game • • • • What do parents think……. • Among parents of gamers: • 90% of parents say they always or sometimes know what games their children play. • 72% say they always or sometimes check the ratings before their children are allowed to play a game. • 46% of parents say they always or sometimes stop their kids from playing a game. • 31% of parents say they always or sometimes play games with their children. What do parents think……. • Parents of teens who play games are generally neutral on the effect of games on their children, with nearly two-thirds believing that games have no impact one way or the other on their offspring. • 62% of parents of gamers say video games have no effect on their child one way or the other. • 19% of parents of gamers say video games have a positive influence on their child. • 13% of parents of gamers say video games have a negative influence on their child. • 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game. Positive impact of video games • • • • • • • Cognitive Motivation Emotional Social Physical Educational Health Cognitive benefits of video games Granic, Lobel, Engels- 2014 • Improvement in selective attention+ attention allocation • improvement visual-spatial skills- specifically from playing 1st person shooter games (not role playing or puzzle games)- “3D navigational spaces + fast paced demands require split second decisions & acute attention to unpredictable changes in context”- Bavelier et al 2012 • problem solving- playing strategic games (role-playing)- self report of higher problemsolving skills & better academic grades –Adachi & Willoughby 2013 • Creativity- playing any kind of video game enhanced creativity- cross-sectional study of 500 12 year old students playing videogames positively associated with creativity – Jackson et al 2012 digital natives, digital immigrants- do they really think differently –Marc Prensky- 2007 • Brain plasticity and malleability – brains are physically different amongst digital natives • Rewiring of brain in those who play video games • Children “attend” to games but not classrooms which demands attention that is not interactive • Concerns: reflection necessary for learning – but lost in fast-paced video game environment motivation in video games Granic, Lobel, Engels- 2014 • Motivation: resilience in the face of failure • “gaming may cultivate a persistent, optimistic motivational style- which may generalize to school and work context” • Video games use failure as motivational tools to offer intermittent rewards in games • Immediate feedback through points, coins etc. keep players motivatedbalancing optimal levels of challenges & frustration with sufficient success • No empirical studies- direct relationship of playing video games to persistence in face of failure, and real world success • Ventura et al 2013- anagrams-riddle task to college students- video game users were more persistence in solving the riddles than non- users. (corelational study- the gamers may already be persistent, therefore play video games) motivation & learning through gaming reason why children master video games instead of doing homework • intrinsic motivation allows players to learn by “engaging in something they want to do – any activity valued by their peers”……..Henry Jenkins • Motivation linked to challenging materials (Jenkins, Gee); to interaction and control over their environment (Bertoli & Nissam) emotional benefits Granic, Lobel, Engels- 2014 • Improved mood, + emotions, relaxation, reduce anxiety- Angry Birds, Bejeweled II (Russoniello et al 2009) • “most efficient way to enhance emotional state” (Russoniello et al 2009; Ryan et al 2006) • Gamers describe “fiero”- intense pride after succeeding against adversity, flow, transportation while involved in highly rewarding with high sense of control activity • Children turn to vide games to regulate emotions- Olson 2009 unclear if gaming to regulate positive emotions is adaptive or avoidant strategy • Unclear if adaptive emotional-regulation skills are learned through gaming – even though games like Portal 2, Pokeman, World of Warcraft continually challenge emotional flexibility and re-appraisal “joys” of video games 10 positive emotions experienced by gamers Jane McGonigal, PhD • • • • • joy belief love surprise pride • • • • • curiosity excitement awe/wonder contentment creativity social benefits of gaming Playing video games is often a social experience for teens. • Gaming is a major component of teens’ overall social experience. Teens play with others in person, with others online, and by themselves. • Just one-quarter (24%) of teens only play games alone • three-quarters of teens play games with others at least some of the time. - • 65% of game-playing teens play with other people who are in the room with them. • 27% play games with people who they connect with through the internet. • And nearly 3 in 5 teens (59%) of teens play games in multiple ways—with others in the same room, with others online, or alone. • 42% of teens who play games in multiple ways say they play most often with others in the same room. • 42% of teens who play games in multiple ways most often play alone. • 16% of teens who play games in multiple ways play most often with those they are connected to via the internet. (Teens, Games & Civics, 2008) social aspects of video games • Close to half of teens who play online games do so with people they know in their offline lives. • 47% of teens play online games with people they know in their offline lives. • 27% of teens play online games with people they first met online. • 23% of teens play with both friends and family known in the offline world and people they met online. Prosocial video games promote helping, empathetic behaviors • Experimental studies: reduced aggressive thoughts + behaviors; increased prosocial thoughts- empathy + helping behaviors leading to prosocial behaviors (Gentile, Anderson et al 2009; Greitmayer et al, 2010) • Correlational studies: improved prosocial behaviors • Longitudinal studies: prosocial games predicted enhanced prosocial behaviors over 3-4 months (Gentile, Anderson et al- 2009) what are civic dimensions of gaming • Civic learning opportunitiessimulations of civic or political activities, helping others, debating ethical issues • These opportunities promote civic outcomes in youth • Video games can give gamers these civic opportunities – civic gaming experiences • 3 groups of youth with civic gaming experience • Teens in the top 25% of civic gaming experiences- more likely to engage in political & civic opportunities, and show more interest in civics than the bottom 25% of the group. equal opportunities for civic engagement through gaming (Teens, Video Games & Civics, 2008) Research has found that high school civic learning opportunities tend to be unequally distributed, with higher-income, higherachieving, and white students experiencing more opportunities than their counterparts Civic gaming experiences are more equally distributed than many other civic learning opportunities. Teens in this study, were equally likely to report having civic gaming experiences regardless of race, age, or income. Girls, who play a narrower band of games and spend less time gaming, were less likely to have these experiences. This stands in contrast to findings about the equality of access to civic learning experiences in high schools. civic engagement through gaming (Teens, Video Games & Civics -2008) • Caveat- Playing games with others in person was related to civic and political outcomes, but playing with others online was not. • • • • • Among teens who play games with others in the room: 65% go online to get information about politics. 64% have raised money for charity. 64% are committed to civic participation. 26% have tried to persuade others how to vote in an election. Exergames (exercise & gaming) and physical activity • • • • 1990’s - Dance Dance Revolution Wii –WiiFit Kinect Sports Play Station 3 Move • 2010 survey -40% U.S high school students play exergames at least once a week (Fulton, Song, Carroll, Lee, 2012) Exergaming and energy expenditure (EE) • 8 hours/week of sedentary video games- burn 652cal vs. 1990 calories/week playing Wii Boxing • EE during active video game play is comparable to moderateintensity walking – Graf et al 2009 • Wii Fit in lean adolescentsgreater EE than sedentary gaming, but smaller than brisk walking (5.3km/hr) or jogging (8.4km/hr)-Graves et al, 2010 • Meta analysis of 18 studies exergaming produces lightmoderate intensity activity with EE > than sedentary gaming, but < what’s needed for aerobic fitnessBiddis & Irving, 2010 exergaming and cognitive training • Aerobic exercise at moderate intensity (acute and chronic PA) improves EF- Best, 2010 • Exergames selectively enhanced EF –did not have to be action video games – Best, 2012 • Youth with greater physical fitness show better EF than youth with less fitness Themanson, et al, 2009 • Competitive exergame vs. cooperative exergames improved EF in a 10 week study of overweight-obese teens- improvement of EF also associated with weight loss in this 10 week period. Staiano et al, 2012 • Fast-paced video games (not exergames) improve visual-spatial processing, EF, attention control, • In children 8 -21 years with ASD- playing cognitive flexibility- Green & Bavalier, exergames for 20 mins reduced repetitive 2003; Greenfield et al, 1994; Li et al, behaviors, and improved EF on one task – 2009 Anderson-Hanley, et al, 2011 education & learning through gaming Gaming is producing “new learners” – vs. traditional learner of a classroom The new learner “learns” in a virtual, 3 dimensional environment, where “space” is an important aspect Gaming environment is “interactive” and “explorative” Games lower the threshold of failure; foster engagement through immersion, games link learning to goals & roles- games are multimodal- Henry Jenkins Games are “hard fun” and demand learning- Seymore Papert Simpson, 2005 –describes critical aspects of gaming motivation, trial and error; competition & collaboration; rule based; effort influences outcome – all aspects essential for an active leaner. Many scholars reiterate the importance for educators and parents to recognize that students see the world differently and discourage in trying to mold them into traditional teaching practices……… video games- future of education? • Quest To Learn- NYC Public School -mimics the action and design principles of games by generating a compelling “need to know” in the classroom. Students encounter a series of increasingly complex, narrative challenges, games or quests, where learning, knowledge sharing, feedback, reflection and next steps emerge as a natural function of play. • MinecraftEdu, SimCityEdu, Leapfrog • Common Core – boon to educational technology with an array of educational software/video games aligned with Common Core standards • Caution: there is limited data if use of educational video games improve academic & class performance • Study of 7-9 years old given 25 session of games to challenge their working memory- conclusion- it did not improve working memory or academic skills. Improved performance only for similar games – Darren Dunning, 2013 • Survey of teachers- lower performing students seem to benefit from educational games e.g. by improving motivation video games for Special Educational Needs • There is need for evidence-based rationale in the use of information & communication technology for SEN (special educational needs) • Challenges & appeal- video games could be difficult for students with SENs- e.g. children with sensory and or motor impairment; ADHD; communication and language disorders, but can be appealing at the same time. • ASD- Anecdotal, survey and experimental studies – children with ASD strongly attracted to screen-based entertainment, including virtual reality of video games. • ADHD – Durkin et al, 2009, found NO differences in frequency or duration of playing videogames when comparing children with ADHD with typical peers. can video games support learning in children with SENs motivation & participation • Wasterfors,2011- children with cerebral palsy exerted themselves to the “utmost” in sports video games with unexpected intensity & complexity of their physical actions. “Children got an opportunity to show new competence in the eyes of others, and thereby display an “able”, rather than “disabled” identity” • Single case reports have shown increased motivation, participation & enjoyment in children with SENs Cognition • ADHD- 7-10 years old with ADHD showed improvement in WM and also generalization of skills with use of computer based programs to improve working memory- Klingberg et al 2002 • ADHD -Reduction in off-task behaviors with CogMed program- Green et al, 2012 • ADHD- WM training improvement in game condition vs. regular training – Prins et al, 2011 • Numerical training using game-based approach for children with Dyscalculia – positive results – Wilson et al, 2006 Critics – empirical challenges, transfer of trained skills, methodological limitations of studies social promises of video games in children with SENS • Children & adolescents with ASD “affected” interests in video games as they understood that games are valued by typical peers – Winter-Mesiers, 2007 • Anecdotal reports and case-studies- concur that games can help children with SENs keep up with peer community • Survey of 52 adolescents with ASD- most frequent social activity for males was playing video games –also reported more positive friendship when they played games with friends. Kuo et al, 2011 Electronic media & health education benefits • Real potential for health related behavioral changes using video games/computer games for nutrition, physical activity, asthma, diabetes, safety behaviors, sexual risk behaviors • Video games can motivate patients, improve health outcomes through their repetitive nature, personalized message through creation of avatars & virtual identities & provide immediate feedback to increase engagement. • A Systematic Review of 19 studies- 17 studies reported at least one significant effect of behavior change outcome- in increase in fruit/ vegetable consumption, increase physical activity, improved asthma self- management, acquisition of street & fire safety skills; and sexual abstinence. Hieftje, Edelman et al, 2013 • Re-Mission 2- video game for children with cancer- players control a nanobot who shoots cancer cells, overcomes infections, manages nausea & constipation- aims to teach kids how best to adhere to their treatment. Randomized control trial with Re-Mission- kids who played this showed greater adherence to cancer protocol, self efficacy, cancer-related knowledgedistributed to 200,000 patients • Caution- many games for behavioral +health improvement are not scientifically evaluated Negative impact of gaming • Violent video games increase aggressive thoughts, feelings and behaviors • Desensitize to violence, reduce empathy • Video game playing is negatively related to school performance • Video games may worsen attention problem • Video game addiction video games & aggression • Experimental studies- playing violent games causes immediate increase in aggressive behaviors, aggressive thoughts, aggressive emotions-Anderson et al 2004; Barlett et al • Cross-sectional studies- link violent games to high level of aggression- Anderson 2007, Krahe et al 2004 • Longitudinal studies- violent games a significant risk factor for later aggressive behaviors; games affect youth across different cultures. Anderson et al 2008; Willoughby, Adachi, Good, 2012 • Meta-analysis of 136 research articles- Anderson, Shubuya, et al 2010- strongest evidence that video games violence increases the risk of aggression mediators of aggression in violent video gaming • 3 year longitudinal study of 3034 children & adolescents 8-17 years- Gentile, Li et al- 1014 • Conclusion: habitual violent video game play increased long term aggressive behaviors by producing changes in aggressive cognition- this occurred regardless of sex, age, initial aggressiveness, & parental involvement gaming and aggression Several factors contribute to aggression after media violence exposure based on social cognitive, social-learning & biological influences models…… 1. Increase in aggressive thoughts- leading to hostile response to mild provocation 2. Increase in aggressive affect 3. Increase in general arousal 4. Direct imitation of recently observed behavior. In addition, repeated media exposure can 1. Create more + attitudes, beliefs and expectations in using aggression as solution 2. Creates “aggressive scripts” that make it easily available and acceptable 3. Decrease accessibility to non-violent scripts when problems-solving a solution 4. Decreases the normal negative emotional response to violence (Craig Anderson, 2010) decreased empathy and gaming • Desensitization to violence – reduced emotional and physiological reactivity to violence- habitual video gaming linked to chronic desensitization (Bartholow et al, 2011; Bailey et al 2011, Bushman et al 2009) • Reduced empathy and emotional numbing – leads to reduction in helping behavior Gaming and ADHD • Several studies show correlations between attention problems in children and television- related to rapid change of focus and exciting levels of videogames cannot compare to day-to-day classroom activities and may weaken attention • Swing, Gentile et al, 2010- in children amount of time playing video games is associated with attention problems; similar in magnitude to attention problems and television • adolescents & young adults- amount of time on media (TV+ video games) related to attention problems • Gentile et al, 2012- longitudinal study of 3000 children over 3 years- bidirectional relationship between attention problems and video games - the amount of time spent on gaming mattered more. problematic gaming- addiction 5.8% boys in a large survey of 4000 + adolescents showed problematic gaming 3% girls showed problematic gaming (trying to cut back, irresistible urge to play, growing tension that could only be relieved by play) Girls were more likely to report getting into serious fights, carrying a weapon to school- Desai et al, 2010 Video game addiction rates vary from 3%- 11.3% in males in different studies. Correlates of problematic gaming- regular cigarette smoking, drug use, depression, serious fights, social distress, reduced sleep time, lower school achievement, increased suicidal thoughts. risk factors of problematic gaming Risk factors- ADHD and gaming (share common mechanism of rewards & sensitization; mediated by dopamine.) Single prospective study of 2000 adolescents for 2 years showed ADHD as the most significant predictor for development of internet addiction. Ko et al,2009 Several cross-sectional studies show that ADHD as a significant risk factor towards internet addiction, especially in girls. Chan & Rabinowitz 2006, Yen 2007, Ha et al 2006 Effects of methylphenidate treatment for 8 weeks on 62 children with ADHD + internet addiction- reduction in ADHD symptoms and video games/internet use -Han et al 2009 problematic gaming & ADHD • Vulnerability of ADHD- immediate feedback, multimodal stimulating aspects of games, reward incentive & motivation to go to next level, rapidly changing screens; minimal demands on working memory and attention • Video games believed to activate rewards pathways- some research on youth with internet addiction have shown higher reward dependency and increased polymorphisms of dopamine receptor gene which are implicated in gambling and alcoholism- Han et al 2007 • Bidirectional relationship- ADHD makes gaming attractiveleading to addiction- this worsens ADHD symptoms by reinforcing rapid rewards, hyper-focused reactivity, impulsivity. video games and school performance Increased time on screen media (TV, video games, movies) is associated with poor school performance National sample of 1491 children 10-19 years This study found that adolescent gamers spent 34% less time doing homework & 30% less time reading – Cummings, Vandewater, 2007 Displacement hypothesis –gaming may displace time spent in doing home work, reading, and interacting with families what’s the verdict? • Electronic Gaming and Psychosocial Adjustment- Andrew Przybylski, Pediatrics, 2014 • National sample of 2436 males, 2463 females; age 10-15 years in the UK • Assessed through self-report • Findings- low level of daily playing video games < 1 hour (compared to nonplayers) showed higher prosocial behaviors and life satisfaction; lower levels of conduct problems, hyperactivity, peer problems, & emotional symptoms • High level players ->3 hours daily- negative adjustment, higher levels of externalizing & internalizing problems, lower prosocial and life satisfaction • The moderate players 1-3 hours did not show any difference from the nonplayers • Importantly- “the size effect of this study was not robust like factors such as maternal deprivation, family functioning and school dynamics which have a robust and enduring impact on a child’s psychosocial adjustment and well being”. • These findings can impact the way the American Academy of Pediatrics and other organizations provide guidelines regarding use of videogames in children and adolescents. “do video games make kids Saints or Psychopaths” • Studies are varied- some researchers say that effect size is small in many studies, negative and positive effects have been exaggerated; there is research bias • Others say that the risk is cumulative- playing violent video games may not be the one big risk factor leading to aggression and violence, but it cannot be discarded either. • ….my 5 year old patient greatly under the influence of Minecraft told me “my technological brain is melting…..I take potions, I am afraid of zombies, monsters, creeper, skeletons, slime”…… AAP Policy Statement Children, Adolescents, and the Media- 2013 Concerns daily use of media 8-10 year-old ~ 8 hrs/day Older children & teens > 11 hours/day 71% have TV in bedrooms >75% 12-17 year olds have cell phones Concerns of: Media violence, sex in media, substance use, music & music videos, obesity, displacement from other activities- home work, sports, family time • • • • • • Recommendations Limit screen time <1-2 hours/day Discourage screen exposure for children <2 years Keep TV, internet device out of children’s bedrooms Monitor media use Co-view TV, movies, videos Model active parentingenforce mealtime & bedtime “curfew” for devices; establish reasonable but firm rules for media use what should pediatricians do? • Become educated on what's “popular” with children & teens- what are they watching & playing?? • Become educated on critical media topics • Know that media is woven into kids & teen life • Know that this “good” or “bad” dichotomy is incorrect • AAP suggests: Ask 2 media questions how much media /day, TV & devices in bedrooms- Yes/ No? • Tell parents that internet screens in bedroom increases risk for obesity, substance use, exposure to sexual content, decline in school performance, effect on sleep, internet addiction THANK YOU
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