Annotated Bibliography 3
ORIGINAL PAPER
Is time spent playing video games associated with mental health, cognitive and social skills in young children?
Viviane Kovess-Masfety1,9 • Katherine Keyes2 • Ava Hamilton2 • Gregory Hanson2 •
Adina Bitfoi3 • Dietmar Golitz4 • Ceren Koç5 • Rowella Kuijpers6 •
Sigita Lesinskiene7 • Zlatka Mihova8 • Roy Otten6 • Christophe Fermanian1 •
Ondine Pez1
Received: 13 October 2015 / Accepted: 17 January 2016 / Published online: 5 February 2016
� Springer-Verlag Berlin Heidelberg 2016
Abstract
Background Video games are one of the favourite leisure
activities of children; the influence on child health is usu-
ally 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 cogni-
tive 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 chil-
dren themselves with the Dominic Interactive. Child video
game usage was reported by the parents. Teachers evalu-
ated academic functioning. Multivariable logistic regres-
sions 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
& Viviane Kovess-Masfety [email protected]; [email protected]
Katherine Keyes
Ava Hamilton
Gregory Hanson
Adina Bitfoi
Dietmar Golitz
Ceren Koç
Rowella Kuijpers
Sigita Lesinskiene
Zlatka Mihova
Roy Otten
Christophe Fermanian
Ondine Pez
1 EHESP, Paris Descartes University, EA 4057 Paris, France
2 Mailman School of Public Health, Columbia University,
New York, NY, USA
3 The Romanian League for Mental Health, Bucharest,
Romania
4 Institute of Psychology, University of Koblenz-Landau
(Campus Koblenz), Koblenz, Germany
5 Yeniden Health and Education Society, Istanbul, Turkey
6 Behavioural Science Institute, Radboud University,
Nijmegen, The Netherlands
7 Clinic of Psychiatry, Faculty of Medicine, University of
Vilnius, Vilnius, Lithuania
8 New Bulgarian University, Sophia, Bulgaria
9 EHESP, rue du Pr Leon Bernard, 35043 Rennes, France
123
Soc Psychiatry Psychiatr Epidemiol (2016) 51:349–357
DOI 10.1007/s00127-016-1179-6
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 dis-
tress, 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.
Keywords Mental health � Children � Epidemiology � Gambling
Abbreviations
SDQ Strengths Difficulties Questionnaire
DI Dominic Interactive
SCHME School Children Mental Health Europe
Background
According to the APA Council on Communications and
Media Executive Committee, ‘‘Children and teenagers
spend more time engaged in various media than they do
in any other activity except for sleeping’’. This assess-
ment was based on a 2010 Kaiser Family Foundation
survey of more than 2000 youths 8–18 years old which
revealed that children and teenagers in the US spend an
average of 7 h per day with a variety of media. The
survey further indicated that 70 % of American teenagers
have a TV in their bedroom, and half have a video game
console. The Council recommended limiting media time
to 2 h per day for children and suggested that pediatrician
or family practitioners inquire about media exposure
during visits to educate parents on recommended guide-
lines and on health risks associated with exaggerated
exposure.
In the European Union (EU), video games are very
popular across age groups and socio-economic categories.
An EU council resolution is in place to rate video games
and provide warning labels regarding violence or adult
content, allowing parents to decide which games are
appropriate for their child. This resolution has since been
extended to 20 Member States. However, this rating system
is not in place in four Member States including Cyprus,
Luxembourg, Romania and Slovenia. Furthermore, 15 EU
States have legislation concerning the sale of video games
with adult content to minors in stores, although the scope
of this legislation varies greatly between Member States.
For instance, Germany, Ireland, Italy and the UK have
banned certain violent video games, while other countries
have not. Despite these efforts to control access to violent
or inappropriate games in the EU, no recommendations
have been issued towards physicians to provide guidelines
on how media exposure should be addressed with the
parents during routine health examinations.
The effect of video games on child mental health has
been researched relatively thoroughly over the past few
decades with regard to the time spent playing video
games, and the effects of sometimes violent, ultra-realistic
video games. High media usage (including TV, videos,
computer/internet use and more specifically video games)
has been linked to an increased risk of suicidality and
depression in adolescents [1, 2] and in adults [3] in the
US and in Norway. However, this elevated risk was not
replicated in other countries. A large Canadian study
showed non-significant or even inverse associations
between video game use and depression or binge drink-
ing, while it was significantly associated with increased
risk of obesity [4]. Violent video games were also
reported to desensitize children towards violence and to
decrease morality and empathy [5]. Finally, other studies
reported addictive behavior associated with video games
comparable to substance dependence [6, 7] along with its
negative consequences.
A 1997 meta-analysis [8] indicated that video games
might not lead to aggressive behavior, and suggested that
playing video games may even help children to express
their aggression, suggesting that they could even be used
for health education. However, data from this meta-
analysis were limited to adolescents and young adults, yet
children as young as 8 or younger have access to those
games and have not been thoroughly studied and more
recent data has shown that the influence of media such as
video games and TV on children is not uniformly nega-
tive [9–12]. This is an important gap in the literature
given that patterns of media use may be established
during this developmental window, and it is also a critical
window for the onset of childhood mental health
problems.
To our knowledge, the present study is the first ever to
utilize survey data on more than 3000 European
schoolchildren aged 6–11, across six countries representing
very diverse cultural contexts to investigate the association
between video game use and mental health. The objectives
350 Soc Psychiatry Psychiatr Epidemiol (2016) 51:349–357
123
are (1) to determine the amount of time spent on video
games by primary school children in diverse European
countries, and to examine the determinants of video game
use; (2) to determine whether high video game use is
associated with decrease academic performance; and (3) to
investigate whether high video game use is associated with
mental health problems.
Methods
The School Children Mental Health Europe (SCHME)
study is a cross-sectional survey of European schoolchil-
dren aged 6–11 conducted in 2010. The present study
included data collected in Germany, The Netherlands,
Lithuania, Romania, Bulgaria, and Turkey. Details on
country-specific sampling are provided elsewhere [13].
Briefly, approximately 45–50 schools were approached per
country (a greater number of schools were approached in
Germany and The Netherlands), with varying participation
rates from 6.5 % in The Netherlands and 95.6 % in
Romania. Schools were selected randomly though they
were not selected to be representative of the country.
Classes were then randomly selected within each partici-
pating school. Approximately 48 children were then ran-
domly selected in each school. One exception is in The
Netherlands, where a smaller number of schools partici-
pated and complete classes were included. Parents received
a letter describing the study and a consent form to be
returned to the school. Children were included if they were
present on the day of the assessment, unless their parent
actively refused. Among participating schools, between
50.5 % (Turkey) and 90.5 % (The Netherlands) of eligible
children participated in the study, and between 45.5 %
(The Netherlands) and 90.9 % (Lithuania) of the child
informants (parents and teachers) participated. The total
sample size was 4911 for teacher-reported outcomes and
5115 for mother-reported outcomes. Among those with
both informants, we restricted the dataset to include only
mother respondents 4079 (81.61 % of sample) to maintain
comparability since proportion of fathers largely varies
across countries and gender differences influence most of
the mental heath evaluations and we excluded few kids
aged 5 or 12/13 to concentrate on the 6–11 range.
Respondents for whom data on video games were not
available (n = 884, 21.67 %) were excluded. The final
sample included in the present study is 3195.
Measures
In each country, data were collected from the child, the
teacher and the mother. The mothers completed self-reports
documenting socio-demographic variables such as
household composition (including age, gender and parental
status for each member), parental education (highest level
completed), marital status, occupational level (profession-
ally active vs inactive), as well as the MH5 a subscale of
the SF36 1 [14] assessing psychological distress. In The
Netherlands the same questions were completed electron-
ically using a secured website, though paper questionnaires
were made available upon request.
Video game use
Parents were asked how long their child spends playing
video games on average during the week. We used tertiles
of reported time spent for analyses based on distributions in
the data and preliminary analyses. Low video game use
was defined as 0–60 min per week; moderate use was
defined as 61–300 min, and high use was [300 min.
Mother-reported and teacher-reported mental health status
Child psychopathology was assessed using the Strengths
and Difficulties Questionnaire (SDQ) [15, 16]. The SDQ
has been validated in a number of languages and has been
used extensively in Europe [17–20]. The parent and tea-
cher versions of the SDQ include a brief questionnaire
divided into five subscales for which the author provided
cuts points in order to define normal, doubtful and
probable cases of emotional problems, hyperactivity and
inattention, conduct problems, peer relationship difficul-
ties, and pro-social behaviors. A total difficulties score
was computed, excluding pro-social behaviors and peer
relationship difficulties with cut points for parent and
teacher evaluations. In addition, parents and teachers were
asked to rate the level of impairment caused by the
child’s mental health issues. These responses were scored
as recommended [15]. The present study also considers
probable cases combining parents and teachers answers
plus impairment [21] for three diagnoses as for a pooled
‘‘any diagnosis’’ Subjects were then excluded if they did
not include a mother and teacher response. Of the 4342
subjects with a maternal response, 4079 also had a full
teacher report.
Child-self-reported mental health status
Self-reported mental health was evaluated using a com-
puterized cartoon-like assessment tool known as the ‘‘Do-
minic Interactive’’. The Dominic Interactive (DI) was
designed for young children (6 years old and older), and
consists of 91 cartoons depicting a child named Dominic/
Dominique experiencing a feeling, a thought or an action.
1 http://www.sf-36.org.
Soc Psychiatry Psychiatr Epidemiol (2016) 51:349–357 351
123
A voice-over asks the child if she or he acts, feels or thinks
similarly. Children completed the DI individually on a
computer station at school under the supervision of a
research assistant. A series of yes/no questions provides
greater scope for self-expression [22, 23]. The DI has been
validated in several studies and has been found to be more
reliable than structured interviews in the assessment of
mental health in young children. A recent study established
the construct validity of the DI among the seven partici-
pating countries [24].
Data on suicidal thoughts were directly drawn from two
of the 91 cartoons [25] included in the DI: ‘‘Do you often
think about death or about killing yourself’’ and ‘‘Do you
often think about death or dying?’’.
Academic performance
Academic performance was evaluated by teachers who
answered questions regarding the child’s school perfor-
mance and learning behavior observed in the classroom. It
was formulated as ‘‘compared to the other children in the
class, how does he or she fare in the following areas: school
performance, reading, mathematics, spelling and intellec-
tual functioning?’’ to be classified into five levels from [5]
marked difficulties to [1] very good. An additional question
evaluated the child motivation to succeed at school.
Ethics statement
A personal letter allowing for a written refusal informed
parents. Surveys were completed in anonymity and no
names were available on the questionnaires sent to the
research team.
Each country received the support of their government,
and minister of education and obtained the support of rel-
evant ethical committees. In Bulgaria: The Deputy Minis-
ter of Education, Youth and Science of the Republic of
Bulgaria; in Germany approval was obtained through lan-
ders: (a) Ministry of Education, Science and Culture,
Mecklenburg-Vorpommern (b) State school authority,
Luneburg (c) Ministry of Education and Culture of Sch-
leswig–Holstein country; in Lithuania: the Ministry of
Education and Science of the Republic of Lithuania; in The
Netherlands: the Commission of Faculty Ethical Behavior
Research (ECG); in Romania the Bucharest School
Inspectorate General Municipal, and in Turkey: the Istan-
bul-directorate of National Education.
In addition, ethical committees were given their
approval in each of the countries except Germany where
the school authorization clearly mentioned in its text the
ethical conditions for the authorization and Turkey where
such committee does not exist but a parental signed consent
form was mandatory.
No child was obliged to participate; any refusal to par-
ticipate will have stopped his or her participation.
Statistical analyses
Statistical analyses were performed using SAS V9.3.
Multivariable logistic regressions were performed to assess
the association between mental health outcomes and video
game use adjusting for the child’s sex and age, the number
of children in household, region (Eastern vs Western Eur-
ope), mother’s age, socio-economic status, marital status,
mother’s psychological distress. Statistical significance
was evaluated using 0.05-level. Odds ratios are shown with
the corresponding 95 % confidence interval. Data were
weighted to correct for size of schools and probability of
child selection.
Results
Sample characteristics
A table available online presents the demographic char-
acteristics of the final sample. There were significant dif-
ferences with regard to age with a higher mean age in
Eastern Europe (8.72 years). Differences were also
observed regarding gender and number of children in the
family with Eastern Europe having a higher percentage of
families with four or more children. In addition, the Wes-
tern European sample had a significantly lower percentage
of mothers living apart from the father when compared to
Eastern Europe. Mothers in the sample were also signifi-
cantly more educated in Western Europe as well as sig-
nificantly older with an average age of 40.52 years.
Video game use
Overall, 20 % of the children were in the high usage group
defined as spending more than 5 h a week playing video
games, 39 % spent less than 1 h a week using video games
and 40 % between 1 and 5 h a week. Among the high
usage category, very few children played more than 20 h
(0.69 %), 4.32 % played 10–20 h, 6.89 % 7–10 h, and
8.11 % between 5 and 7 h. The remaining, 59.47 % played
more than 7 h and 20 % more than 10 h.
Table 1 shows that most demographic characteristics
were associated with video-game usage. Factors associated
with increased usage included being a boy, being older,
belonging to a medium size family. Conversely, a less
educated, single, inactive, or psychologically distressed
mother decreases the probability of high usage. Children
living in Western European countries were significantly
less likely to be high users as compared to their Eastern
352 Soc Psychiatry Psychiatr Epidemiol (2016) 51:349–357
123
Table 1 Demographics by Video Game use category
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1254) (n = 1294) (n = 636)
Age of child Mean age 8.5 8.83 9 \0.01 6 55.65 28.87 15.47
7 51.92 36.66 11.43
8 44.61 35.12 20.27
9 41.16 38.79 20.05
10 34.03 42.16 23.8
11 26.29 46.52 27.19
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1258) (n = 1298) (n = 639)
Sex of child Girl 47.43 35.73 16.84 \0.01 Boy 35.97 41.41 22.62
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1258) (n = 1298) (n = 639)
Number of children in family 1 39.89 41.5 18.61 \0.01 2 or 3 39.32 39.86 20.82
C4 51.65 29.89 18.46
Demographic characteristic Subcategory Less than 1 h or 1 h/
week
Greater than 1–5 h/
week
Greater than 5 h/
week
p value
Total sample size (n = 1161) (n = 1223) (n = 601)
Mother’s highest level of
education
College completed 66.07 25.64 8.28 \0.01 Secondary
completed
51.19 31.15 17.65
Some secondary 39.09 39.06 21.86
None/primary 33.81 44.38 21.8
Other 50.26 34.71 15.03
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1253) (n = 1298) (n = 635)
Age of mother Mean age 35.73 35.83 35.79 \0.01 B35 42.68 38.31 19.01
[35, B40 38.74 39.02 22.24 [40 41.79 40.19 18.01
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1253) (n = 1298) (n = 635)
Maternal psychological distress Psych distress 40.36 39.41 20.23 \0.01 No psych distress 44.15 36.65 19.2
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1210) (n = 1256) (n = 622)
Maternal activity Active 37.99 41.39 20.63 \0.01 Inactive 46.21 35.74 18.05
Soc Psychiatry Psychiatr Epidemiol (2016) 51:349–357 353
123
European peers (9.66 vs 20.49 %),though this pattern was
not homogenous.
Video game usage, academic performance
and motivation to succeed
High usage was associated with good intellectual func-
tioning and academic achievement (Table 2). The positive
associations included competence in reading (p = 0.05),
mathematics (p = 0.0031), and spelling (p = 0.002).
Motivation to succeed at school did not vary as a function
of usage (data not shown).
Once adjusted for child age and gender, number of
children, mother’s age, marital status, education, employ-
ment status, psychological distress, and European Region
(West/East), high usage was associated with increased odds
of elevated intellectual functioning (aOR 1.58 (1.22, 2.05)
[0.001]), and high overall competence (aOR 1.67 (1.31,
2.12) [\0.001]) (Table 2), moderate usage as well but to a lesser extend.
Video games and child mental health
Table 3 shows that in univariate analyses, playing video
games was associated with a lower prevalenceofself-reported
internalizing disorders and fewer reports of thoughts of death.
However, once adjusted for child age and gender, number of
children, mother’s age, marital status, education, employment
status, psychological distress, and European Region (West/
East), these differences were no longer significant.
There were no significant associations with any SDQ
dimension: emotional, ADHD, conduct, peer relationship,
Table 1 continued
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1205) (n = 1270) (n = 620)
Mother’s marital status In couple 39.85 39.69 20.46 \0.01 Single 46.32 36.4 17.27
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1258) (n = 1298) (n = 639)
Country Bulgaria 39.82 36.27 23.91 \0.01 East Germany 53.7 40.38 5.92
West Germany 59.4 37.05 3.55
Lithuania 47.37 30.45 22.18
The Netherlands 38.43 47.54 14.03
Romania 31.03 48.87 20.1
Turkey 45.11 43.34 11.55
Demographic characteristic Subcategory Less than 1 h or 1 h/week Greater than 1–5 h/week Greater than 5 h/week p value
Total sample size (n = 1258) (n = 1298) (n = 639)
Region East 41.11 38.4 20.49 \0.01 West 47.17 43.17 9.66
Intellectual functioning High 64.03 69.96 77.35 0.000
Low/average 35.97 30.04 22.65
School achievement High 53.15 60.28 68.72 0.000
Low/average 46.85 39.72 31.28
Table 2 Intellectual functioning and school competences and video games
Teacher Unadjusted Adjusted a
High intellectual functioning vs low or average
1–5 h of
usage
1.34 (1.13, 1.59) [0.001] 1.25 (1.03, 1.53) [0.028]
[5 h of usage
1.82 (1.46, 2.28) [\0.001] 1.58 (1.22, 2.05) [0.001]
School competence high vs low or average
1–5 h of
usage
1.36 (1.16, 1.60) [\0.001] 1.38 (1.14, 1.67) [0.001]
[5 h of usage
1.83 (1.49, 2.25) [\0.001] 1.67 (1.31, 2.12) [\0.001]
a Adjusted child age and gender, number of children, mothers age,
marital status, maternal education, activity status, psychological dis-
tress, European Region (West/East)
354 Soc Psychiatry Psychiatr Epidemiol (2016) 51:349–357
123
total difficulties as reported separately by the mother or the
teacher (tables on request).
Children whose mother and teacher both reported as
having problems with peer relationships or with an ele-
vated total difficulties score were less likely to be in the
high usage group (Table 4). Once adjusted for child age
and sex, number of children, mother’s age, marital status,
education, employment status, psychological distress and
regions, the association between combined mother and
teacher evaluations of peer relationship problems and odds
of high video game usage remained (aOR 0.41, 95 % CI
0.2–0.86) as well as the one with total difficulties (aOR
0.41, 95 % CI 0.2–0.86). Prosocial deficits were also
milder among those with moderate video game usage (OR
0.23, 95 % CI 0.07–0.81).
Discussion
In a sample of over 3000 young children across six Euro-
pean countries, high video game usage (playing video
games more than 5 h per week) was significantly associ-
ated with higher intellectual functioning, increased aca-
demic achievement, a lower prevalence of peer relationship
problems and a lower prevalence of mental health diffi-
culties. High video game usage was not associated with an
increase of conduct disorder or any externalizing disorder
nor was it associated with suicidal thoughts or thoughts of
death. Controlling for demographic and other risk factors
explained part of the association between video game use
Table 3 Child Mental health self evaluation (DI) in relation to video game playing (1–5, and 5? vs 1 or less h)
Children DI Unadjusted Adjusted a
External dx
1–5 h of usage 0.95 (0.64, 1.42) 0.93 (0.6, 1.44)
[5 h of usage 0.86 (0.52, 1.44) 0.74 (0.42, 1.33) Internal dx
1–5 h of usage 0.75 (0.59, 0.97) [0.03]
0.88 (0.66, 1.17)
[5 h of usage 0.72 (0.53, 0.99) [0.05]
0.85 (0.59, 1.22)
Specific phobia
1–5 h of usage 0.8 (0.53, 1.22) 1.11 (0.68, 1.81)
[5 h of usage 0.67 (0.39, 1.13) 0.99 (0.54, 1.8) Separation anxiety
1–5 h of usage 0.76 (0.57, 1.03) 0.87 (0.63, 1.21)
[5 h of usage 0.68 (0.45, 1.01) 0.73 (0.45, 1.17) GAD
1–5 h of usage 1.08 (0.69, 1.7) 1.21 (0.73, 1.99)
[5 h of usage 0.95 (0.53, 1.69) 1.15 (0.6, 2.18) Depression
1–5 h of usage 1.35 (0.82, 2.2) 1.42 (0.82, 2.45)
[5 h of usage 1.04 (0.56, 1.96) 1.05 (0.52, 2.12) Oppositional dx
1–5 h of usage 1.39 (0.78, 2.47) 1.24 (0.7, 2.18)
[5 h of usage 1.35 (0.69, 2.67) 1.08 (0.5, 2.31) ADHD
1–5 h of usage 1.14 (0.63, 2.05) 1.12 (0.61, 2.06)
[5 h of usage 1.04 (0.48, 2.23) 1.12 (0.51, 2.44) Conduct Dx
1–5 h of usage 0.76 (0.42, 1.37) 0.78 (0.4, 1.51)
[5 h of usage 0.6 (0.28, 1.29) 0.43 (0.18, 1.05) Think about suicide
1–5 h of usage 0.83 (0.64, 1.07) 1.11 (0.88, 1.39
[5 h of usage 0.87 (0.63, 1.18) 1.15 (0.86, 1.51 Thoughts of death
1–5 h of usage 1.01 (0.80, 1.28) 1.06 (0.81, 1.4)
[5 h of usage 0.68 (0.50, 0.92) [0.01]
0.76 (0.54, 1.06)
Bold indicates significance at 0.05 and above a Adjusted child age and gender, number of children, mothers age,
marital status, maternal education, activity status, psychological dis-
tress, European Region (West/East)
Table 4 Parent and teacher combined SDQ variables in relation to video game playing
Parent and teacher Unadjusted Adjusted a
Emotional
1–5 h of usage 0.87 (0.41, 1.84) 1.14 (0.42, 3.1)
[5 h of usage 0.7 (0.3, 1.63) 0.79 (0.26, 2.42) ADHD
1–5 h of usage 1.05 (0.66, 1.67) 1.03 (0.59, 1.8)
[5 h of usage 0.67 (0.37, 1.21) 0.61 (0.31, 1.19) Conduct
1–5 h of usage 0.82 (0.52, 1.29) 0.97 (0.54, 1.73)
[5 h of usage 0.73 (0.43, 1.25) 0.66 (0.33, 1.3) Any pb with impact
1–5 h of usage 0.89 (0.41, 1.95) 1.29 (0.47, 3.53)
[5 h of usage 0.43 (0.17, 1.07) 0.67 (0.2, 2.21) Prosocial
1–5 h of usage 0.43 (0.14, 1.37) 0.23 (0.07, 0.81) [0.02]
[5 h of usage 0.81 (0.26, 2.51) 1.09 (0.31, 3.9) Peer relationship
1–5 h of usage 0.68 (0.41, 1.11) 0.83 (0.44, 1.57)
[5 h of usage 0.35 (0.18, 0.7) [<0.01]
0.43 (0.19, 0.99) [0.05]
Total difficulties
1–5 h of usage 0.75 (0.46, 1.23) 0.97 (0.5, 1.88)
[5 h of usage 0.5 (0.27, 0.92) [0.03]
0.41 (0.2, 0.86) [0.02]
Bold indicates significance at 0.05 and above a Adjusted child age and gender, number of children, mothers age,
marital status, maternal education, activity status, psychological dis-
tress, European Region (West/East)
Soc Psychiatry Psychiatr Epidemiol (2016) 51:349–357 355
123
and protective associations in mental health and cognitive
function, nevertheless all these relations particularly cog-
nitive functioning persisted despite control.
These findings are in line with several studies. Dorman
[8] reviewed several studies conducted on children which
reported that video gaming seemed to increase prosocial
skills. For example, in a free play setting, young children
(ages 4–6) displayed an increase in violent behavior as well
as in prosocial behaviors after playing violent games.
A Japanese study of kindergarten children found that those
who played video games had more friends and were more
willing to talk to others [26].
More recently, a literature review [27] described the
‘‘social benefits of gaming’’. The authors concluded that
playing video games is today, even more so than in the past
two decades, a highly social activity for most children as the
vast majority of children play their video games with a
friend. Some games explicitly reward effective cooperation,
supporting and helping behavior [28]. In addition, playing
prosocial video games increased prosocial behaviors: chil-
dren who frequently played prosocial video games were
more inclined to engage in helpful behavior later in the year
[29]. Children who engaged in social interactions while
playing video games were also more likely to take an interest
in civic engagement once adults. Violent and nonviolent
games appear to be equally predictive of such involvement.
The same review [27] reported cognitive benefits of video
games as children developed problem-solving skills and
enhanced creativity. In addition, children seemed to develop
beliefs about their intelligence and abilities that affected
their level of achievement, which extended beyond their
performance on video games and applied to school activities.
An important future direction of this work is to determine
whether there are differential associations between video
game playing and childhood health outcomes depending on
the content of the game; for example, whether violent con-
tent specifically vs more complex cognitive problems solv-
ing tasks differently predict health outcomes.
Several limitations should be considered when inter-
preting the findings. First, due to the cross-sectional nature
of the SCMHE study, we cannot establish temporality
between video game usage and mental health outcomes.
Second, video game usage was reported by the mother,
which may have led to an overestimation or underestima-
tion of the time spent playing video games. We did not
assess children’s own perception of their time spent. While
this information would be useful as corroborative evidence,
children may not be accurate reporters of time spent
playing, compared with parents who most likely manage
children’s schedules. Third, mental health symptoms were
assessed via self report of the mother, teacher, and children
themselves, but not by trained clinicians. While clinician
assessments would be informative, assessments by multiple
reporters increase the reliability and validity of the infor-
mation we obtain in the present study. Finally, the overall
participation rate is a concern as only 21.67 % of eligible
families did not respond to the video game question.
Missing data are mainly due to data collected in Turkey,
where only 55.67 % responded to video game-related
questions, whereas in the remaining countries the response
rate was between 70 and 80 %. That being said, the anal-
yses controlled for the main socio-demographics variables,
which differentiated respondents from non-respondents,
correcting much of the potential bias.
Conclusion
The results of the present study suggest that video game
use is not associated with an increased risk of mental health
problems. On the contrary, the data presented here suggest
that video games are a protective factor, especially
regarding peer relationship problems for the children who
are the most involved in video games. Finally, video games
seem to be linked to better intellectual functioning and
academic achievement.
According to our data, video gaming is entirely benefi-
cial for cognitive functioning as well as for some aspects of
mental health. However, the cross-sectional nature of the
survey precludes us from drawing conclusions on the long-
term effects of high video game usage. Longitudinal
studies are needed to monitor mental health, cognitive and
social functioning through adolescence and into early
adulthood to ensure that the positive effects observed in
children are maintained later in life.
Acknowledgments This project had been financed by the European Union, Grant Number 2006336. The funders had no role in study
design, data collection and analysis, decision to publish, or prepara-
tion of the manuscript. We would like to thank the SCMHE group and
everyone that contributed to the European report including inter-
viewers who worked in the participating countries. In addition, we
would like to thank the parents, young people, and teachers for their
cooperation in contributing to the survey. Special thanks for Jean-
Pierre Valla, for making the Dominic Interactive available in the
participating countries languages.
Compliance with ethical standards
Conflict of interest The authors have declared that no competing interests exist.
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Social Psychiatry & Psychiatric Epidemiology is a copyright of Springer, 2016. All Rights Reserved.
- Is time spent playing video games associated with mental health, cognitive and social skills in young children?
- Abstract
- Background
- Methods
- Results
- Conclusions
- Background
- Methods
- Measures
- Video game use
- Mother-reported and teacher-reported mental health status
- Child-self-reported mental health status
- Academic performance
- Ethics statement
- Statistical analyses
- Results
- Sample characteristics
- Video game use
- Video game usage, academic performance and motivation to succeed
- Video games and child mental health
- Discussion
- Conclusion
- Acknowledgments
- References