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

Overview of attention for article published in Social Psychiatry and Psychiatric Epidemiology, February 2016
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • One of the highest-scoring outputs from this source (#7 of 2,734)
  • High Attention Score compared to outputs of the same age (99th percentile)
  • High Attention Score compared to outputs of the same age and source (96th percentile)

Mentioned by

news
49 news outlets
blogs
9 blogs
twitter
259 X users
facebook
2 Facebook pages
video
1 YouTube creator

Citations

dimensions_citation
81 Dimensions

Readers on

mendeley
462 Mendeley
citeulike
1 CiteULike
Title
Is time spent playing video games associated with mental health, cognitive and social skills in young children?
Published in
Social Psychiatry and Psychiatric Epidemiology, February 2016
DOI 10.1007/s00127-016-1179-6
Pubmed ID
Authors

Viviane Kovess-Masfety, Katherine Keyes, Ava Hamilton, Gregory Hanson, Adina Bitfoi, Dietmar Golitz, Ceren Koç, Rowella Kuijpers, Sigita Lesinskiene, Zlatka Mihova, Roy Otten, Christophe Fermanian, Ondine Pez

Abstract

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. 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. 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)]. 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.

X Demographics

X Demographics

The data shown below were collected from the profiles of 259 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 462 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 2 <1%
United States 2 <1%
Switzerland 2 <1%
Italy 1 <1%
Unknown 455 98%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 73 16%
Student > Ph. D. Student 52 11%
Student > Master 46 10%
Researcher 37 8%
Student > Doctoral Student 26 6%
Other 69 15%
Unknown 159 34%
Readers by discipline Count As %
Psychology 89 19%
Social Sciences 36 8%
Medicine and Dentistry 33 7%
Computer Science 25 5%
Nursing and Health Professions 20 4%
Other 84 18%
Unknown 175 38%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 637. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 11 June 2023.
All research outputs
#35,146
of 25,775,807 outputs
Outputs from Social Psychiatry and Psychiatric Epidemiology
#7
of 2,734 outputs
Outputs of similar age
#518
of 408,291 outputs
Outputs of similar age from Social Psychiatry and Psychiatric Epidemiology
#1
of 25 outputs
Altmetric has tracked 25,775,807 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 99th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 2,734 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 14.5. This one has done particularly well, scoring higher than 99% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 408,291 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 99% of its contemporaries.
We're also able to compare this research output to 25 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 96% of its contemporaries.