Child gender differences and parental monitoring over children’s gaming are explored as potential moderators. Using a parent report survey, this investigation explores the frequency of video game play in young children (age six to ten), the content of those games, and the social context in which games are played, and then relates these variables to children’s school performance and behavior problems. Funk (2005) has reported that 53% of games played by first- to third- grade children contained violence, and this exposure to violence may lead to problematic mental health outcomes ( Blake & Hamrin, 2007).ĭue to the growing popularity of these games, it is important to learn what effects they may have on children, and what may moderate these effects.
It is not simply playing these games, however, that is concerning.
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High-speed Internet has made it possible in recent years to download and/or play online games instantly, making total video game sales an estimated $29 billion dollar business in 2005 ( Wong, 2006). In 1999, the video game industry in the United States generated approximately $7.4 billion in retail revenues (PC Data, 2000). Video gaming has grown into a very lucrative business. The possible effects of violent television has received much attention in recent years ( Coyne & Archer, 2005 Gentile & Walsh, 2002 Huesmann, Moise-Titus, Podolski, & Eron, 2003 Levine & Waite, 2000) but the relatively recent popularity of video games has led to research focused on gaming as well ( Carnagey, Anderson, & Bartholow, 2007).