What are the causes and effects of increased gaming in adolescent girls and boys?
Friday, July 17, 2015 - 15:30
in Psychology & Sociology
Technological innovations, multiple genres, online gaming and mobile apps have led gaming to become big business. Call of Duty Black Ops sold 1.4 million copies and registered 2.6 million Xbox Live players on launch day. Adolescents increasingly use gaming for a significant part of their leisure time. New research examines World Health Organization data on adolescent well-being collected from over 4,000 children aged 11-15 to determine why some adolescents gaming habits are escalating. The author reflects on gender, age, policy, parental influences and outcomes for adolescents.