Parental Mediation

New entry in the Digiplay Games Research Bibliography:

Van den Bulck, J.; Eggermont, S. (2006)
Journal of Human Nutrition and Dietetics

Image of booksObjective This study examined self-reported meal skipping and eating faster than usual with the goal of watching television or playing computer games. Method Respondents reported their media use and indicated how often they skipped a meal to watch a favourite television programme or to play a computer game, and how often they ate faster than usual in order to watch television or play a computer game. Subjects Respondents were 2546 adolescents of 13 (first year of secondary school) and 16 years (fourth year of secondary school) of age. Results About one respondent in 10 skipped at least one meal every week for either television viewing or computer game playing. Weekly meal skipping for television viewing occurs more regularly in boys and first-year students, but particularly in teenagers who view 5 h or more daily (15% of the sample). The category of teenagers who play computer games four times a week or more (25.3% of the sample) is at increased risk of meal skipping; those who play more than four times a week are 10 times more likely weekly to skip a meal. A quarter of the adolescents eat faster at least once a week to be able to watch television or play a computer game. Regardless of gender and school year, teenagers' risk of eating faster progressively increases with their use of the media. Those who watch 4 h or more daily are about seven times more likely to skip a meal for television and those who play computer games at least four times a week are nine times more likely weekly to skip a meal. Conclusions Unhealthy eating habits can be a side effect of heavy or excessive media use. Teenagers' use of television or game computers during nonworking or out-of-school hours partly displaces the amount of time that needs to be spent at meals. Practitioners and educators may try to encourage or restore a pattern of healthful meal consumption habits by reducing the amount of media use, and by supporting parental rule-making regarding children's eating habits and media use. Read more...

New entry in the Digiplay Games Research Bibliography:

Gentile,D A; Lynch,P J; Linder,J R; Walsh,D A (2004)
Journal of Adolescence

Image of booksVideo games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model. Read more...

New entry in the Digiplay Games Research Bibliography:

Cantor,J; Wilson,B J (2003)
Media Psychology

Image of booksIn this article, we review research that explores how the effects of media violence on aggression may be diminished and how media productions may be used to reduce aggressive attitudes and behaviors. Studies show that adults' comments before or during media exposure can reduce the impact of violent programming on children aggressiveness under some circumstances. Experiments involving more extensive media literacy curricula show that some approaches can alter attitudes toward media violence and, in a few cases, intervene in aggressive behavior. Studies of the impact of antiviolence media productions reveal that although such efforts can be effective, unanticipated "boomerang" effects are prevalent. Overall, the effectiveness of the 3 types of interventions was highly variable, and age and gender differences were prominent. The findings suggest that more research is needed to determine the best approaches to developing parental interventions, media literacy strategies, and prosocial media presentations for reducing youth violence. Read more...

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