Predictors

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:

Slater, M. D.; Henry, K. L.; Swaim, R. C.; Cardador, J. M. (2004)
Communication Research

Image of booksWe hypothesize that the relationship between teen use of violent media and aggressiveness is contingent on personality and situational variables. Concurrent effects are modeled in four waves of data collection using multilevel analyses. Results indicate that the effect of violent media on aggression is more robust among students who report feelings of alienation from school and during times of increased peer victimization. Although overall use of violent media is associated with higher levels of aggression, a robust within-individual effect also exists, that is, during times when a student is viewing elevated levels of violent media content relative to the student's own norms for use of such media, he or she is also more likely to demonstrate heightened levels of aggression. This relationship is more robust among students who are victimized by their peers and experiencing increased sensation seeking. Read more...

New entry in the Digiplay Games Research Bibliography:

Chang, B H; Lee, S E; Kim, B S (2006)
New Media & Society

Image of booksThis study approached online games as an innovation and new medium with both Uses and Gratifications Perspective and Diffusion of Innovation Theory as theoretical frames. Based on a survey sample of Korean college students, this study investigated the differences in game adoption (1) between adopters (including continuers and discontinuers) and nonadopters (including potentials and resistors), (2) between continuers and discontinuers, and (3) between potentials and resistors of online games. Multiple logistic regression analyses showed that demographic profiles and innovativeness were strong predictive constructs for predicting online game adoption. Read more...

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