Page 65 - Petelin, Ana, et al. 2019. Eds. Zdravje otrok in mladostnikov / Health of Children and Adolescents. Proceedings. Koper: University of Primorska Press
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Those adolescents who spend more time playing computer games are health of slovene children and adolescents - new challenges in the »online« world 63
expected to have poorer relationships with their parents than those who play
computer games less frequently (Richards, et al., 2010). The reason for resort-
ing to playing computer games can be in experiencing bad relationships and
communication with parents; with such behavior, the adolescents can escape
their parents at least temporarily (also known as “escapism”) (Kim, et al., 2009;
Lemmens et al., 2011b). Participants in studies also said that it was easier for
them to establish and maintain a conversation in the world of video games and
that a sense of connection and increased collective consciousness in a virtual
environment meant a lot to them (Williams, 2006; Smyth, 2007; Hussain and
Griffiths, 2008). In the present study, communication with the father proved to
be important, whereas this was not the case when it comes to communication
with the mother or family support, which is difficult to explain. Additional re-
search would therefore be required.
Conclusions
The study has shown that the playing of computer games is associated with sev-
eral factors, indicating that the continuation of research with an integrated ap-
proach would be both sensible and necessary. The findings can serve well in fu-
ture preventive actions and in the planning of targeted interventions.
References
CHOI, K., SON, H., PARK, M., HAN, J., KIM, K., LEE, B., GWAK, H., 2009.
Internet overuse and excessive daytime sleepiness in adolescents. Psychi-
atry and Clinical Neurosciences, vol. 63, no. 4, pp. 455462.
DURKEE, T., KAESS, M., CARLI, V., PARZER, P., WASSERMAN, C.,
FLODERUS, B. D., APTER, A., BALAZS, J., BARZILAY, S., BOBES, J.,
et al. 2012. Prevalence of pathological internet use among adolescents in
Europe: demographic and social factors. Addiction, vol. 107, no. 12, pp.
22102222.
FERGUSON, C. J., and KILBURN, J., 2009). The Public Health Risks of Me-
dia Violence: A Meta-Analytic Review. The Journal of Pediatrics, vol. 154,
no. 5, 759763.
FIKKERS, K., TAYLOR, P. J., WEEDA, W., VOSSEN, H. and VALKENBURG,
P., 2013. Double Dose: High Family Conflict Enhances the Effect of Me-
dia Violence Exposure on Adolescents‘ Aggression. Societies, vol. 3., no.
3, pp. 280292.
FROSTLING-HENNINGSSON, M., 2009. First-Person Shooter Games as a
Way of Connecting to People: “Brothers in Blood.” CyberPsychology &
Behavior, vol. 12, no. 5, pp. 557562.
GREITEMEYER, T., 2018. The spreading impact of playing violent video games
on aggression. Computers in Human Behavior, vol. 80, pp. 216219.
expected to have poorer relationships with their parents than those who play
computer games less frequently (Richards, et al., 2010). The reason for resort-
ing to playing computer games can be in experiencing bad relationships and
communication with parents; with such behavior, the adolescents can escape
their parents at least temporarily (also known as “escapism”) (Kim, et al., 2009;
Lemmens et al., 2011b). Participants in studies also said that it was easier for
them to establish and maintain a conversation in the world of video games and
that a sense of connection and increased collective consciousness in a virtual
environment meant a lot to them (Williams, 2006; Smyth, 2007; Hussain and
Griffiths, 2008). In the present study, communication with the father proved to
be important, whereas this was not the case when it comes to communication
with the mother or family support, which is difficult to explain. Additional re-
search would therefore be required.
Conclusions
The study has shown that the playing of computer games is associated with sev-
eral factors, indicating that the continuation of research with an integrated ap-
proach would be both sensible and necessary. The findings can serve well in fu-
ture preventive actions and in the planning of targeted interventions.
References
CHOI, K., SON, H., PARK, M., HAN, J., KIM, K., LEE, B., GWAK, H., 2009.
Internet overuse and excessive daytime sleepiness in adolescents. Psychi-
atry and Clinical Neurosciences, vol. 63, no. 4, pp. 455462.
DURKEE, T., KAESS, M., CARLI, V., PARZER, P., WASSERMAN, C.,
FLODERUS, B. D., APTER, A., BALAZS, J., BARZILAY, S., BOBES, J.,
et al. 2012. Prevalence of pathological internet use among adolescents in
Europe: demographic and social factors. Addiction, vol. 107, no. 12, pp.
22102222.
FERGUSON, C. J., and KILBURN, J., 2009). The Public Health Risks of Me-
dia Violence: A Meta-Analytic Review. The Journal of Pediatrics, vol. 154,
no. 5, 759763.
FIKKERS, K., TAYLOR, P. J., WEEDA, W., VOSSEN, H. and VALKENBURG,
P., 2013. Double Dose: High Family Conflict Enhances the Effect of Me-
dia Violence Exposure on Adolescents‘ Aggression. Societies, vol. 3., no.
3, pp. 280292.
FROSTLING-HENNINGSSON, M., 2009. First-Person Shooter Games as a
Way of Connecting to People: “Brothers in Blood.” CyberPsychology &
Behavior, vol. 12, no. 5, pp. 557562.
GREITEMEYER, T., 2018. The spreading impact of playing violent video games
on aggression. Computers in Human Behavior, vol. 80, pp. 216219.