NotesFAQContact Us
Collection
Advanced
Search Tips
Back to results
ERIC Number: ED548533
Record Type: Non-Journal
Publication Date: 2012
Pages: 178
Abstractor: As Provided
ISBN: 978-1-2674-1588-2
ISSN: N/A
EISSN: N/A
Video Games, Adolescents, and the Displacement Effect
Fisher, Carla Christine
ProQuest LLC, Ed.D. Dissertation, Teachers College, Columbia University
The displacement effect (the idea that time spent in one activity displaces time spent in other activities) was examined within the lens of adolescents' video game use and their time spent reading, doing homework, in physically active sports and activities, in creative play, and with parents and friends. Data were drawn from the Panel Study of Income Dynamics Child Development Supplement III and included 1,420 adolescents ages 9 to 18. Time use diaries were used to aggregate time spent in activities of interest as well as to divide the population into gamer and nongamer categories. It was hypothesized that time spent gaming would be related to decreases in time spent in the activities of interest as well as differences in scores on social behavior measures, i.e. the Behavior Problem Index and the Positive Behaviors Scale. Results indicate partial support for the hypotheses. The displacement effect exists, though it is moderated by a number of factors to the extent that at times, an inverse of effect is observed. In these situations, it is observed that gamers spend more time in some activities of interest than nongamers (where it is hypothesized that gamers would be spending less time), including that female gamers spent more time reading than female nongamers on weekend days. Negative displacement included homework as well as sports and active leisure on weekend days. Time spent gaming was also related to displacement of these activities for boys. Displacement was also found for time spent with parents and friends. However, this displacement was often moderated by whether the child was playing with or without parents or friends. Significant differences were noted on the Behavior Problem Index and Positive Behaviors Scale, however analyses indicated a small effect size, thus the exploration of this topic did not yield educationally significant differences between gamers and nongamers in terms of their social behaviors. Implications for game researchers, game designers, and parents are discussed. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
ProQuest LLC. 789 East Eisenhower Parkway, P.O. Box 1346, Ann Arbor, MI 48106. Tel: 800-521-0600; Web site: http://www.proquest.com/en-US/products/dissertations/individuals.shtml
Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A