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dc.contributor.authorBrooks, F.
dc.contributor.authorChester, Kayleigh
dc.contributor.authorSmeeton, N.C.
dc.contributor.authorSpencer, Neil
dc.date.accessioned2016-03-30T14:11:40Z
dc.date.available2016-03-30T14:11:40Z
dc.date.issued2016-01-02
dc.identifier.citationBrooks , F , Chester , K , Smeeton , N C & Spencer , N 2016 , ' Video gaming in adolescence : factors associated with leisure time use ' , Journal of Youth Studies , vol. 19 , no. 1 , pp. 36-54 . https://doi.org/10.1080/13676261.2015.1048200
dc.identifier.issn1367-6261
dc.identifier.otherORCID: /0000-0001-9460-5411/work/32622240
dc.identifier.urihttp://hdl.handle.net/2299/16854
dc.descriptionThis is an Accepted Manuscript of an article published by Taylor & Francis Group in Journal of Youth Studies on 14 July 2015, available online at: https://doi.org/10.1080/13676261.2015.1048200
dc.description.abstractThe geographies of the current generation of young people are markedly distinct from previous generations by virtue of their access to a virtual playground. The vast majority of young people now engage in video gaming as a leisure activity. Drawing on findings from the 2009/2010 WHO Health Behaviour in School-aged Children study this paper set out to investigate the factors that might be associated with higher levels of video gaming. Information was collected from 4404 school students aged 11, 13 and 15 years, using anonymised self-completed questionnaires. Higher usage was defined as game play exceeding two hours a day. Separate analyses were conducted for boys and girls. For both genders higher levels of game playing was associated with early adolescence, opposite sex friends and minimal parental mediation. Bullying and going to bed hungry were associated with higher usage for boys only, while life satisfaction and family activities were linked to girls’ game playing only. Parents were identified as effective mediators of young people’s video game usage. The study identified gendered motivations for higher levels of game play, suggesting different interventions for boys and girls may be required in order for young people to create a balanced approach to video gamingen
dc.format.extent506570
dc.language.isoeng
dc.relation.ispartofJournal of Youth Studies
dc.subjectvideo gaming
dc.subjectadolescence
dc.subjectgender
dc.subjectparental mediation
dc.titleVideo gaming in adolescence : factors associated with leisure time useen
dc.contributor.institutionDepartment of Adult Nursing and Primary Care
dc.contributor.institutionHealth & Human Sciences Research Institute
dc.contributor.institutionSchool of Health and Social Work
dc.contributor.institutionCentre for Research in Public Health and Community Care
dc.contributor.institutionNursing, Midwifery and Social Work
dc.contributor.institutionCommunities, Young People and Family Lives
dc.contributor.institutionSocial Sciences, Arts & Humanities Research Institute
dc.contributor.institutionHertfordshire Business School
dc.contributor.institutionCentre for Research on Management, Economy and Society
dc.contributor.institutionStatistical Services Consulting Unit
dc.contributor.institutionHealth Services and Medicine
dc.contributor.institutionHealthcare Management and Policy Research Unit
dc.contributor.institutionWeight and Obesity Research Group
dc.description.statusPeer reviewed
dc.date.embargoedUntil2017-01-14
rioxxterms.versionofrecord10.1080/13676261.2015.1048200
rioxxterms.typeJournal Article/Review
herts.preservation.rarelyaccessedtrue


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