Video games get a bad reputation, but a new study suggests that in small amounts, video games could lead to better-adjusted children.
In a recent study in Pediatrics, researchers at Oxford University found that there are some benefits to playing less than an hour of video games compared to playing no video games or playing for three or more hours. However, they cautioned that the influence of video games is small compared to several other factors.
"Low engagement is associated with higher life satisfaction and prosocial behavior and lower externalizing and internalizing problems, whereas the opposite was found for high levels of play," said the report.
They found that about 75 percent of British children and teenagers play video games, however those who spent more than half of their free time playing video games weren't as adjusted.
They also found that children that played between 1 and 3 hours of video games a day had no effects compared to non-players.
"These results support recent laboratory-based experiments that have identified the downsides to playing electronic games," said lead author Dr. Andrew Przybylski. "However, high levels of video game-playing appear to be only weakly linked to children's behavioural problems in the real world. Likewise, the small, positive effects we observed for low levels of play on electronic games do not support the idea that video games on their own can help children develop in an increasingly digital world."
This is one of the first studies to examine positive and negative effects of video games. Those who played video games for less than an hour had the highest levels of sociability and fewer friendship and emotional problems.
"In a research environment that is often polarized between those who believe games have an extremely beneficial role and those who link them to violent acts, this research could provide a new, more nuanced standpoint." Przybylski said.
Previous research has suggested time limits on the video games children play.
"Some of the positive effects identified in past gaming research were mirrored in these data but the effects were quite small, suggesting that any benefits may be limited to a narrow range of action games," Przybylski said. "Further research needs to be carried out to look closely at the specific attributes of games that make them beneficial or harmful. It will also be important to identify how social environments such as family, peers, and the community shape how gaming experiences influence young people."