Complete Schedule
Bedroom Video Games and Social Functioning in College
Presentation Type
Poster Presentation
Abstract
Video games are a common form of entertainment, and are becoming more so. Half a billion people play video games at least an hour a day, and the average American young adult, by the time s/he turns 21, has spent as many hours gaming as s/he spent in every middle and high school class (McGonigal, 2010). With video games becoming such a pervasive part of life, it is important to consider their possible ramifications on behavior. The purpose of this study is to investigate whether the presence of bedroom video games in high school and in college predicts certain aspects of social functioning in college. Over 530 students from a large Midwestern University participated in the study. The participants filled out three sets of surveys including the “Favorite Media Scale” and the “Social Interaction Survey.” We will use regression based analysis to examine the relationship between the presence of bedroom video games in high school and in college, prosocial behavior, physical aggression, and relational aggression.
Start Date
25-4-2015 12:00 PM
End Date
25-4-2015 1:15 PM
Faculty Advisor
Douglas Gentile
Copyright
©2015 Stacie L. Johnson and Shinichi Kogi
File Format
application/pdf
Recommended Citation
Johnson, Stacie L. and Kogi, Shinichi, "Bedroom Video Games and Social Functioning in College" (2015). INSPIRE Student Research and Engagement Conference. 31.
https://scholarworks.uni.edu/csbsresearchconf/2015/all/31
Bedroom Video Games and Social Functioning in College
Video games are a common form of entertainment, and are becoming more so. Half a billion people play video games at least an hour a day, and the average American young adult, by the time s/he turns 21, has spent as many hours gaming as s/he spent in every middle and high school class (McGonigal, 2010). With video games becoming such a pervasive part of life, it is important to consider their possible ramifications on behavior. The purpose of this study is to investigate whether the presence of bedroom video games in high school and in college predicts certain aspects of social functioning in college. Over 530 students from a large Midwestern University participated in the study. The participants filled out three sets of surveys including the “Favorite Media Scale” and the “Social Interaction Survey.” We will use regression based analysis to examine the relationship between the presence of bedroom video games in high school and in college, prosocial behavior, physical aggression, and relational aggression.
Comments
Location: Great Reading Room, Seerley Hall