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Record W4284686690 · doi:10.1037/tmb0000075

Video game playing frequency, social cognition, and social behavior in childhood.

2022· article· en· W4284686690 on OpenAlexafffund
Gardy A. Lavertu, Anne G. Seni, Evelyn Vera-Estay, Maria Tran, Gregory West, Miriam H. Beauchamp

Bibliographic record

VenueTechnology Mind and Behavior · 2022
Typearticle
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsUniversité de MontréalCentre Hospitalier Universitaire Sainte-Justine
FundersSocial Sciences and Humanities Research Council of Canada
KeywordsCognitionPsychologySocial cognitionCognitive psychologyCognitive scienceNeuroscience

Abstract

fetched live from OpenAlex

Socialization is the basis of human behavior and thus an individual’s social competence is key to creating and maintaining satisfying relationships, communicating with others, and functioning adaptively in society. With video games increasingly omnipresent in the leisure activities of young people, concerns have been raised as to their potential harmfulness, or conversely, their utility with respect to developing cognitive, affective, and social skills. However, reported links between video game playing frequency (VGPF) and markers of social competence are equivocal, with some studies reporting adverse associations and others highlighting measurable benefits. Much of the previous work in this area has focused on adolescents, yet video game use is also common in elementary school children. This study aimed to explore associations between VGPF and three components of social competence: social cognitive skills, social adaptive skills, and social behavior. Children (n = 57, 6–12 years) completed measures of these components, and their parents completed a video game habits questionnaire. Weekly VGPF was positively associated with executive and social behavior difficulties and negatively associated with social adaptive skills and prosocial behavior. Social adaptive skills, empathy, and lower VGPF were independently associated with prosocial behavior, while poorer empathy and executive difficulties were associated with social behavior problems. In conclusion, elementary school children who played video games less frequently in this study displayed better social competence in terms of prosocial behavior, but there was no association between VGPF and social behavior problems. Limiting gaming frequency could possibly increase opportunities for real-life social interaction, promoting prosocial behavior.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesScience and technology studies
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.136
Threshold uncertainty score0.999

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.001
Science and technology studies0.0020.001
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.020
GPT teacher head0.305
Teacher spread0.286 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations5
Published2022
Admission routes2
Has abstractyes

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