![]() Consequences of apparent video game addiction included high levels of depression, anxiety, shyness and higher levels of “problematic cell phone use.” Others reported “significant conflict” with family and friends over video games. Some gamers perpetually chased “highs” through new content, so money was an issue. Their behaviors included unhealthy preoccupations with video games and experiencing withdrawal symptoms when they were unable to play. “The vast majority of adolescents can play video games without becoming addicted or developing other problems.”īut the remaining 10% reported crossing into addictive territory. “That’s relatively good news,” said Coyne. ![]() The research, which was published in “Developmental Psychology,” revealed about 90% of the participants used video games in ways that were safe and free from negative long-term consequences. “It allowed us to look at directions of associations,” she said. ![]() The study’s long-term elements offered Coyne and her fellow researchers telling data on if, say, depression or anxiety lead to a problem with video games - or if a person’s “pathological relationship” with video games influence a negative outcome over time. Participants also responded to queries on a range of other personal measures such as depression, anxiety, pro-social behavior, empathy, delinquency, shyness, financial and vocational outcomes, and parental monitoring. The self-report survey included several items that reflected “a clinical cutoff level” for video-game addiction. A small percentage of participants were Latter-day Saints. Researchers surveyed a group of adolescents, both young men and young women, about video-game addiction every year, once a year, for six years. The study would explore what predicts “somebody who is ‘high’ on a video-game addiction and then, perhaps, what are some of the outcomes.” ![]() So she and a small group of fellow researchers, both from BYU and other institutions, sought to collect and analyze long-term data from hundreds of game-playing adolescents who were on the cusp of young adulthood. And many cast doubts about the long-term effects of any apparent “addictions.”Ĭoyne’s strength is longitudinal research - looking at variables over an extended period of time. The available studies only measured behavior over a short period of time. Scholarship at the time suggested that video game addiction was real - but the research was in its infancy. Several years ago, one of her relatives “seemed to be controlled by video games and was having some pretty negative results,” she said. Gaming, she added, “has been important for his emotions and social relationships when he can’t see people face-to-face.”īut after serving as the lead research author on a recent six-year study on video game addiction, she and her fellow researchers at the Church-owned school have concluded that for a “significant minority” of gamers, video-game addiction - a condition where gaming interferes with a person’s ability to function normally - is a troubling fact.Ĭoyne’s initial interest in the potential risks of video games was personal. “He gets on Fortnite with his friends at night, and he laughs and talks and connects with them - and it makes him happy.” “My 16-year-old son really likes video games,” she told the Church News. In fact, the family life professor has no problem with her own teenager responsibly enjoying video games, especially during the ongoing pandemic when people need some escape and fun. We knew we wanted to make this happy, kind of goofball, gets-into-trouble rapscallion character,” said student director Samantha Barroso.Here’s something to remember about Brigham Young University professor Sarah Coyne before knowing anything else about her research on video-game addiction: “You look at them and they just look like happy, little cute guys. Axolotl means “water dog” in the Nahuatl language of the Aztecs, according to the San Diego Zoo’s website. The salamander is an “axolotl” - pronounced AX-oh-lot-ul - a fun type of salamander that retains its juvenile characteristics into adulthood. The idea for a film centered on a sinkhole, or cenote, came from student director/writer Daniel Villanueva Avalos, who saw cenotes as a boy when he visited archaeological sites in southeastern Mexico with his family. When you see repeated success, it’s really a reflection of the amazing students that come to study with us,” he said. “They buy into the process and they do all the work. Where to watch 3 decades of BYU’s family-friendly shortsīYU student films have been nominated for student Emmy’s 20 times in 21 years, a remarkable run that reflects the students BYU attracts to the center, said animation program director and co-creator Kelly Loosli.
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