Game Play Has No Negative Affect On Children?

A UK longitudinal study carried out on over 11, 000 children by the Medical Research Council at the University of Glasgow concluded that: Watching TV for 3 hours or more daily at 5 years predicted increasing conduct problems between the ages of 5 years and 7 years. No effects of TV at 5 years were found on hyperactivity/inattention, emotional symptoms, peer relationship problems or prosocial behaviour. Playing electronic games at 5 years was not associated with increased risk of problems. The results are interesting but I do feel rather than take them at face value, it is important to think about the study itself. The original research paper can be found on the British Medical Journal website. Firstly, the most obvious point is perhaps that it is carried out by survey and therefore relies on the parent’s perspective of their child, and also assumes they have tracked screen time correctly and recorded it accurately. Although the Strengths and Difficulties Questionnaire (SDQ) given to the parents to complete is described as “a widely-used survey instrument with high validity and reliability,” I have carried out the questionnaire personally and feel the questions themselves are rather subjective and the tick box answers very restrictive. In …

A UK longitudinal study carried out on over 11, 000 children by the Medical Research Council at the University of Glasgow concluded that:

  • Watching TV for 3 hours or more daily at 5 years predicted increasing conduct problems between the ages of 5 years and 7 years.
  • No effects of TV at 5 years were found on hyperactivity/inattention, emotional symptoms, peer relationship problems or prosocial behaviour.
  • Playing electronic games at 5 years was not associated with increased risk of problems.

The results are interesting but I do feel rather than take them at face value, it is important to think about the study itself. The original research paper can be found on the British Medical Journal website.

Firstly, the most obvious point is perhaps that it is carried out by survey and therefore relies on the parent’s perspective of their child, and also assumes they have tracked screen time correctly and recorded it accurately. Although the Strengths and Difficulties Questionnaire (SDQ) given to the parents to complete is described as “a widely-used survey instrument with high validity and reliability,” I have carried out the questionnaire personally and feel the questions themselves are rather subjective and the tick box answers very restrictive. In addition, each parent’s perspective on what the terms themselves mean, how the questions and answers are interpreted and parent’s perception of the children themselves will inevitably vary greatly. For example, one question states is the child “obedient”. Define obedience. Is the child obedient in which situations? What factors does it depend on and is this relevant? And how to then answer accurately with the limited options of not true, somewhat true or certainly true? Even the mood of the parent at the time of completing the SDQ or events taken place just prior could change the answers. Without a more holistic picture of the child, the questionnaires can not be assumed to be at all accurate, in my opinion.

Secondly, the study sets out to look at direct links between amount of screen time and mental health, ignoring the potential indirect affects. “Links between screen time and mental health may be indirect, rather than direct, for example, via increased sedentary behaviour, sleeping difficulties and language development.” If mental health is indirectly affected this should be equally noted in the conclusion in order to give a clear and unbiased presentation of the results. The other thing noted in the research itself and I feel relevant personally, is that the study was only carried out to show the effects on children up to aged 7. These are not long term results, there is no point of reference later in childhood or even into adult life. I think it is important to consider possible delayed effects that might not show up until later in life.

Also, the types of games played and nature of programmes watched were not taken into account and this is perhaps far more relevant than the amount of screen time. “There was also no information on weekend use, or the content or context of early screen time. Other research has indicated the importance of content for aggression and attentional problems in young children. Screen time in the context of parental restrictions or discussion of content may moderate negative effects.” The study itself suggests further study in this area is needed. “The study highlights the need for more detailed data to explore risks of various forms of screen time, including exposure to screen violence.”

Gaming, negative affects, mental health, behaviour, SEND, parenting childhood, research, living life our way
Stock photo (image not my own)

In addition, studies should further examine the associated child and family characteristics which appear to account for most of the simple associations between screen exposure and psychosocial adjustment. What is appropriate for some is not appropriate for others, particularly in content.

However, the biggest point that the study itself mentions but that is not highlighted in reports of the findings, is the many factors that can affect how a child is effected by screen exposure. “For problem scores (conduct, hyperactivity/ inattention, emotional and peer relationship), detailed modelling (not shown) indicated that the set of maternal and family characteristics produced the greatest reduction in the effect of screen exposure; followed by adjustment for child characteristics. For prosocial scores, family functioning measures produced the greatest reduction in the effect of screen exposure.” This might seem obvious to many but I feel there can be a danger of oversimplifying the summary of results and not taking into account the other factors and, most importantly, the child themselves as an individual.

So do I think that there is a case for limiting screens? Yes and no. It depends entirely on the context. Limitations might be in time, or could be in content only. It might not be an imposed limitation necessarily, it could be mutually and respectfully agreed upon by the entire family. Sometimes the child might set their own limitations because they have decided for themselves that they are not comfortable with the content, or would simply rather do other things with their time. It might not be an arbitrary rule but rather stem from a very genuine and obvious need for it. The adults in the house may also limit their own screen time to meet the needs of the family. What works for one family may well be very different to another.

The fact is that everyone has different needs and I feel we need to be accepting and understanding of this in all aspects of life, screens are no different. Individuals are exactly that, individual, so the assumption that there is a right or wrong answer as to whether or not screens have any negative effects is, I feel, misguided. Families need to support their children in meeting their own needs rather than be guided by research one way or another. A million people can say they personally did or did not experience negative effects but if you feel differently and think it is causing any type of harm to yourself or someone you are responsible for, you are probably right.

In summary, according to the research paper “findings do not demonstrate that interventions to reduce screen exposure will improve psychosocial adjustment. Indeed, they suggest that interventions in respect of family and child characteristics, rather than a narrow focus on screen exposure, are more likely to improve outcomes.” It is not about reducing screen exposure or otherwise, it is about respecting individuals and how their needs vary.

1 thought on “Game Play Has No Negative Affect On Children?”

  1. Thanks for breaking this down. I believe there is also a strong link between violent games and normalizing violence in a child’s mind. It’s shocking that the types of games weren’t taken into consideration. One other thing I think is often overlooked is what was lost during the hours of gaming. It’s hard to say, but certainly gaming so much means not playing outside as much, not exploring as much, not creating as much, not building as much, not reading as much. We can’t measure a negative, but that doesn’t mean there wasn’t a huge loss. (I’m pretty passionate about this subject.)

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