Causal relationships between video game use
and school maladjustment
Fumika Kimura and Akira
Sakamoto
Ochanomizu University, JAPAN
A panel study of 438
elementary school students (235 boys, 138 girls, and 20 unknown) was conducted
to examine causal relationships between their video game use and school
maladjustment. Results showed two
findings. First, video game use
increased 乪hate for school乫
and decreased乪need
for learning乫. The second finding was that 乪hate
for school乫
increased video game use. This
indicates that the relationships between video games and 乪school hate乫
would be bi-directional.
Nowadays years, there are a lot of students who do
not go to school in Japan. They
are called乪school maladjustment乫, and it is pointed out that regardless of going to school or not going
to school, the students of school maladjustment have gradually been increasing 乮e.g., Hironaka,
1999; Fujii, 1997乯. The students who are now
going to school but do not want to go to school will stop going to school. Many reasons for school maladjustment
are thought to be plausible. One
of them is the harmful influence of video games. Video game playing is one of the most popular plays among
children. The diffusion of video
game sets is distinct, and there is a popular belief that video game use would
have harmful influences on children乫s social personality. This, video game use might prevent
children from interacting with real others, and therefore lead children to
socially maladjusted personality.
This belief makes people think that the relationships of students who
play video games with classmates will become worse, and at last, they will go
to school maladjustment.
Some studies have already been conducted for the
problem that video game use would have harmful influences on children乫s social
personality (e.g., Lin & Lepper, 1986; Sakamoto, 1994). Some of them show that this influence
is not always true (Kimura & Sakamto, 2000a; Kimura et al. 1999 ). The studies that examined causal
relationship between video game use and school maladjustment do not always
support the harmful influences (Kimura & Sakamoto, 2000b). But these studies have not examine what
aspects of school maladjustment are.
In this study, we make this clear.
Thus, we conducted a panel study to examine causal
relationships between video game use and various aspects of school
maladjustment. If a panel study is
conducted, in general causation can be estimated to some degree (Finkel, 1995).
Questionnaire
Video
game Use We measured the
frequencies of subject乫s use of video games. We asked the number of days per week where the subjects used
video games, and how long the subjects used video games in weekdays and
weekend, respectively. Then, we
calculated hours per week where subjects use video games.
School Maladjustment Variables.丂嘆Adjustment Scale for School
Environment 嘦 (ASE嘦; 14 items; Koizumi, 1995), 嘇An inventory in which
unwillingness to attend school is assessed (12 items; Furuichi, 1991). As for both of, the higher the score
is, the more maladjusted the subjects are.
A factor analysis, in which the principal factor
method and varimax rotation method were used, divided the concept of school maladjustment into five factors. They were 嘆 乪hate for school乫 (兛=.92), 嘇 乪negative
relationships with classmates乫 (兛=.73), 嘊 乪positive relationships with classmates乫 (兛=.60), 嘋 乪indifferences to
their own schools乫 (兛=.69), and 嘍 乪low motivation for learning乫 (兛=.64). Items of 乪negative
relationships with classmates乫 are the reversal items of 乪positive relationships with classmates乫. The reason why
these factors were divided can be regarded as being due to the subjects,
response sets. We therefore
combined these two factors into one factor.
The relationships between the scores of these four
factors and the frequency of video game use were analyzed using the structural
equation modeling (An analysis model is shown in Fig. 1).
Estimation of
Causation between Video Game Use and School Maladjustment
Table 1 shows standardized regression weights. Two findings were obtained. First, video game use increased 乪hate
for school乫
and 乪low
motivation for learning乫. It was shown that video game use did
not have influences on the students乫 relationships with classmates, but had
harmful influences on 乪hate for school乫 and 乪low motivation for learning乫. 乪Hate for school乫 means vague
unwillingness to attend school.
This result may be because elementary school students have greater attraction
for video game use than for their school life.
The second finding was
that 乪hate
for school乫
increased video game use. As for 乪hate
for school乫, video game use was both a cause and an effect. This indicates that the relationships
between video games and 乪hate for school乫 would be bi-directional.
In this study, we
revealed that video game use did not influence on children乫s relationships with
their friends. Video game use
increased vague unwillingness to attend school, but did not have influences on
the students乫 relationships with classmates.
Fig. 1 The structural
equation model
|
Table1 Standardized regression weights |
|||||
|
|
Hate for
school |
Relationships with
classmates |
Indifferences in their
own schools |
Low motivation
for learning |
|
|
Video
game use 仺school maladjustment |
.09* |
.00 |
-.04 |
.08* |
|
|
School
maladjustment 仺videogame
use |
.10** |
.07侕 |
.03 |
.07 |
|
|
**p<.01丆
*p<.05丆 侕p<.10 |
|
|||||
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KIMURA,
Fumika
Dept. of Developmental and
Clinical Studies,
Graduate School of Humanities
and Sciences,
Ochanomizu University
2-1-1, Otsuka, Bunkyo-ku,
Tokyo, 112-8610
JAPAN
E-mail: fumica@ma3.justnet.ne.jp