In our research on the relationship between videogame playing and cognitive outcomes we found that children (n=481, 12 year olds) who played videogames more were more creative than those who played them less. Here we summarize these findings and propose new research to identify mediating cognitive factors influenced by videogame playing.
View Article and Find Full Text PDFThis research addressed two fundamental questions regarding self-concept, self-esteem, gender, race, and information technology use. First, is technology use related to dimensions of self-concept and/or to self-esteem? Second, are there gender and/or race differences in self-concept, self-esteem, and technology use? Five hundred youth, average age 12 years old, one third African American and two thirds Caucasian American, completed multidimensional measures of self-concept, the Rosenberg Self-Esteem scale, and measures of frequency of Internet use, Internet use for communication (e-mail and instant messaging), video game playing, and cell phone use. Findings indicated that technology use predicted dimensions of self-concept and self-esteem, with video game playing having a negative influence and Internet use having a positive influence on self-concept dimensions.
View Article and Find Full Text PDFCyberpsychol Behav
December 2008
The relationship between four types of information technology use and eight dimensions of psychological well-being were examined in a sample of 500 African American and Anglo-American girls and boys. Both parent and child ratings of well-being were considered. Findings indicated that greater IT use, but especially greater videogame use, was associated with lower psychological well-being, with one exception: greater Internet use for purposes other than communication was associated with greater psychological well-being.
View Article and Find Full Text PDFCyberpsychol Behav
August 2008
This research examined race and gender differences in the intensity and nature of IT use and whether IT use predicted academic performance. A sample of 515 children (172 African Americans and 343 Caucasian Americans), average age 12 years old, completed surveys as part of their participation in the Children and Technology Project. Findings indicated race and gender differences in the intensity of IT use; African American males were the least intense users of computers and the Internet, and African American females were the most intense users of the Internet.
View Article and Find Full Text PDFIn this research, we examined cultural differences in morality in the real and virtual worlds and the relationship between the two. Approximately 600 Chinese and 600 U.S.
View Article and Find Full Text PDFHomeNetToo is a longitudinal field study designed to examine the antecedents and consequences of home Internet use in low-income families. Participants included 140 children, mostly 13-year-old African American (83%) boys (58%), living in single-parent households (75%) where the median annual income was $15,000 (USD). This report focuses on children's Internet activities, socio-demographic characteristics related to their Internet activities, and the relationship between academic performance and Internet activities.
View Article and Find Full Text PDFHomeNetToo is a longitudinal field study designed to examine the antecedents and consequences of home Internet use in low-income families (http://www.HomeNetToo.org).
View Article and Find Full Text PDFThis research examined the effects of instructional set on Internet use by low-income adults during a 16-month longitudinal study. Participants (n = 117) received instructions that focused on either the Internet's communication tools or its information tools. Internet use was continuously and automatically recorded.
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