Tiraboschi Gabriel Arantes, Garon-Carrier Gabrielle, Madigan Sheri, Smith Jonathan, Surprenant Rachel, Fitzpatrick Caroline
Département d'enseignement au préscolaire et au primaire, https://ror.org/00kybxq39Université de Sherbrooke, Sherbrooke, QC, Canada.
Département de psychoéducation, https://ror.org/00kybxq39Université de Sherbrooke, Sherbrooke, QC, Canada.
Psychol Med. 2025 Aug 25;55:e235. doi: 10.1017/S0033291725101153.
Child video game playing ("gaming") may lead to decreased child academic motivation. Conversely, children with low academic motivation may seek fulfillment through gaming. We examined bidirectional associations between child gaming and academic motivation across middle childhood.
Our analyses are based on 1,631 children (boys = 785) followed in the context of the Quebec Longitudinal Study of Child Development. Data on gaming and academic motivation were collected repeatedly at ages 7, 8, and 10. Measures of child gaming were parent-reported and reflect daily video game playing time. Measures of academic motivation were child self-reported and reflect enjoyment in learning mathematics, reading, and writing. To disentangle the directionality of associations, we estimated a random-intercept cross-lagged panel model to estimate bidirectional, within-person associations between gaming and academic motivation in a cohort of school-aged Canadian children.
Our results revealed unidirectional associations whereby more frequent gaming by boys at age 7 years predicted lower academic motivation at age 8 years ( = -.11, 95% confidence interval [CI]: -.22 to -.01), and similarly, gaming by boys at age 8 years predicted lower academic motivation at age 10 years ( = -.10, 95% CI: -.19 to -.01). Changes in boys' academic motivation did not contribute to subsequent changes in gaming. There were no associations between gaming and academic motivation for girls.
More time devoted to gaming among school-aged boys is associated with reduced academic motivation during a critical developmental period for the development of academic skills. Fostering healthy gaming habits may help promote academic motivation and success.
儿童玩电子游戏(“游戏”)可能会导致儿童学习动力下降。相反,学习动力低的儿童可能会通过游戏来寻求满足感。我们研究了童年中期儿童游戏与学习动力之间的双向关联。
我们的分析基于魁北克儿童发展纵向研究中的1631名儿童(男孩785名)。在7岁、8岁和10岁时反复收集关于游戏和学习动力的数据。儿童游戏的测量由家长报告,反映每日电子游戏玩的时间。学习动力的测量由儿童自我报告,反映在学习数学、阅读和写作方面的乐趣。为了理清关联的方向性,我们估计了一个随机截距交叉滞后面板模型,以估计一群加拿大学龄儿童中游戏与学习动力之间的双向个体内关联。
我们的结果显示单向关联,即7岁男孩玩游戏更频繁预示着8岁时学习动力较低(β = -.11,95%置信区间[CI]:-.22至-.01),同样,8岁男孩玩游戏预示着10岁时学习动力较低(β = -.10,95%CI:-.19至-.01)。男孩学习动力的变化对随后的游戏变化没有影响。女孩的游戏与学习动力之间没有关联。
在学术技能发展的关键发育期,学龄男孩花更多时间玩游戏与学习动力降低有关。培养健康的游戏习惯可能有助于促进学习动力和学业成功。