J. Colwell et al., COMPUTER GAMES, SELF-ESTEEM AND GRATIFICATION OF NEEDS IN ADOLESCENTS, Journal of community & applied social psychology, 5(3), 1995, pp. 195-206
Playing computer games has become an increasingly popular leisure time
activity amongst adolescents, but concerns have been expressed over p
ossible associated consequences. One research area has investigated re
asons for playing, and two prior explanations relate it to the functio
nal concepts of 'electronic friendship' and 'self-esteem'. A questionn
aire study was conducted among 120 adolescents to obtain information o
n a number of measures including gratification of needs and self-estee
m. Results showed that playing computer games is equally popular with
males and females, but males spend more time on it. Positive correlati
ons between playing and items on the needs scales were obtained. In pa
rticular males who were heavy players scored highly on the 'preference
to friends' need, but interestingly they were also likely to see thei
r friends more often outside school, thus providing no support for the
theory that computer games are taking the place of normal social inte
raction. For females there was evidence of a negative relationship bet
ween self-esteem and need gratification through playing computer games
. However more adolescents spend much more time watching television th
an playing computer games. These results are discussed in the context
of previous research.