The Link Between Playing Video Games and Positive Youth Outcomes

2017 ◽  
Vol 11 (3) ◽  
pp. 202-206 ◽  
Author(s):  
Paul J. C. Adachi ◽  
Teena Willoughby
2020 ◽  
pp. 019874292096513
Author(s):  
Michael P. Dempsey ◽  
Wendi M. Davis ◽  
Peter Forbes ◽  
Cathleen Barclay Penkoff ◽  
Simon Gonsoulin ◽  
...  

This article draws on research, policy, legislation, and practice to provide strategies for addressing the reentry needs of youth in the juvenile justice system and reframing the way successful reentry outcomes are conceptualized. Achieving a systemic paradigm shift of this nature requires that researchers, policymakers, and juvenile justice administrators work together to facilitate change. The Council of Juvenile Justice Administrators is leading the combined effort to facilitate reform in this area. This article briefly discusses the state of the juvenile justice system, progress in the field, and remaining challenges facing administrators of juvenile justice facilities, within the context of a changing framework that focuses on a developmental approach to issues of delinquency and emphasizes positive youth outcomes as a more effective measure of reentry.


2015 ◽  
Vol 10 (1) ◽  
pp. 5-18 ◽  
Author(s):  
Barry A. Garst ◽  
Ryan J. Gagnon

While normative parenting styles can result in positive youth outcomes such as adjustment and competence, overparenting may lead to a variety of negative youth outcomes including poor self-regulation and childhood anxiety. Conceptualizations of overparenting vary and an opportunity exists to clarify the construct and consider the implications for youth development settings. This paper synthesizes what is known about overparenting and its sub-dimensions, proposes an overparenting model built on prior research, and explores the influence of overparenting on youth development programs. An agenda for further overparenting research is proposed.


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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