The impact of home computer use on children’s activities and development

Most American children now have access to home computers and are using them for everything from playing games to doing schoolwork to chatting with friends via e-mail to surfing the Web. Although research on the effects of children’s use of home computers is still sketchy and ambiguous, some initial indications of positive and negative effects are beginning to emerge.

Displacement of other activities
When children use computers at home instead of watching television, it is generally viewed as positive; but when children use computers instead of participating in sports and other physical activities, it raises concerns about the possible effects on their physical and psychological well-being. Yet little research exists on how children’s growing use of computers may be displacing activities other than television viewing, and the few findings that exist are ambiguous. Some evidence indicates that children who use home computers may watch less television than nonusers, but other evidence suggests that television viewing remains the same or might even increase with the use of home computers.
Children in homes with computers also spent less time watching videotapes and more time doing schoolwork and reading magazines or newspapers, compared with children in homes without computers
Still others suggest that, because of the growing trend to link the content of various media – as exemplified by the ‘tie-ins’ between children’s television shows, computer games, and Web sites – computer use may not displace television, but may instead lead to an increase in television viewing. Furthermore, it appears that greater access to home computers may actually be increasing children’s total ‘screen time’, that is, time spent using a computer, playing video games, and watching television combined. As the combined amount of time children spend across these various media increases, the likelihood of displacing time spent on organized sports and other physical activities also increases, thus exacerbating the impact on children’s physical and psychological well-being.
Effects on social development and relationships
The use of home computers can shape children’s interactions with parents. Firstly, one obvious effect has been the frequent reversal of the traditional parent-child relationship with the computer savvy child taking on the role of teacher to the parent. Several studies have found, for example, that teenagers are more likely to help their parents with computers than parents are to help their children. In addition, some have hypothesized that the equality in online communications among computer users of all ages tends to erode authority structures, with the result that children will be less accepting of parental authority.
With respect to interactions with peers, the effects of computer use appear to depend on both the amount of time spent in front of a screen, and the fact that children are likely to use computers by themselves. Several studies suggest that the computer is often used in solitude, robbing children of time for other social activities and interfering with the development of social competence. Because of the importance of interacting with others to maintain friendships, spending time alone on computers might hinder children in developing their interpersonal skills

Social effects of playing computer games
As mentioned earlier, game playing has long been the predominant use of home computers among children – especially among younger boys. Although the available research indicates that moderate game playing has little social impact on children, concerns nonetheless have been raised about excessive game playing, especially when the games contain violence. Research suggests that playing violent computer games can increase children’s aggressive behavior in other situations.

Links to violent behavior raise concerns
Although educational software for home computer use includes many games that encourage positive, pro-social behaviours by rewarding players who cooperate or share, the most popular entertainment software often involves games with competition and aggression, and the amount of aggression and violence has increased with each new generation of games. Yet parents often are unaware of even the most popular violent titles.
Numerous studies have shown that watching violent television programs and films increases children’s and adults’ aggression and hostility; thus, it is plausible that playing violent computer games would have similar effects. The research on violent computer games suggests that there is, indeed, an association between playing such games and increased aggression, and that the critical variable is a preference for playing aggressive games, rather than the amount of time spent playing. Several experimental studies suggest that playing a violent game, even for brief children’s free play, hostility to ambiguous questions, and aggressive thoughts. Furthermore, it has been found that children who have a preference for and play aggressive computer games demonstrate less pro-social behavior, such as donating money or helping someone.
Studies of television have found that continued exposure to violence and aggression desensitizes children to others’ suffering, but studies of computer games have not yet explored such a link.

Conclusions, policy implications, and future research needs
The strongest evidence examining how home computer use affects children builds on the studies of television concerning physical effects and violent computer. The evidence on physical effects links the sedentary nature of computer use to an increased risk of obesity. Children should limit their time with media and should be taught to use computers safely to avoid the types of eye, back and wrist injuries that have plagued adult computer users. In addition, the evidence on violent content links exposure to violent computer games to increased aggressive behavior. Stronger actions are needed on the part of policy makers and software developers to re-evaluate the content of games targeted to children, to help parents choose appropriate games for their children, and to monitor violent content on the Web.

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