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Publication details
Adolescent digital gaming and why it still matters
| Authors | |
|---|---|
| Year of publication | 2026 |
| Type | Peer-reviewed scientific article |
| Magazine / Source | European Journal of Developmental Psychology |
| MU Faculty or unit | |
| Citation | |
| web | https://www.tandfonline.com/doi/full/10.1080/17405629.2026.2727615 |
| Doi | https://doi.org/10.1080/17405629.2026.2727615 |
| Keywords | Adolescents; HBSC; moral panic; media panic; gaming |
| Description | Digital media environments increasingly shape the everyday lives of children and adolescents. However, public and scientific debates about specific media technologies are often influenced by cycles of moral panic that frame emerging media as exaggerated risks. Computer gaming represents a notable example. Earlier debates focused on concerns about violent content and gaming addiction, yet empirical findings have generally shown small and context-dependent effects. Drawing on the concept of moral media panics and recent empirical evidence, this article revisits the role of computer gaming in developmental psychology. Also, using findings from the Health Behaviour in School-aged Children (HBSC) project, this paper highlights the ongoing, and even increasing, importance of gaming in adolescents’ daily lives. Current data indicate that gaming remains one of the most, if not the most, common and intensive leisure activities among young people, with pronounced gender differences in both engagement and problematic gaming indicators. At the same time, evidence suggests that many concerns about gaming have been overstated, while potentially important developmental aspects of gaming environments have received comparatively little attention. The article argues that gaming should not be considered merely a temporal trend among youth so it should have a firm place in developmental psychology research. |
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