Effects of Digital Gaming Among Children and Adolescents in Singapore: A Summary of Research Findings

  • Angeline KhooEmail author
  • Vivian Hsueh-Hua Chen
  • Choo Hyekyung
Part of the Education Innovation Series book series (EDIN)


This chapter presents the research findings of a 3-year longitudinal project on video gaming among 2,527 children and adolescents in Singapore between the ages of 9 and 17, with the main objective of investigating positive and negative effects in playing video games. Negative effects referred to pathological play, aggression and mental health problems. Positive effects investigated included prosocial behaviour and empathy and social relationships. Results from published papers are summarised.


Video gaming Pathological play Aggression Mental health problems Prosocial behaviour Empathy Social relationships 


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Copyright information

© Springer Science+Business Media Singapore 2015

Authors and Affiliations

  • Angeline Khoo
    • 1
    Email author
  • Vivian Hsueh-Hua Chen
    • 2
  • Choo Hyekyung
    • 3
  1. 1.National Institute of EducationNanyang Technological UniversitySingaporeSingapore
  2. 2.Nanyang Technological UniversitySingaporeSingapore
  3. 3.Department of Social WorkNational University of SingaporeSingaporeSingapore

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