ABSTRACT
Video games occupy a significant portion of leisure time for many university students. This study explores whether the aspects of perceived family environment (active-recreational orientation, achievement orientation, and family conflict) could predict the amount of time that university students play video games. A sample of 93 students from a regional campus of a university in the United States completed three subsections of the Family Environment Scale and answered questions pertaining to video game play. Results of the study find that active-recreational orientation is a significant predictor of video game play. Achievement orientation and family conflict were not found to be significant predictors. Discussion and limitations of the study are also undertaken.
Disclosure statement
No potential conflict of interest was reported by the author.
ORCID
Scott Tobias http://orcid.org/0000-0001-7731-6546