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Prof Clears Air Around Study Findings

A new study found no positive aspects of videogaming, but the report's co-author tells Edge, "There's no doubt they're there."

A recent Brigham Young University study found a correlation between avid videogaming and substance abuse and anti-social behavior amongst young adults; results that don't paint gamers in the best of light.

But in an interview with Edge, the study's co-author, Dr. Larry Nelson with BYU's School of Family Life stressed that although there is a correlation, that doesn't necessarily mean gaming causes any of the associated negative traits that the study found.

"The study absolutely does not find that videogames cause this behavior. We've repeatedly tried to emphasize that in the study itself. It was all correlation," he said.

He made clear that a correlation simply means that as one variable changes, so will another. "All we know is that it's all related, and maybe it's a third variable that is causing the problems..."

The study, which he called a "first step," did not come to any conclusions regarding a potential third variable that would increase videogame use and supposed bad behavior.

The authors of the study, who polled over 800 university students across the U.S. (no BYU students took part), purposely focused on potentially positive aspects of videogame use with the belief they'd find positive correlations, said Nelson. But the researchers claimed to have found no--zero--positive links.

For instance, the study found videogame use correlated with greater drug use and drinking behaviors and poorer quality relationships with friends and parents. Violent videogame play was associated with more sexual partners; female gamers also reported lower self-worth.

But a lot of college students experiment with drugs, alcohol and sex. Wouldn't that skew the results?

"Absolutely," Nelson answered. "... One factor [of increased substance use] could be the experimentation that goes on with [drugs and alcohol]." He also said an increased amount of freedom for students to make their own decisions, whether it's to smoke a joint or play more videogames, could also play as a factor with the correlations that the study discovered.

Nelson admitted that this wasn't an exhaustive study about videogames; it was focused on young adulthood, and didn't explore some of the more widely-accepted benefits of videogaming.

"If we had done a study specifically on videogaming ... I'm sure [benefits] are there. There's no doubt they're there. We're not saying there is nothing at all positive about videogames."

He added, "Some young adults are flourishing during this time period [of young adulthood]. Others are floundering. Given this time period is unlike any other--young people can do what they want, they don't have their parents looking over their shoulder all the time--it's up to them to choose. How they choose to spend their time can be a bigger factor in their lives than ever before because they're in control."

As for future studies, Nelson hopes to narrow the focus onto gamers with certain personalities or who play in family or social settings.