Abstract

ABSTRACTVideo 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.

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