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Peer-Review Record

Exploring Video Game Engagement, Social–Emotional Development, and Adolescent Well-Being for Sustainable Health and Quality Education

Sustainability 2024, 16(1), 99; https://doi.org/10.3390/su16010099
by María Ángeles García-Gil *, Francisco-Ignacio Revuelta-Domínguez *, María-Inmaculada Pedrera-Rodríguez and Jorge Guerra-Antequera
Reviewer 1:
Reviewer 2:
Reviewer 3: Anonymous
Sustainability 2024, 16(1), 99; https://doi.org/10.3390/su16010099
Submission received: 6 October 2023 / Revised: 30 November 2023 / Accepted: 18 December 2023 / Published: 21 December 2023

Round 1

Reviewer 1 Report

Comments and Suggestions for Authors

The paper reports on a qualitative study of the relationship between video dependence and negative consequences. The theoretical framework and the general setup of the study are very good. The study has a nice potential, and the authors seem to be knowledgeable. The main issue in the existing version of the manuscript is inconsistencies in presentation and lack of implications and novelty. 

Title and abstract

The title and abstract do not fully correlate with information in the body of the paper. For instance, it is mentioned that the respondents were aged 12-18 in the abstract, but in the paper the span was up to 22 years. In the title, and also in the abstract, it is referred to sustainable education (SDG4). However, I could not find any theoretical or practical implications in this area. Health, yes, is connected with negative consequences and emotions I assume, but as practicing teacher on high school level for instance, this is neither new knowledge nor anything that could advise how to overcome video game dependency issues (more than not allowing them to play in school, perhaps...). 

Introduction

In the introduction (p. 3), the authors mention that "...video games have the potential to be effectively employed in promoting socioemotional well-being//...//a lack of integration persists, one that unifies concepts related to socioemotional learning..." and "This deficiency is revealed as an essential focus for the creating of video games that enrich socio-emotional experiences". There is, thus, a well-recognized research gap as well as potential practical implications to be made in this area. It is, however, not obvious why you choose to study negative consequences, and not positive ones, and not how these consequences affect the socioemotional learning. Please clarify your research purpose and delimitations and justify these with respect to the literature review and previous research reported in the introduction. As it is a casual analysis based on quantitative data, presenting hypotheses would be suitable.

Material and methods

I lack some information regarding the selection process (was it a random selection; based on which criteria) and the questionnaire that was utilized. You have grouped the respondents into three age groups (early, middle, and late adolescence). Why these groups, and does the uneven sample size affect the analysis? Without information regarding how the questions in the questionnaire are correlated with the variables of study, it is hard to assess the validity of the study. The questionnaire could be added as Appendix. Is the questionnaire only focusing on negative emotions? If so, why? And what kind of video games are included in the study? Any kind, or violent ones, or ones that have high probability to develop dependence? As a reader, I miss this kind of information. 

Results

Results are displayed in easy to read tables, but I miss a synthesizing/summarizing cause-effect analysis.

Discussion and conclusions

The discussion lacks focus and draws some conclusions that are hard to find justification for in the results. The discussion should benefit in becoming more stringent. Instead, put focus on real implications. On page 7-8, for instance, you mention that there is evidence that negative consequences differ with age. Your findings (p. 6) do show that late adolescence is showing up more negative consequences than other age groups. The discussion on the possible reasons why is not supported by results, though. For instance, the results cannot explain why this relationship exists - maybe it is because they play more than other age groups, maybe it is because they feel more isolated. Other studies might indicate this, but your study did not. 

Instead, it had been a good contribution if you discussed e.g., how this affects the learning situation or how game developers could utilize this information for developing less harmful games, or how the health care system or education system could use the information for taking proactive measures. Right now, I cannot find any real good use of the results of the study, and thus I cannot fully see the novelty of the study (see also the comment above regarding the introduction).

Author Response

Dear Reviwer

We want to thank you for your time to read our article, as well as the comments and suggestions for improving our text, which have been taken into account.We have attached a document with comments to your suggestions.

Greetings.

Author Response File: Author Response.pdf

Reviewer 2 Report

Comments and Suggestions for Authors

The manuscript titled "Exploring Video Game Engagement, Socioemotional Effects, and Adolescent Well-being for Sustainable Health and Quality Education" presents a compelling study that investigates the intricate relationship between video game engagement, dependency, negative consequences, and emotional states in adolescents. The study, conducted with a sample size of 1,146 secondary school students in Extremadura, Spain, employs robust statistical methods and aligns with the broader goals of promoting health and quality education.

The introduction provides a comprehensive overview of the evolving social role of video games, highlighting their impact on socio-emotional development and their significance in relation to the Sustainable Development Goals (SDGs) related to health and education. This effectively frames the study and its importance within the context of societal well-being.

One of the notable strengths of this study is its meticulous approach, employing the Video Game-Related Experiences Questionnaire (VGEQ) and rigorous statistical methods, including t-tests, ANOVA, and multiple linear regression. This methodological rigor ensures the reliability and validity of the study's findings.

The employed methodology is commendable, involving a diverse sample of 1,146 adolescents, robust data collection methods, random selection of schools, and clear data analysis procedures. The study also addresses potential issues such as collinearity, ensuring data independence, and compliance with ethical protocols.

Furthermore, the study's practical implications should be incorporated at the end of the discussion section to provide readers with insights into the real-world applications of the research findings.

The research findings offer valuable insights into the complexities of video game engagement, emphasizing its impact on socioemotional development and well-being in adolescents. Particularly noteworthy are the correlations observed between psychological dependence, negative consequences, and emotions such as sadness and irritability, shedding light on the nuanced aspects of video game usage and their effects on adolescents' emotional states.

The section titled "5. Limitations" should be restructured, and the relevant limitations information should be moved to the end of the Discussion section. Additionally, the paragraph currently found in "Limitations," which begins with "It would be enriching to incorporate more control factors...," should be relocated to the Conclusions and Future Lines of Research section.

What sets this study apart from other work is its holistic approach, which includes analyses of gender and age, emotional variables and their relevance to the Sustainable Development Goals. This holistic perspective enhances our understanding of the topic and contributes significantly to the existing body of knowledge in this field.

Author Response

Dear Reviwer

We want to thank you for your time to read our article, as well as the comments and suggestions for improving our text, which have been taken into account.We have attached a document with comments to your suggestions.

Greetings.

Author Response File: Author Response.pdf

Reviewer 3 Report

Comments and Suggestions for Authors

It's evident that you've introduced terms such as "social-emotional learning" within the abstract. To enhance clarity for readers unfamiliar with this concept, it would be helpful to provide a brief explanation. Additionally, consistency in terminology is crucial for coherence; you've used "socioemotional development" and "effect" in different sections. To avoid potential confusion, consider using one term consistently throughout your paper.

The introduction effectively positions your paper within the current knowledge landscape on the topic. You've highlighted the potential positive impacts of video games on individuals, emphasizing benefits like enhanced social skills and emotional relief. It also highlights concerns regarding excessive gaming and its potential negative effects on socioemotional growth . One of the areas that need refinement is the definition and consistent use of the term "socioemotional learning/growth/development." What does this term specifically denote in the context of your study? Elaborate on this to provide clarity. Moreover, the relationship between "socioemotional learning" and the "Video Game-Related Experiences Questionnaire" should be elaborated upon. As it stands, the link between the objectives of your study and the instrument used appears tenuous.

It's essential to expound on the connections you're trying to establish. How does social-emotional learning relate to concepts like dependency and evasion in the context of your study? When you mention "negative consequences," it would be beneficial to specify what these entail and the implications they have in the broader context of your research.

The paper, in its current form, reads more like an abstract or summary rather than a comprehensive research paper. Several questions remain unanswered, leaving readers seeking a deeper understanding. Consider expanding on the key areas mentioned, ensuring that your paper provides a clear, coherent, and complete overview of your research and findings.

Author Response

Dear Reviwer

We want to thank you for your time to read our article, as well as the comments and suggestions for improving our text, which have been taken into account.We have attached a document with comments to your suggestions.

Greetings.

Author Response File: Author Response.pdf

Reviewer 4 Report

Comments and Suggestions for Authors

The article presents a study on the influence of videogames in various psychological aspects. It is a very straightforward article in the sense that authors define a precise set of objectives, use a standard tool to evaluate the corresponding results and generate conclusions based on the results. We can always question if the single use of this single tool allows reaching those conclusions given the complexity of the psychological dimension of the humans but, even so, the article is a valuable piece of information. It is very well written, describes very well the whole process, applies the correct statistical analysis procedures and conclusions are derived from the obtained results. The study has a large number of participants and was conducted correctly. 

The only suggestion regards the theoretical background that is very thin in terms of analysis of the psychological traits analysed and is very casuistic and not-systematic in the presentation of similar studies. That can be improved.

Author Response

Dear Reviwer

We want to thank you for your time to read our article, as well as the comments and suggestions for improving our text, which have been taken into account.We have attached a document with comments to your suggestions.

Greetings.

Author Response File: Author Response.pdf

Round 2

Reviewer 1 Report

Comments and Suggestions for Authors

The changes made in the manuscript are sufficient for publishing.

Author Response

Dear critic

Thank you for considering our manuscript for publication. We also want to thank you for your time reading our article, as well as for the comments and suggestions to improve our text, which have been taken into account. We attach a document with comments to your suggestions.

Greetings.

Author Response File: Author Response.pdf

Reviewer 3 Report

Comments and Suggestions for Authors

Thank you for adressing the reviewer concerns. All in all the revised version of the paper is more focused and uses coherent and defined terms. I still think the paper will benefit of having a Conclusion headings, sumarizing the main contributions of the paper. Currently you have provided some conclusions under the discussions section. 

Author Response

Dear critic

Thank you for considering our revised version. We also want to thank you for your time reading our article, as well as for the comments and suggestions to improve our text, which have been taken into account. We attach a document with comments to your suggestions.

Greetings.

Author Response File: Author Response.pdf

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