{'fraction_non_alphanumeric': 0.01380897583429229, 'fraction_numerical': 0.0023014959723820483, 'mean_word_length': 5.590909090909091, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Predicting video game play from perceived family environment among university students

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.