Parental mediation of children’s video game playing: A similar construct as television mediation


Nikken Peter
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

By means of an Internet-survey among 536 parent-child dyads, we researched which mediation strategies parents use for their children’s (8-18 years) video gaming. As in previous research on television mediation, principle factor analyses show that the same types of strategies are used: ‘restrictive mediation’, ‘evaluative mediation’, and ‘consicous co-playing’. Mediation is most strongly predicted by the age of the child and by parents’ gaming. Furthermore, parents are more restrictive and evaluative when they fear negative media-effects on behaviors and attitudes. They somewhat more often play together with the child when they suppose positive social-emotional effects of gaming.

 

“I’m not afraid to die, Mom”:Parental perceptions & stories of their adolescents gaming [Extended Abstract]


Madill Leanna
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

Media reports such as “Virtual Worlds threaten ‘values”(BBC news, 2007); “Violent youth crime rising, statisticsshow” (The Vancouver Sun, 2007); “Hooked on games:battling a cyber-addiction” (Times Colonist, 2007); “Newvideo games sell sex instead of mayhem” (Times Colonist,2006) sensationalize video games and imply a dire state ofviolence, health related problems, isolation, and addictioncaused by video game play. Parents appear to be situatedbetween these frightening and guilt-ridden reports of doomand knowing their own child, his/her abilities andpotentials. What are parents thinking or feeling about videogame content and play for themselves and for theiradolescents? How do they interact with their children andvideo games? What do parents want to know more about?What are their stories?