Child's-eye views of smartphone-based gaming content: objective insights from Aotearoa New Zealand.

Children's engagement with smartphone-based (online) gaming content is rapidly increasing. There appears to be no existing objective evidence of children's exposure to this content captured in real time. Evidence on preteens' smartphone-based gaming is especially scarce. This study aimed to objectiv...

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Publicado en:Health Promotion International Vol. 40; no. 2; pp. 1 - 9
Autores principales: Gurtner, Marcus, Gage, Ryan, Smith, Moira, Stanley, James, Signal, Louise
Formato: pictorial research tables/charts Journal Article
Publicado: Oxford University Press / USA Apr2025
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Apr2025
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      pub: Oxford University Press / USA
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        atl: Child's-eye views of smartphone-based gaming content: objective insights from Aotearoa New Zealand.
      aug:
        au:
          Gurtner, Marcus
          Gage, Ryan
          Smith, Moira
          Stanley, James
          Signal, Louise
        affil: Health Promotion & Policy Research Unit, Department of Public Health, University of Otago – Wellington, 43 Hanson St, Newtown, 6242 Wellington, New Zealand
      sug:
        subj:
          Eye Movements In Infancy and Childhood
          Smartphone
          Video Games
          Screen Time
          Human
          Secondary Analysis
          New Zealand
          Child
          Videoconferencing
          Visual Perception
          Male
          Female
          Sex Factors
          Social Deprivation
          Advertising
          Descriptive Statistics
          Confidence Intervals
          Ethnic Groups
          Child: 6-12 years
          Male
          Female
      ab: Children's engagement with smartphone-based (online) gaming content is rapidly increasing. There appears to be no existing objective evidence of children's exposure to this content captured in real time. Evidence on preteens' smartphone-based gaming is especially scarce. This study aimed to objectively explore the nature and extent of preteens' exposure to smartphone-based gaming content. Sixty-six children aged 11–13 years from 16 schools in the Wellington region of New Zealand used Zoom video teleconferencing software to record real-time, screen-shared internet use for 4 consecutive days. On average, children recorded 164 minutes each over the 4-day study period. Recordings were coded for gaming content by activity, using game applications and watching gaming content using social media. Game application characteristics were also recorded. Of every online hour recorded, 28.6% showed gaming content—using game applications (18%) and watching (10.7%). Male and low-deprivation children recorded more gaming content as part of their screen-shared internet use than female and high-deprivation children. Game application time comprised gameplay (56.6%), non-gameplay (43.4%), and included advertising 16.4% of the time. Most games were 'Advergames' [games including advertising (85.7%)], were free-to-play (98.4%), and included in-game purchases (87.3%). One-quarter (25.5%) included 'Random Items' (e.g. loot boxes) as part of these purchases, and 28.6% allowed users to interact with other users. While 'playing' using smartphone game applications, children are exposed to highly commercialized contexts that include manipulative design features, adult themes and advertising. Children, who are most vulnerable to online harms, must be protected in accordance with the United Nations Convention on the Rights of the Child.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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