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...
| Publicado en: | Health Promotion International Vol. 40; no. 2; pp. 1 - 9 |
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| Autores principales: | , , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Oxford University Press / USA
Apr2025
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186811073&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 186811073 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 09574824 F9Y jtl: Health Promotion International issn: 09574824 maglogo: N pubinfo: dt: Apr2025 vid: 40 iid: 2 pid: 622 pub: Oxford University Press / USA artinfo: ui: 186811073 186811073 186811073 10.1093/heapro/daae195 186811073 ppf: 1 ppct: 8 formats: fmt: – @attributes: type: T – @attributes: type: P tig: 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 refInfo: holdings: @attributes: islocal: N |
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