Video games, parental mediation and gender socialization

  1. Aierbe, Ana 1
  2. Oregui, Eider 1
  3. Bartau, Isabel 1
  1. 1 University of the Basque Country (UPV/EHU)
Journal:
Digital Education Review

ISSN: 2013-9144

Year of publication: 2019

Issue: 36

Pages: 100-116

Type: Article

DOI: 10.1344/DER.2019.36.100-116 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: Digital Education Review

Sustainable development goals

Abstract

The study examines the parental perception of the use of video games by their preadolescent children, as well as parental beliefs, mediation practices and difficulties they encounter. In total, 186 parents have participated. The results, gathered in the quantitative and qualitative phase, reveal differences in parental perception according to the age and sex of their children; parents have more negative than positive beliefs about video games and use more strategies based on control than on support and communication. In parents’ opinion, the difficulties for mediation are related to the precocity to which they access the media and Internet, social pressure, uncontrollability and the digital divide. The paper concludes with implications for the educational intervention aimed to respond to parents’ concerns and needs for information and training.

Funding information

This research was supported by the University of the Basque Country UPV/EHU [EHU13/65, UFI11/04, GIU15/14], the Ministry of Economy and Competitiveness of the Government of Spain and theEuropean Social Fund [BES-2015-071923]

Funders

Bibliographic References

  • aDeSe (2009). Usos y hábitos de los videojugadores españoles. Retrieved from http://www.aevi.org.es/web/wp-content/uploads/2015/12/anuario-memoria-2006.pdf
  • AEVI (2015). 15 Anuario de la industria del videojuego. Retrieved from http://www.aevi.org.es/web/wp-content/uploads/2016/06/MEMORIA-ANUAL_2015_AEVI_-definitivo.pdf
  • Aierbe, A., & Oregui, E. (2016). The values and emotions in children's audiovisual fictional narratives. Comunicar, 47(24), 69-77. doi: 10.3916/C47-2016-07
  • Bertomeu, M. A. (2011). Nativos digitales: una nueva generación que persiste en los sesgos de género. Revista de Estudios de Juventud, 92, 187-202. Retrieved from http://www.injuve.es/sites/default/files/RJ92-13.pdf
  • Bourgonjon, J., Valcke, M., Soetaert, R., Wever, B., & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computer & Education, 57(1), 1434-1444. doi: 10.1016/j.compedu.2010.12.012
  • Cánovas, G. (2005). Videojuegos, menores y responsabilidad de los padres. Madrid: Defensor del Menor, Protégeles y Civertice. Retrieved from http://ardilladigital.com/DOCUMENTOS/TECNOLOGIA%20EDUCATIVA/TICs/T8%20VIDEOJUEGOS/estudio_videojuegos.pdf
  • Clark, L. S. (2011). Parental Mediation Theory for the Digital Age. Communication Theory 21(4), 323–343. doi: 10.1111/j.1468-2885.2011.01391.x
  • Coyne, S. M., Padilla-Walker, L. M., Stockdale, L., & Day, R. D. (2011). Game on…girls: Associations between co-playing video games and adolescent behavioral and family outcomes. Journal of Adolescent Health, 49(2), 160-165. doi: 10.1016/j.jadohealth.2010.11.249
  • DeCamp, W., & Ferguson, C. J. (2017). The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence. Journal of Youth and Adolescence, 46(2), 388-400. doi: 10.1007/s10964-016-0561-8
  • Kutner, L. A., Olson, C. K., Warner, D. E., & Hertzog, S. M. (2008). Parents’ and sons’ perspectives on video game play. A qualitative study. Journal of Adolescent Research, 23(1), 76–96. doi: 10.1177/0743558407310721
  • Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008). Teens, video games, and civics: Teens' gaming experiences are diverse and include significant social interaction and civic engagement. Washington, DC: Pew Internet & American Life Project. Retrieved from https://eric.ed.gov/?id=ED525058
  • Livingstone, S., Marsh, J., Plowman, L., Ottovordemgentschenfelde, S., & Fletcher-Watson, B. (2014). Young children (0-8) and digital technology. A qualitative exploratory study - National report - UK. Luxembourg: Joint Research Centre, European Commission. Retrieved from http://eprints.lse.ac.uk/60799/
  • Lloret, D., Cabrera, V., & Sanz, Y. (2013). Relaciones entre hábitos de uso de videojuegos, control parental y rendimiento escolar. European Journal of Investigation in Health, Psychology and Education, 3(3), 237-248. doi: 10.1989/ejihpe.v3i3.46
  • Martins, N., Matthews, N. L., & Ratan, R. A. (2015). Playing by the Rules: Parental Mediation of Video Game Play. Journal of Family Issues, 38(9), 1215-1238. doi: 10.1177/0192513X15613822
  • Nikken, P., & Jansz, J. (2006). Parental mediation of children’s videogame playing: A comparison of the reports by parents and children. Learning, Media and Technology, 31(2), 181-202. doi: 10.1080/17439880600756803
  • Oosting, W., IJsselsteijn, W. A., & de Kort, Y. A. W. (2008). Parental perceptions and mediation of children’s digital game play at home: A qualitative study. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.483.1577&rep=rep1&type=pdf
  • Oregui, E. (2018). Consumo mediático infantil, habilidades narrativas y percepción de valores/contravalores en dibujos animados. Donostia - San Sebastián: Universidad del País Vasco (UPV/EHU). Retrieved from http://hdl.handle.net/10810/32103
  • Prensky, M. (2005). Listen to the Natives. Educational Leadership, 63(4), 8-13. Retrieved from http://www.ascd.org/ASCD/pdf/journals/ed_lead/el200512_prensky.pdf
  • Punamäki, R. J., Wallenius, M., Hölttö, H., Nygard, C. H., & Rimpelä, A. (2009). The associations between Information and Communication Technology (ICT) and peer and parent relations in early adolescence. International Journal of Behavioral Development, 33(6), 556-564. doi: 10.1177/0165025409343828
  • Reig, D., & Vílchez, L. F. (2013). Los jóvenes en la era de la hiperconectividad: tendencias, claves y miradas. Madrid: Fundación Telefónica y Fundación Encuentro.
  • Sarabia, F. J., & Muñoz, J. (2009). Actitud y mediación de la familia hacia la exposición a Internet de los niños y adolescentes. Un enfoque de marketing. Esic Market, 133, 161-189. Retrieved from http://www.esic.es/documentos/revistas/esicmk/090505_113838_E.pdf
  • Schafer, R. B., & Tait, J. L. (1981). A guide for understanding attitudes and attitude change. Ames, Iowa: North Central Regional Extension Publication 138, Iowa State University.
  • Sheffield, A. (2014). Co-playing Video Games and Parent-Child Relationships. In M. Searson & M. Ochoa (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2014 (pp. 693-698). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE) Retrieved from https://www.researchgate.net/publication/276921978_Co-playing_video_games_and_parent-child_relationships
  • Shin, W., & Huh, J. (2011). Parental mediation of teenagers’ video game playing: Antecedents and consequences. New Media & Society 13(6), 945-962. doi: 10.1177/1461444810388025
  • Steinberg, S. (2012). The modern parent's guide to kids and video games. Lilburn, GA: P3 Power Play Publishing.
  • Wartella, E., & Jennings, N. (2001). New Members of the Family: The Digital Revolution in the Home. Journal of Family Communication, 1(1), 59-69. doi: 10.1207/S15327698JFC0101_07
  • Zaman, B., Nouwen, M., Vanattenhoven, J., de Ferrerre, E., & Van Looy, J. (2016). A Qualitative Inquiry into the Contextualized Parental Mediation Practices of Young Children’s Digital Media Use at Home. Journal of Broadcasting & Electronic Media, 60(1), 1-22. doi: 10.1080/08838151.2015.1127240
  • Zhao, Z., & Linaza, J. L. (2015). La importancia de los videojuegos en el aprendizaje y el desarrollo de niños de temprana edad. Electronical Journal of Research in Educational Psychology, 13(2), 301-318. doi: 10.14204/ejrep.36.14018