Children’s Electronic Gaming Content Preferences and Psychosocial Factors. Is there a Connection?
Abstract
The gaming industry has dramatically increased the range of choices for different game
genres and content. Despite this, research on psychosocial factors in children and electronic
gaming has primarily focused on time spent on games rather than on content preferences.
The present study goes beyond the traditional focus on electronic game frequency by
investigating whether children’s personal gaming content preferences are associated with
psychosocial factors (self-concept, social competence and parental monitoring). This is
accomplished by surveying 825 schoolchildren between ten and twelve years of age (5th, 6th and 7th grade) in Norway. A preference for violent games was moderately associated
with low social acceptance among peers. Preference for pedagogical games was associated with high scholastic and athletic competence as well as perceived levels of parental monitoring. A preference for fantasy gaming was positively related to scholastic competence. Finally, preference for competitive games was strongly associated with experienced
athletic competence.
Publisher
Nordic Council of Ministers, Nordicom
Citation
Nordicom Review 30 (2009) 2, pp. 69-86
Collections
View/ Open
Date
2009-11Author
Brandtzæg, Petter Bae
Heim, Jan
Editor
Carlsson, Ulla
Keywords
children
content preferences
electronic games
psychosocial factors
social acceptance
scholastic competence
social competence
parental monitoring
Publication type
article, peer reviewed scientific
ISBN
978-91-89471-89-4
ISSN
1403-1108
Language
eng