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

IF 2.3 4区 医学 Q2 HEALTH POLICY & SERVICES
Marcus Gurtner, Ryan Gage, Moira Smith, James Stanley, Louise Signal
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引用次数: 0

Abstract

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.

儿童眼中的智能手机游戏内容:来自新西兰Aotearoa的客观见解
儿童对基于智能手机的(在线)游戏内容的参与正在迅速增加。目前似乎没有客观证据表明儿童实时接触到这些内容。关于青少年使用智能手机玩游戏的证据尤其少。该研究旨在客观地探索学龄前儿童接触智能手机游戏内容的性质和程度。来自新西兰惠灵顿地区16所学校的66名11-13岁的儿童使用Zoom视频电话会议软件连续4天实时记录屏幕共享的互联网使用情况。在为期四天的研究期间,孩子们平均每人记录了164分钟。录音是根据活动、使用游戏应用程序和使用社交媒体观看游戏内容来编码的。游戏应用特性也被记录下来。在每一小时的上网记录中,28.6%的人上网看游戏——使用游戏应用程序(18%)和观看游戏(10.7%)。男性和低剥夺儿童比女性和高剥夺儿童记录了更多的游戏内容作为他们屏幕共享互联网使用的一部分。游戏应用时间由玩法(56.6%)、非玩法(43.4%)和广告(16.4%)组成。大多数游戏属于“广告游戏”(包含广告的游戏占85.7%)、免费游戏(98.4%)和内置付费游戏(87.3%)。四分之一(25.5%)的游戏将“随机道具”(如战利品箱)作为购买的一部分,28.6%的游戏允许用户与其他用户互动。在使用智能手机游戏应用程序“玩”时,儿童暴露在高度商业化的环境中,包括操纵性的设计特征、成人主题和广告。儿童是最容易受到网络伤害的群体,必须根据《联合国儿童权利公约》予以保护。
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来源期刊
Health Promotion International
Health Promotion International Medicine-Public Health, Environmental and Occupational Health
CiteScore
4.70
自引率
7.40%
发文量
146
期刊介绍: Health Promotion International contains refereed original articles, reviews, and debate articles on major themes and innovations in the health promotion field. In line with the remits of the series of global conferences on health promotion the journal expressly invites contributions from sectors beyond health. These may include education, employment, government, the media, industry, environmental agencies, and community networks. As the thought journal of the international health promotion movement we seek in particular theoretical, methodological and activist advances to the field. Thus, the journal provides a unique focal point for articles of high quality that describe not only theories and concepts, research projects and policy formulation, but also planned and spontaneous activities, organizational change, as well as social and environmental development.
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