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Children's choice of games: The influence of prosocial tendency and education-level
conference contribution
posted on 2023-05-23, 08:44 authored by Chen, VH-H, Lin, W, Ng, CW, Chai, SL, Khoo, ACE, Duh, HB-LThis study employed the uses and gratifications approach to examine children’s choice of gaming genres. The measure of prosocial behavioral tendency was used as an approximation of a child’s offline gratification, and this was related to the exposure to three different genres of games (violent, aggressive and prosocial). The influence of education level was also taken into consideration. Data was compiled and analyzed from a survey conducted on Singaporean schoolchildren (N = 2,640). Overall results supported the supplementary model of gratification seeking behavior. Children with higher prosocial scores spent significantly less time playing violent and aggressive games, whereas children of a higher education level spent more time playing games of all genres. The results are presented and discussed.
History
Publication title
Proceedings of 8th International Conference on Entertainment Computing - ICEC 2009Editors
S Natkin et alPagination
110-119ISBN
978-3-642-04051-1Department/School
School of Information and Communication TechnologyPublisher
SpringerPlace of publication
Berlin, GermanyEvent title
8th International Conference on Entertainment Computing – ICEC 2009Event Venue
Paris, FranceDate of Event (Start Date)
2009-09-03Date of Event (End Date)
2009-09-05Rights statement
Copyright 2009 International Federation for Information ProcessingRepository Status
- Restricted