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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-L
This 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 2009

Editors

S Natkin et al

Pagination

110-119

ISBN

978-3-642-04051-1

Department/School

School of Information and Communication Technology

Publisher

Springer

Place of publication

Berlin, Germany

Event title

8th International Conference on Entertainment Computing – ICEC 2009

Event Venue

Paris, France

Date of Event (Start Date)

2009-09-03

Date of Event (End Date)

2009-09-05

Rights statement

Copyright 2009 International Federation for Information Processing

Repository Status

  • Restricted

Socio-economic Objectives

Information systems, technologies and services not elsewhere classified

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