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