Skip to main content

The Factorial Structure and Underlying Contributors of Parents’ Behavioral Involvement in Children’s Video Game Use

  • Conference paper
  • First Online:
HCI in Games: Experience Design and Game Mechanics (HCII 2021)

Abstract

Nowadays, parents are increasing engaged in their children’s video game use. However, it is still unclear how and why parents are involved and how they interact with their children. The present study aims to explore the structure and underlying factors of parents’ involvement in their children’s video game use. The sample for the present study included 1,495 parents of preschoolers who completed a questionnaire on their involvement in their children’s video game use, their worries about their children’s video game use, and their evaluation of the available video games. The result found the factorial structure underlying parents’ involvement in their children’s use of video games consisted of five dimensions: parents using video games as a parenting tool, parents exercising control over children’s video game use, parents use video games with their parents, and parents use video game themselves, and parents providing video game equipment or software. The results also indicated that parents’ video game worries and quality evaluations predict parents’ video game involvement both independently and interactively.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+
from €39.99 /Month
  • Starting from 10 chapters or articles per month
  • Access and download chapters and articles from more than 300k books and 2,500 journals
  • Cancel anytime
View plans

Buy Now

Chapter
EUR 29.95
Price includes VAT (Germany)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
EUR 74.89
Price includes VAT (Germany)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
EUR 96.29
Price includes VAT (Germany)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

') var buybox = document.querySelector("[data-id=id_"+ timestamp +"]").parentNode var buyingOptions = buybox.querySelectorAll(".buying-option") ;[].slice.call(buyingOptions).forEach(initCollapsibles) var buyboxMaxSingleColumnWidth = 480 function initCollapsibles(subscription, index) { var toggle = subscription.querySelector(".buying-option-price") subscription.classList.remove("expanded") var form = subscription.querySelector(".buying-option-form") var priceInfo = subscription.querySelector(".price-info") var buyingOption = toggle.parentElement if (toggle && form && priceInfo) { toggle.setAttribute("role", "button") toggle.setAttribute("tabindex", "0") toggle.addEventListener("click", function (event) { var expandedBuyingOptions = buybox.querySelectorAll(".buying-option.expanded") var buyboxWidth = buybox.offsetWidth ;[].slice.call(expandedBuyingOptions).forEach(function(option) { if (buyboxWidth buyboxMaxSingleColumnWidth) { toggle.click() } else { if (index === 0) { toggle.click() } else { toggle.setAttribute("aria-expanded", "false") form.hidden = "hidden" priceInfo.hidden = "hidden" } } }) } initialStateOpen() if (window.buyboxInitialised) return window.buyboxInitialised = true initKeyControls() })()

Institutional subscriptions

Similar content being viewed by others

References

  1. Chaudron, S., Beutel, M., Navarrete, V.D., Dreier, M.: Young children (0–8) and digital technology: a qualitative exploratory study across seven countries. Institute for the Protection and Security of the Citizen (Joint Research Centre) (2015). https://doi.org/10.2788/00749

  2. Maldonado, N.S.: How much technology knowledge does the average preschooler bring to the classroom?. Childhood Edu. 86, 124–126 (2010). https://doi.org/10.1080/00094056.2010.10523130

  3. Huang, H., Zhou, Y., Qu, F., et al.: The role of parenting styles and parents' involvement in young children's videogames use. HCI in Games (2020) https://doi.org/10.1007/978-3-030-50164-8_20

  4. Ofcom: Children and parents: Media use and attitudes report (2015). http://stakeholders.ofcom.org.uk/market-data-research/other/research-publications/childrens/children-parents-nov-15/

  5. Sekarasih, L.: Restricting, distracting, and reasoning: parental mediation of young children’s use of mobile communication technology in indonesia. In: Lim, S.S. (ed.) Mobile Communication and the Family, pp. 129–146. Springer Netherlands, Dordrecht (2016). https://doi.org/10.1007/978-94-017-7441-3_8

    Chapter  Google Scholar 

  6. Martins, N., Matthews, N.L., Ratan, R.A.: Playing by the rules: parental mediation of video game play. J. Family Issues 38(9), 1–24 (2015) https://doi.org/10.1177/0192513X15613822

  7. Bourgonjon, J., Valcke, M., Soetaert, R., et al.: Parental acceptance of digital game-based learning. Comput. Educ. 57(1), 1434–1444 (2011) https://doi.org/10.1016/j.compedu.2010.12.012

  8. Ritonga, M., Sartika, F., Kustati, M.: Madrasah al-Ula for children: an effective learning management in the family during Covid-19 pandemic. lkretim Online 20(1), 968–976 (2021). https://doi.org/10.17051/ilkonline.2021.01.97

  9. Yang, L., Chen, X., Wang, Y., et al.: Factors related to the preference of urban primary school students in Grade 4 and Grade 6 indulge in computer games. Mod. Prev. Med 22, 115–116 (2008) (In Chinese)

    Google Scholar 

  10. Ray, M., Jat, K.R.: Effect of electronic media on children. Indian Pediatr. 47(7), 561–568 (2010). https://doi.org/10.1007/s13312-010-0128-9

  11. Chastin S.F.M., et al.: The SOS-framework (Systems of Sedentary behaviours): An international transdisciplinary consensus framework for the study of determinants, research priorities and policy on sedentary behaviour across the life course: a DEDIPAC-study. Int. J. Behav. Nutr. Phys. Act 13(1), 1–13 (2016) https://doi.org/10.1186/s12966-016-0409-3

  12. Arundell, L., Parker, K., Timperio, A., Salmon, J., Veitch, J.: Home-based screen time behaviors amongst youth and their parents: familial typologies and their modifiable correlates. BMC Public Health 20, 1492 (2020). https://doi.org/10.1186/s12889-020-09581-w

  13. Shao, R., Wang, Y.: The relation of violent video games to adolescent aggression: an examination of moderated mediation effect. Front. Psychol. 10, 384 (2019). https://doi.org/10.3389/fpsyg.2019.00384

  14. Svjetlana, K., Sanja, S., Martinac, D., et al.: Evaluation of serious game for changing students' behaviour in bullying situation. J. Comput. Assist. Learn. 36(4), 1–12 (2019). https://doi.org/10.1111/jcal.12402

  15. Baldassarri, S., Passerino, L., Ramis, S., et al.: Toward emotional interactive videogames for children with autism spectrum disorder. Universal Access in the Information Society 1, 2020 https://doi.org/10.1007/s10209-020-00725-8

  16. Wong, R.S.M., Yu, E.Y.T., Wong, T.W., et al.: Development and pilot evaluation of a mobile app on parent-child exercises to improve physical activity and psychosocial outcomes of Hong Kong Chinese children. BMC Public Health 20, 1544 (2020). https://doi.org/10.1186/s12889-020-09655-9

    Article  Google Scholar 

  17. Qu, F., Gu, C., Huang, H., Zhang, A., Sun, M., Liu, X.: Relationship between young children’s problematic behaviors, video gaming status, and parenting styles. In: Fang, X. (ed.) HCII 2020. LNCS, vol. 12211, pp. 318–329. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-50164-8_23

    Chapter  Google Scholar 

  18. Forrest, C.J., King, D.L., Delfabbro, P.H.: The measurement of maladaptive cognitions underlying problematic video-game playing among adults. Comput. Hum. Behav. 55, 399–405 (2016). https://doi.org/10.1016/j.chb.2015.09.017

  19. Liu, X., Liao, M., Dou, D.: Video Game Playing Enhances Young Children's Inhibitory Control. HCI in Games. Capital Normal University (2019)

    Google Scholar 

  20. Nielsen, R.K.L., Kardefelt-Winther, D.: Helping parents make sense of video game addiction. In: Ferguson, C.J. (ed.) Video game influences on aggression, cognition, and attention, pp. 59–69. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-95495-0_5

    Chapter  Google Scholar 

  21. Kutner, L.A., Olson, C.K., Warner, D.E., et al.: Parents’ and Sons’ perspectives on video game play: a qualitative study. J Adol Res 23(1), 409–413 (2008)

    Google Scholar 

  22. Hughes, T., Brooks, D.: Grasping gaming: Parent management training for excessive videogame use in children. J Ame Academy of Child & Adole Psychi 59(7), 794–796 (2020).https://doi.org/10.1016/j.jaac.2020.01.009

  23. Entertainment Software Association. Essential facts about the computer and video game industry. Washington, DC: ESA (2014)

    Google Scholar 

  24. Wegener, D.T., Fabrigar, L.R.: Analysis and design for nonexperimental data: Addressing causal and noncausal hypotheses. In: Reis, H.T., Judd, C.M. (eds.), Handbook of research methods in social and personality psychology, pp. 412–450. Cambridge University Press, New York (2000)

    Google Scholar 

  25. Pratibha, B., Neeraj, S.: A Study of the Socio-Economic Status of Women via Self-help Groups in the Rural Areas of Karnal District in Haryana. World Rev Entrep Manag & Sus Dev (2020)

    Google Scholar 

  26. Wegener, D.T., Fabrigar, L.R.: Analysis and design for nonexperimental data: addressing causal and noncausal hypotheses. In: Reis, H.T., Judd, C.M. (eds.) Handbook of research methods in social and personality psychology. Cambridge University Press, New York, pp. 412–450 (2000)

    Google Scholar 

  27. Wilson, T.D.: Revisitinguserstudies and information needs. J. Docum 62(6), 680–684 (2006)

    Google Scholar 

  28. Harrelson, D.D.: Rated M for monkey: An ethnographic study of parental information behavior when assessing video game content for their children. Dissertation for Ph.D degree, University of North Texas (2016)

    Google Scholar 

  29. Nikken, P., Jansz, J., Schiouwstra, S.: Parents’ interest in videogame ratings and content descriptors in relation to game mediation. Eur. J. Commun. 22(3), 315–336 (2007). https://doi.org/10.1177/0267323107079684.

Download references

Acknowledgments

This study was funded by the National Social Science Fund of China (18BSH130) and Capacity Building for Sci-Tech Innovation–Fundamental Scientific Research Funds (20530290062). Moreover, we appreciate the support from the Infant and Child Development Laboratory and all the individuals who provided assistance or participated in our study.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Xiaocen Liu .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Huang, H., Zhou, Y., Qi, X., Qu, F., Liu, X. (2021). The Factorial Structure and Underlying Contributors of Parents’ Behavioral Involvement in Children’s Video Game Use. In: Fang, X. (eds) HCI in Games: Experience Design and Game Mechanics. HCII 2021. Lecture Notes in Computer Science(), vol 12789. Springer, Cham. https://doi.org/10.1007/978-3-030-77277-2_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-77277-2_16

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-77276-5

  • Online ISBN: 978-3-030-77277-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics