Saltar al contenido principal

ETHNOS_APP

Inicio • Búsqueda • Revistas • Lista 0

Child’s-eye views of smartphone-based gaming content

Objective insights from Aotearoa New Zealand

Datos Bibliográficos

ID22945137
AutoresMarcus Gurtner (0000-0001-6341-2019, Health Promotion & Policy Research Unit, Department of Public Health, University of Otago – Wellington , 43 Hanson St, Newtown, 6242 Wellington), Ryan Gage (0000-0003-3491-9405, Health Promotion & Policy Research Unit, Department of Public Health, University of Otago – Wellington , 43 Hanson St, Newtown, 6242 Wellington), Moira Smith (0000-0002-6681-6534, Health Promotion & Policy Research Unit, Department of Public Health, University of Otago – Wellington , 43 Hanson St, Newtown, 6242 Wellington), J Stanley (0000-0002-8572-1047, Health Promotion & Policy Research Unit, Department of Public Health, University of Otago – Wellington , 43 Hanson St, Newtown, 6242 Wellington), Louise Signal (0000-0003-4715-6718, Health Promotion & Policy Research Unit, Department of Public Health, University of Otago – Wellington , 43 Hanson St, Newtown, 6242 Wellington)
Año2025
Volumen40
Número2
Fecha de publicación2025-03-05
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaHealth Promotion International (JOURNAL)
Identificadores de la revistaISSN: 0957-4824 • E-ISSN: 1460-2245
EditorialOxford University Press (OUP) (PUBLISHER)
DOI10.1093/heapro/daae195
PMID40037910
OpenAlexW4408139920
IdiomaEN
Citas recibidas1
Referencias citadas13

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.

Advertising · Business · Internet privacy · Multimedia · The Internet · Video game · World Wide Web · Child Development and Digital Technology · Computer Science · Impact of Technology on Adolescents · Psychology · Technology Use by Older Adults

  • Growing Up Between Earthquake and War

    Open Access•Saniye Teze, Fatma Ayhan•Journal of Community & Applied…•2025

  • Boris

    Open Access•Olivier Friard, Marco Gamba et al.•Methods in Ecology and Evolution•2016

  • The Lancet and Financial Times Commission on governing health futures 2030

    Open Access•Ilona Kickbusch, Dario Piselli et al.•The Lancet•2021

  • Worldwide trends in insufficient physical activity from 2001 to 2016

    Open Access•Regina Guthold, G A Stevens et al.•The Lancet Global Health•2018

  • Methodological and practical guidance for designing and conducting online qualitative surveys in public health

    Open Access•Sabrina Lynette Thomas, Hannah Pitt et al.•Health Promotion International•2024

  • Addressing the digital determinants of health

    Open Access•Ilona Kickbusch, Louise Holly•Health Promotion International•2023

  • Are There Differences in Video Gaming and Use of Social Media among Boys and Girls?—A Mixed Methods Approach

    Open Access•Marja Leonhardt, Stian Overå•International Journal of…•2021

  • NZiDep

    Open Access•Clare Salmond, Peter Crampton et al.•Social Science & Medicine•2005

Obras citantes distintas1
Citas por año1
Intervalo de citas2025 - 2025 (1)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 1
Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae