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

Objective insights from Aotearoa New Zealand

Bibliographic Data

ID22945137
AuthorsMarcus 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)
Year2025
Volume40
Issue2
Publication date2025-03-05
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueHealth Promotion International (JOURNAL)
Journal identifiersISSN: 0957-4824 • E-ISSN: 1460-2245
PublisherOxford University Press (OUP) (PUBLISHER)
DOI10.1093/heapro/daae195
PMID40037910
OpenAlexW4408139920
LanguageEN
Citations received1
References cited13

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

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Unique citing works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1
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