The right game: Video game choice of children and adolescents

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Abstract

Children, adolescents and adults may choose from a broad range of different video game titles. Media choice theory has elaborated on the question: Why do gamers choose to play video games? The chapter illustrates four distinct approaches to video game choice theory: the uses-and-gratification approach as a classical approach in media and communication studies, the transfer model by Jürgen Fritz as an approach in media education, integrated action-theory-based approaches as a complex evaluation of media choice, and economic decision-making models based on approaches in consumer research. Building upon these approaches, a framework for a phase-based video game choice model is deduced, identifying three distinct choice phases: the acquisition phase, the intermedia choice phase and the intramedia choice phase. The interdependency of the three phases is outlined. With respect to children and adolescents, three influencing aspects are integrated: developmental status, legal regulations and parental mediation. Impacts of these aspects on media choice are discussed.

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Jöckel, S., & Dogruel, L. (2012). The right game: Video game choice of children and adolescents. In Computer Games and New Media Cultures: A Handbook of Digital Games Studies (pp. 343–356). Springer Netherlands. https://doi.org/10.1007/978-94-007-2777-9_22

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