Please use this identifier to cite or link to this item:
Scopus Web of Science® Altmetric
Type: Journal article
Title: Parental influences on adolescent video game play: a study of accessibility, rules, limit setting, monitoring, and cybersafety
Author: Smith, L.
Gradisar, M.
King, D.
Citation: Cyberpsychology, Behavior, and Social Networking, 2015; 18(5):273-279
Publisher: Mary Ann Liebert
Issue Date: 2015
ISSN: 2152-2715
Statement of
Lisa J. Smith, Michael Gradisar, and Daniel L. King
Abstract: Adolescents' video gaming is increasing at a rapid rate. Yet, little is known about what factors contribute toward more hours of gaming per week, as well as what factors may limit or protect adolescents from excessive gaming. The aim of the present study was to examine associations between adolescents' accessibility to video gaming devices, the locations played (i.e., bedroom, shared rooms), parental regulation of technology use, and the amount of hours spent video gaming during the week (weekdays vs. weekends). Adolescents (N=422; age 16.3±2.0 years, 41% male) completed an online questionnaire battery, including demographics, video gaming behaviors (e.g., hours played weekdays/weekends, time of day played, devices owned, locations played, etc.), and a questionnaire measuring aspects of parents' regulation of game playing (e.g., rules, limit setting, co-gaming). Accessibility to the adolescents' own devices, but not shared devices or device portability, was predictive of hours gaming on weekdays and weekends. Location (i.e., bedroom) was associated with increased gaming across the week. Parents discussing cybersafety was predictive of lower hours of gaming (weekdays and weekends). However, limit setting, monitoring, and co-gaming showed no significant effects. Adolescents' access to their own gaming equipped devices, as well as gaming in their bedrooms, were linked to increased hours of gaming. The findings suggest that in order to curb the increase in hours gaming, parents are advised to delay the ownership of adolescents' devices, encourage use in shared rooms, and discuss aspects of cybersafety with their teenage children.
Keywords: Humans; Behavior Control; Social Identification; Parent-Child Relations; Parenting; Child Guidance; Safety; Time Factors; Ownership; Social Environment; Video Games; Adolescent; Child; South Australia; Female; Male; Surveys and Questionnaires
Rights: © Mary Ann Liebert
RMID: 0030030197
DOI: 10.1089/cyber.2014.0611
Appears in Collections:Psychology publications

Files in This Item:
There are no files associated with this item.

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.