The study examines the parental perception of the use of video games by their preadolescent children, as well as parental beliefs, mediation practices and difficulties they encounter. In total, 186 parents have participated. The results, gathered in the quantitative and qualitative phase, reveal differences in parental perception according to the age and sex of their children; parents have more negative than positive beliefs about video games and use more strategies based on control than on support and communication. In parents’ opinion, the difficulties for mediation are related to the precocity to which they access the media and Internet, social pressure, uncontrollability and the digital divide. The paper concludes with implicatio...
Video games are an important part of contemporary culture and economy, since the number of video gam...
© 2013 Totland et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under...
Since its advent in the 1970s, the video game industry has superseded its film counterpart, sporting...
The study examines the parental perception of the use of video games by their preadolescent childre...
This paper is based on a research project conducted in 2014 on parental attitudes to, and their medi...
The current paper presents a first qualitative study into the motivations and perceptions that under...
Objectives As young children increasingly grow up in a digital environment, parents are confronted w...
peer reviewedIn a survey study, 158 dyads of German parents and their 9 to 12-year-old children repo...
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
Through an Internet survey of 536 parent-child dyads, the authors researched which mediation strateg...
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
The aim of this project was to find out how parents feel about controlling the media/technology use ...
In this study the focus is set on parental rules for digital gaming and Internet use. First a review...
AbstractThe current study aims to investigate the attitudes of parents (N=1087) regarding the influe...
AbstractThe purpose of this study is to understand how playing digital games affect children and ado...
Video games are an important part of contemporary culture and economy, since the number of video gam...
© 2013 Totland et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under...
Since its advent in the 1970s, the video game industry has superseded its film counterpart, sporting...
The study examines the parental perception of the use of video games by their preadolescent childre...
This paper is based on a research project conducted in 2014 on parental attitudes to, and their medi...
The current paper presents a first qualitative study into the motivations and perceptions that under...
Objectives As young children increasingly grow up in a digital environment, parents are confronted w...
peer reviewedIn a survey study, 158 dyads of German parents and their 9 to 12-year-old children repo...
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
Through an Internet survey of 536 parent-child dyads, the authors researched which mediation strateg...
Digital gaming is a major part of the current media landscape. Parents employ a variety of practices...
The aim of this project was to find out how parents feel about controlling the media/technology use ...
In this study the focus is set on parental rules for digital gaming and Internet use. First a review...
AbstractThe current study aims to investigate the attitudes of parents (N=1087) regarding the influe...
AbstractThe purpose of this study is to understand how playing digital games affect children and ado...
Video games are an important part of contemporary culture and economy, since the number of video gam...
© 2013 Totland et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under...
Since its advent in the 1970s, the video game industry has superseded its film counterpart, sporting...