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Ready Player Two: An Exploration of the Relationship Between Parental Engagement, Game Design and Child Wellbeing in Digital Gameplay- [electronic resource]
Ready Player Two: An Exploration of the Relationship Between Parental Engagement, Game Design and Child Wellbeing in Digital Gameplay- [electronic resource]

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자료유형  
 학위논문
Control Number  
0016933124
International Standard Book Number  
9798380392747
Dewey Decimal Classification Number  
300.1
Main Entry-Personal Name  
Bromley, Meagan Kathleen.
Publication, Distribution, etc. (Imprint  
[S.l.] : New York University., 2023
Publication, Distribution, etc. (Imprint  
Ann Arbor : ProQuest Dissertations & Theses, 2023
Physical Description  
1 online resource(151 p.)
General Note  
Source: Dissertations Abstracts International, Volume: 85-03, Section: A.
General Note  
Advisor: Plass, Jan L.
Dissertation Note  
Thesis (Ph.D.)--New York University, 2023.
Restrictions on Access Note  
This item must not be sold to any third party vendors.
Summary, Etc.  
요약Parental involvement in play has long been an essential piece of healthy child development and wellbeing, yet when it comes to digital play, parent-child relationships are often characterized by conflict and stress. This research explored the relationship between parental involvement with children's digital game play, digital game design, and child wellbeing through an examination of today's gamer generation of American parents - those who are among the first that grew up with digital video games available in the home - with children between the ages of 8-12. Specifically, this study investigated the influence of 1) parent attitudes, 2) engagement levels (personal practices around gaming and parent-child interactions including co-play activities), and 3) styles of mediation (restrictive to permissive) on parent beliefs about digital games and the potential of gameplay to impact child wellbeing. Data were collected via a mixed methods approach with an online survey of 351 parents, followed by 16 semi-structured interviews conducted over zoom. Statistical analyses of survey data included correlational relationships between variables, ANOVAs to understand differences between categories of parent gamers (hard-core, casual and non-gamers), and regression analysis to determine the role of engagement on overall beliefs in the potential of digital games to promote child wellbeing. These findings were triangulated with findings from interview data analysis, which included themes related to attitudes, engagement and mediation as well as pain points and affordances of game design. Research findings included high-level parent concerns about self-regulation, unknown spaces in technology, and finding balance. Key differences were found between gamer parents and non-gamer parents, revealing that digital play may offer more opportunities for involvement and therefore the potential to promote wellbeing in families where parents took an active interest or role in digital gaming. Additionally, in contrast to previous studies in the field, mediation styles were not found to be related to parental involvement, with parents across all categories managing game play in their home according to their personal circumstances without clear patterns. Implications of these findings can inform theory and research on parent-child experiences with digital media, parenting practices, and design recommendations for the digital game industry.
Subject Added Entry-Topical Term  
Social research.
Subject Added Entry-Topical Term  
Multimedia communications.
Subject Added Entry-Topical Term  
Educational technology.
Index Term-Uncontrolled  
Child development
Index Term-Uncontrolled  
Family dynamics
Index Term-Uncontrolled  
Game design
Index Term-Uncontrolled  
Parenting
Index Term-Uncontrolled  
Video games
Added Entry-Corporate Name  
New York University Administration Leadership and Technology
Host Item Entry  
Dissertations Abstracts International. 85-03A.
Host Item Entry  
Dissertation Abstract International
Electronic Location and Access  
로그인을 한후 보실 수 있는 자료입니다.
Control Number  
joongbu:642677

MARC

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■040    ▼aMiAaPQ▼cMiAaPQ
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■1001  ▼aBromley,  Meagan  Kathleen.
■24510▼aReady  Player  Two:  An  Exploration  of  the  Relationship  Between  Parental  Engagement,  Game  Design  and  Child  Wellbeing  in  Digital  Gameplay▼h[electronic  resource]
■260    ▼a[S.l.]▼bNew  York  University.  ▼c2023
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2023
■300    ▼a1  online  resource(151  p.)
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  85-03,  Section:  A.
■500    ▼aAdvisor:  Plass,  Jan  L.
■5021  ▼aThesis  (Ph.D.)--New  York  University,  2023.
■506    ▼aThis  item  must  not  be  sold  to  any  third  party  vendors.
■520    ▼aParental  involvement  in  play  has  long  been  an  essential  piece  of  healthy  child  development  and  wellbeing,  yet  when  it  comes  to  digital  play,  parent-child  relationships  are  often  characterized  by  conflict  and  stress.  This  research  explored  the  relationship  between  parental  involvement  with  children's  digital  game  play,  digital  game  design,  and  child  wellbeing  through  an  examination  of  today's  gamer  generation  of  American  parents  -  those  who  are  among  the  first  that  grew  up  with  digital  video  games  available  in  the  home  -  with  children  between  the  ages  of  8-12.  Specifically,  this  study  investigated  the  influence  of  1)  parent  attitudes,  2)  engagement  levels  (personal  practices  around  gaming  and  parent-child  interactions  including  co-play  activities),  and  3)  styles  of  mediation  (restrictive  to  permissive)  on  parent  beliefs  about  digital  games  and  the  potential  of  gameplay  to  impact  child  wellbeing.  Data  were  collected  via  a  mixed  methods  approach  with  an  online  survey  of  351  parents,  followed  by  16  semi-structured  interviews  conducted  over  zoom.  Statistical  analyses  of  survey  data  included  correlational  relationships  between  variables,  ANOVAs  to  understand  differences  between  categories  of  parent  gamers  (hard-core,  casual  and  non-gamers),  and  regression  analysis  to  determine  the  role  of  engagement  on  overall  beliefs  in  the  potential  of  digital  games  to  promote  child  wellbeing.  These  findings  were  triangulated  with  findings  from  interview  data  analysis,  which  included  themes  related  to  attitudes,  engagement  and  mediation  as  well  as  pain  points  and  affordances  of  game  design.  Research  findings  included  high-level  parent  concerns  about  self-regulation,  unknown  spaces  in  technology,  and  finding  balance.  Key  differences  were  found  between  gamer  parents  and  non-gamer  parents,  revealing  that  digital  play  may  offer  more  opportunities  for  involvement  and  therefore  the  potential  to  promote  wellbeing  in  families  where  parents  took  an  active  interest  or  role  in  digital  gaming.  Additionally,  in  contrast  to  previous  studies  in  the  field,  mediation  styles  were  not  found  to  be  related  to  parental  involvement,  with  parents  across  all  categories  managing  game  play  in  their  home  according  to  their  personal  circumstances  without  clear  patterns.  Implications  of  these  findings  can  inform  theory  and  research  on  parent-child  experiences  with  digital  media,  parenting  practices,  and  design  recommendations  for  the  digital  game  industry.
■590    ▼aSchool  code:  0146.
■650  4▼aSocial  research.
■650  4▼aMultimedia  communications.
■650  4▼aEducational  technology.
■653    ▼aChild  development
■653    ▼aFamily  dynamics
■653    ▼aGame  design
■653    ▼aParenting
■653    ▼aVideo  games
■690    ▼a0344
■690    ▼a0558
■690    ▼a0710
■71020▼aNew  York  University▼bAdministration,  Leadership,  and  Technology.
■7730  ▼tDissertations  Abstracts  International▼g85-03A.
■773    ▼tDissertation  Abstract  International
■790    ▼a0146
■791    ▼aPh.D.
■792    ▼a2023
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T16933124▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.
■980    ▼a202402▼f2024

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