2015
DOI: 10.1177/0163443715591666
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The discursive construction of ‘good parenting’ and digital media – the case of children’s virtual world games

Abstract: This article investigates ways discourses which are present on the virtual world gaming websites and in popular press produce constructions of ‘good parents’ and ‘good websites’ for children, and in the process create distinctions which position other parental practices and online media as undesirable. The article includes a discussion of historical constructs of parenting in relation to screen media and an analysis of discourse surrounding three websites: Club Penguin, Poptropica, and Minecraft. The analysis … Show more

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Cited by 34 publications
(18 citation statements)
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“…This study focused on the role of gender attributes and own gender affiliation in contrast to biological sex and the role these variables play for game play motivation, establishment of passion for games as well as addictive tendencies. Video games in numbers are still on the rise while prejudices against this media use are still existing (Elson & Ferguson, 2014; Ivory & Kalyanaraman, 2009; Kneer, 2010; Kneer, Glock, Beskes, & Bente, 2012; Przybylski, 2013) including the idea that the attraction of video games and their possible negative influence in terms of problematic game play on the youth is a male problem (Van Rooij et al, 2011; Vorderer, Hartmann, & Klimmt, 2003; Willett, 2015). Considering that the audiences of video games especially MMOPGs are still growing (Entertainment Software Association, 2017), studies need to focus on specific gender attributes that can explain differences in motivations and passion which in term can explain the development of problematic game play.…”
Section: Discussionmentioning
confidence: 99%
“…This study focused on the role of gender attributes and own gender affiliation in contrast to biological sex and the role these variables play for game play motivation, establishment of passion for games as well as addictive tendencies. Video games in numbers are still on the rise while prejudices against this media use are still existing (Elson & Ferguson, 2014; Ivory & Kalyanaraman, 2009; Kneer, 2010; Kneer, Glock, Beskes, & Bente, 2012; Przybylski, 2013) including the idea that the attraction of video games and their possible negative influence in terms of problematic game play on the youth is a male problem (Van Rooij et al, 2011; Vorderer, Hartmann, & Klimmt, 2003; Willett, 2015). Considering that the audiences of video games especially MMOPGs are still growing (Entertainment Software Association, 2017), studies need to focus on specific gender attributes that can explain differences in motivations and passion which in term can explain the development of problematic game play.…”
Section: Discussionmentioning
confidence: 99%
“…Surveys conducted on parents suggest that many buy home computers and subscribe to get Internet access to provide their children with educational resources (Turow 1999;DeBell and Chapman 2003;Greenfield and Yan 2006;Livingstone and Haddon 2008;Henderson 2011). In addition, research points out that the use of social media among children has increased extensively (Rosen et al 2014;Willett 2015). Wilson et al (2005) show that children's susceptibility to media influence can vary according to their gender and age, and they conclude with guidelines to help parents enhance the positive effects of the media while minimizing the risks associated with certain types of content.…”
Section: Introductionmentioning
confidence: 99%
“…pornography) and contact risks (e.g. paedophiles) (Bulger et al, 2017) and, in terms of video games, children’s aggressive or addictive responses (Willett, 2015).…”
Section: Literature Reviewmentioning
confidence: 99%