2020
DOI: 10.1016/j.entcom.2020.100366
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Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor

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Cited by 30 publications
(27 citation statements)
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“…Although this intermediary role of parental monitoring was valid after controlling for their offspring's gender and age, we must note that this model has to be read in the light of some significant effects of gender and age. That is, the model suggests that female children/adolescents are more likely to be monitored by the parent with regards to their use of VGs in comparison to male children/adolescents, in line with previous studies [29], while male children/adolescents are more prone to spending a lot of time on gaming, which can have negative consequences [21,27,41,42,47]. At the same time, concerning age, the younger the son/daughter, the higher the parental knowledge [57], along with increased monitoring of the offspring's video gaming habits [29,50,58].…”
Section: Discussionsupporting
confidence: 85%
See 1 more Smart Citation
“…Although this intermediary role of parental monitoring was valid after controlling for their offspring's gender and age, we must note that this model has to be read in the light of some significant effects of gender and age. That is, the model suggests that female children/adolescents are more likely to be monitored by the parent with regards to their use of VGs in comparison to male children/adolescents, in line with previous studies [29], while male children/adolescents are more prone to spending a lot of time on gaming, which can have negative consequences [21,27,41,42,47]. At the same time, concerning age, the younger the son/daughter, the higher the parental knowledge [57], along with increased monitoring of the offspring's video gaming habits [29,50,58].…”
Section: Discussionsupporting
confidence: 85%
“…Indirect positive effects on GD symptoms were expected as a result of parental knowledge of their offspring's life and parental monitoring, while a negative indirect effect was predicted as a result of time spent by parents on VGs. In testing the model, we controlled for possible effects of gender and age, given the association between the young person's age and parental knowledge of the offspring [57], the significant role of gender with respect to parental monitoring [29,58], time spent on gaming and GD symptoms in children and adolescents [21,42,43], and, also, the relationship between the offspring's age and parental monitoring [42,59], as well as time spent by juveniles on gaming [25].…”
Section: Introductionmentioning
confidence: 99%
“…The results show that the research participants who have played Plague Inc. are mainly males aged 20-39 years. Studies in Spain and Turkey also found that gender indirectly affects game type preferences [40,41]. Research in the United States discovered that although the majority of middle-aged and older adults do not play video games, age does not affect their preference for strategic simulation games [42].…”
Section: Principal Findingsmentioning
confidence: 99%
“…Females and males expect different components or game design elements from computer games (Inal & Cagiltay, 2007). For example, males emphasized rules-based, winning games, and dealt with challenges (Gómez-Gonzalvo et al., 2020; Inal & Cagiltay, 2007), while females preferred stories (Inal & Cagiltay, 2007; Spieler & Slany, 2018). The proposed activity engaged both males and females equally because it involved comprehensive and diverse game design elements.…”
Section: Discussionmentioning
confidence: 99%