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Title: Children's experiences of video game consumption : development, socialisation and identity
Author: Bassiouni, Dina H.
Awarding Body: Royal Holloway, University of London
Current Institution: Royal Holloway, University of London
Date of Award: 2013
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This research study investigates children's experiences of video games consumption. Video games, played on a wide range of consoles, computers and mobile devices, have become key resources in the lives of children in the Western world and beyond. Apart from a common cultural assumption that playing video games must be 'bad' for children, there is relatively little research that explores their role in children's social and personal lives. The study takes a social constructionist ontological stance and uses an adapted discourse analytic method with qualitative data sets. The participants of the main study were 22 children of mixed gender aged between 6 and 12 interviewed in focus groups and, in one case, in a family setting, all with full parental consent, between June 2nd and 14th 2011 in Egham, UK. The main data sets consisted of approximately 27,000 words of focus group and in depth interviews, moderated and fully transcribed by the researcher. In discussing their experiences with video games, the children drew on five overlapping but distinct interpretive repertoires: 1. Digital Savviness and Group Membership, 2. Video Games, Children's Age and Gender, 3. Video games as a Source of Empowerment for Children, 4. Video Games and Children's Development and Socialisation and 5. Negotiating the Ideological Dilemma of Video Games in Popular Culture. Video games were not only a leisure activity but also a shared cultural resource, which mediated personal and family relationships and their developing senses of gender and identity. Importantly, the research suggested many positive aspects of video games for children's development and socialisation, with apparent benefits for motor, cognitive and also social skills. Video games are a far from solitary pleasure for children. They constitute a shared cultural vocabulary upon which children draw to form and maintain relationships, friendship groups and to negotiate social status and gender identities. The conclusions offer suggestions for future research and for the theoretical development of the area.
Supervisor: Not available Sponsor: Not available
Qualification Name: Thesis (Ph.D.) Qualification Level: Doctoral
EThOS ID:  DOI: Not available
Keywords: Children consumption ; Video games ; socialisation ; development ; identity ; power negotiation