Focus groups

New entry in the Digiplay Games Research Bibliography:

Kutner, L. A. ; Olson, C. K. ; Warner, D. E. ; Hertzog, S. M. (2008)
Journal of Adolescent Research

Image of booksPublic policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents' concerns, compare parents' and children's perceptions, and see whether these are consistent with the focus of proposed legislation and other public policy efforts. Parents' primary concern is that games not interfere with their children's schoolwork, social skills, and exercise. They worry about exposure to violent content, but definitions of and opinions about what is harmful vary and may not match proposed public policies. \copyright2008 Sage Publications. Read more...

New entry in the Digiplay Games Research Bibliography:

Olson, C. K. ; Kutner, L. A. ; Warner, D. E. (2008)
Journal of Adolescent Research

Image of booksNumerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing). \copyright2008 Sage Publications. Read more...

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