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Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic / KERI KNUTSON

Swansea University Author: KERI KNUTSON

DOI (Published version): 10.23889/SUthesis.67944

Abstract

Video games have become an increasingly popular pastime and form of entertainment for all ages and demographics. However, video games with violent themes have been a societal concern since the release of what was deemed the first violent video game in 1976. While formal definitions of what constitut...

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Published: Swansea, Wales, UK 2024
Institution: Swansea University
Degree level: Doctoral
Degree name: Ph.D
Supervisor: Crick, Tom ; Tyrie, Jacky
URI: https://cronfa.swan.ac.uk/Record/cronfa67944
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first_indexed 2024-10-09T10:08:28Z
last_indexed 2024-10-09T10:08:28Z
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spelling v2 67944 2024-10-09 Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic 5203d11562204c7342a0e81eecf73dd2 KERI KNUTSON KERI KNUTSON true false 2024-10-09 Video games have become an increasingly popular pastime and form of entertainment for all ages and demographics. However, video games with violent themes have been a societal concern since the release of what was deemed the first violent video game in 1976. While formal definitions of what constitutes a “violent video game” may differ, previous research that explored the effect of violent video games on players has shown a connection between aggressive or violent behaviour and playing violent video games, yet many other studies disproved any correlation, much less causation. Thus, parents are left with an unclear evidence base, mixed messages, and assessments to make when their children ask to play video games with violent content. This thesis explores parents’ opinions on violence in video games, their perceptions of the impact of violent video games on children, and it examines parents’ general concerns about video game play. The research investigates how parents make decisions for their school-age children regarding violent video games, including their own childhood experiences, their child’s age, video game rating systems, and where and how they seek advice and information. Additionally, this work considers potential changes in parents’ attitudes and decisions about violent video game play in their homes during the COVID-19 pandemic quarantine periods. This study also analyses headlines from 2020-2021 to ascertain the media’s view of violent video games and its prospective impact on parents’ perceptions or decisions. This thesis posits that not only do parents need better access to accurate information about violent video games to make informed decisions for children, but it is necessary for schools to be more informed on violent video game play so they can better support children and their families. Therefore, this research project provides a timely foundation for more evidence-informed critical discussions with children, parents, and policymakers at various levels. E-Thesis Swansea, Wales, UK video games, violent video games, parents, parenting, COVID-19, pandemic, digital play 8 10 2024 2024-10-08 10.23889/SUthesis.67944 COLLEGE NANME COLLEGE CODE Swansea University Crick, Tom ; Tyrie, Jacky Doctoral Ph.D Partner Research Study – University of Central Oklahoma Partner Research Study – University of Central Oklahoma 2024-10-09T11:32:35.1419390 2024-10-09T11:05:20.5872411 Faculty of Humanities and Social Sciences School of Social Sciences - Education and Childhood Studies KERI KNUTSON 1 67944__32564__cb03fcf9495f4e81b020e938cafc09ec.pdf Knutson_Keri_PhD_Thesis_Final_Cronfa.pdf 2024-10-09T11:20:24.2296655 Output 11781586 application/pdf E-Thesis – open access true Copyright: The author, Keri Knutson, 2024. true eng
title Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic
spellingShingle Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic
KERI KNUTSON
title_short Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic
title_full Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic
title_fullStr Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic
title_full_unstemmed Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic
title_sort Parental perceptions and decisions relating to violent video games before and after the COVID-19 pandemic
author_id_str_mv 5203d11562204c7342a0e81eecf73dd2
author_id_fullname_str_mv 5203d11562204c7342a0e81eecf73dd2_***_KERI KNUTSON
author KERI KNUTSON
author2 KERI KNUTSON
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publishDate 2024
institution Swansea University
doi_str_mv 10.23889/SUthesis.67944
college_str Faculty of Humanities and Social Sciences
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hierarchy_top_id facultyofhumanitiesandsocialsciences
hierarchy_top_title Faculty of Humanities and Social Sciences
hierarchy_parent_id facultyofhumanitiesandsocialsciences
hierarchy_parent_title Faculty of Humanities and Social Sciences
department_str School of Social Sciences - Education and Childhood Studies{{{_:::_}}}Faculty of Humanities and Social Sciences{{{_:::_}}}School of Social Sciences - Education and Childhood Studies
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description Video games have become an increasingly popular pastime and form of entertainment for all ages and demographics. However, video games with violent themes have been a societal concern since the release of what was deemed the first violent video game in 1976. While formal definitions of what constitutes a “violent video game” may differ, previous research that explored the effect of violent video games on players has shown a connection between aggressive or violent behaviour and playing violent video games, yet many other studies disproved any correlation, much less causation. Thus, parents are left with an unclear evidence base, mixed messages, and assessments to make when their children ask to play video games with violent content. This thesis explores parents’ opinions on violence in video games, their perceptions of the impact of violent video games on children, and it examines parents’ general concerns about video game play. The research investigates how parents make decisions for their school-age children regarding violent video games, including their own childhood experiences, their child’s age, video game rating systems, and where and how they seek advice and information. Additionally, this work considers potential changes in parents’ attitudes and decisions about violent video game play in their homes during the COVID-19 pandemic quarantine periods. This study also analyses headlines from 2020-2021 to ascertain the media’s view of violent video games and its prospective impact on parents’ perceptions or decisions. This thesis posits that not only do parents need better access to accurate information about violent video games to make informed decisions for children, but it is necessary for schools to be more informed on violent video game play so they can better support children and their families. Therefore, this research project provides a timely foundation for more evidence-informed critical discussions with children, parents, and policymakers at various levels.
published_date 2024-10-08T11:32:33Z
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