Young People, Online Gaming Culture, and Education

Author(s):  
Catherine Beavis
Young ◽  
2021 ◽  
pp. 110330882110320
Author(s):  
Tea T. Bengtsson ◽  
Louise H. Bom ◽  
Lars Fynbo

The COVID-19 pandemic caused countries around the world to initiate societal lockdowns, especially during the spring of 2020. This article focuses on online gaming’s role in young people’s lives during the lockdown in Denmark. Informed by a practice theoretical framework, the analyses of 35 interviews with young people (16–19 years) examine how gaming proved to be something to do in a situation of nothing to do. The analyses find that the young people’s gaming practices were beneficial (a) in allowing the young people to maintain a social life and (b) in providing a legitimate social space for maintaining friendships and/or coping with boredom. The findings demonstrate that young people who engage with online gaming are capable of adapting to fundamental changes to society to fulfil their social needs and aspirations, including during a pandemic.


2014 ◽  
Vol 24 (1) ◽  
pp. 2-20 ◽  
Author(s):  
Qiaolei Jiang

Purpose – The purpose of this paper is to investigate the interrelationships between internet connectedness, online gaming, internet addiction symptoms, and academic performance decrement among the internet-dependent young people in China. Design/methodology/approach – A paper-based survey was conducted among the young clients in one of the earliest and largest internet addiction clinics in China. A total of 594 in-patients (mean age=17.76 y) voluntarily participated in this study. Findings – By adopting the concept of internet connectedness, this study explored the internet use patterns among the young internet addicts, for example, internet café patrons and those who use internet with more goals or higher degree of internet adhesiveness had more internet addiction symptoms. Online gaming was found to play a significant role in the development of internet addiction. As expected, the level of internet addiction is significantly linked to academic performance decrement. Consistent with previous studies, males showed higher degree of internet connectedness and online game usage than females. Noticeably, the moderation effect of online game playing and the mediating effect of internet addiction were also tested. Research limitations/implications – This research is focussed on the internet-dependent group, thus the generalizability of the results need to be interpreted with caution. Practical implications – This study provides insight for parents, educators, health professionals, and policy makers regarding treatment and intervention for internet addiction among young people in China. Originality/value – Since very little research has been done focussing on diagnosed internet-dependent group, this paper scores as a pioneering study of its kind in China.


2021 ◽  
Vol 12 ◽  
Author(s):  
Sarah Kelly ◽  
Thomas Magor ◽  
Annemarie Wright

This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through a cross sectional survey of Australian gamers and non-gamers aged between 12 and 24 years, and parents of the 12–17-year-olds surveyed. Adverse health consequences were associated with heavy gaming, more so than light/casual gaming, suggesting that interventions that target moderated engagement could be effective. It provides timely insights in an online gaming landscape that has rapidly evolved over the past decade, and particularly during the COVID-19 pandemic, to include the hyper-connected, highly commercialized and rapidly growing online gaming and esports sector.


2018 ◽  
Vol 128 (1) ◽  
pp. 9-13
Author(s):  
Beata Pawłowska ◽  
Emilia Potembska ◽  
Jolanta Szymańska

Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.


2010 ◽  
Vol 25 (4) ◽  
pp. 563-574 ◽  
Author(s):  
K. Shandley ◽  
D. Austin ◽  
B. Klein ◽  
M. Kyrios

2011 ◽  
Vol 219-220 ◽  
pp. 1454-1458
Author(s):  
Jie Liu ◽  
Ling Bai ◽  
Xiang Yang Huang

As online gaming addiction has a serious impact on the healthy growth of young people, this paper presents a method that uses the ontology to shield Chinese game webpage. This method, based on positive example webpages and counter example webpages to calculate weight of feature words, to establish domain feature thesaurus and make ontology; then according to positive example WebPages, calculate weight of ontology elements in all parts of webpage to get ontology element weight database; then intercept webpage from the network application layer, identify candidate webpage (candidate) based on domain feature thesaurus; finally carry out semantic relevancy computing and shielding the game webpages in candidates. Experiments showed the shielding accuracy rate had arrived 98.8%. The principle of the method can be extended to other domains.


2016 ◽  
Vol 13 (6) ◽  
pp. 624-644
Author(s):  
Sara M. Grimes

According to various media and academic sources, the virtual worlds landscape underwent a profound transformation in 2008, with the arrival of numerous new titles designed and targeted specifically to young children. Although a growing body of research has explored some of the titles involved in this shift, little remains known of its overall scope and contents. This article provides a mapping of the initial “boom” in children’s virtual worlds development and identifies a number of significant patterns within the ensuing children’s virtual worlds landscape. The argument is made that while the reported boom in children’s virtual worlds has been exaggerated, a number of important shifts for online gaming culture did unfold during this period, some of which challenge accepted definitions of “virtual world” and “multiplayer online game.” The implications of these findings are discussed in light of contemporary developments and trends within children’s digital culture and within online gaming more broadly.


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