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_Boss Fight Group 0

Player One Player Two Player Three Player Four

Abbie Thacher Erin Andreassi Pavel Batalov Sydney Peterson

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Goal of the Project

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VGMS STAKEHOLDERS: gamers, youth gamers, gaming scholars, librarians, archivists, game developers, primary guardians of youth gamers, etc.

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FOCUS: Primary guardians of youth gamers.

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RQ: How might the VGMS be modified in order to support the concerns of youth gamers’ primary guardians?

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Key Terms

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Youth Gamer: A child under the age of 18 who plays video games, up to and including PC games, console games, mobile games, and handheld games.

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Primary Guardian: A parent or primary caregiver of a child under the age of 18 who will be making decisions on what gaming content the child has access to.

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Project Outcomes

  1. 4-page iConference report on the concerns of youth gamers’ primary guardians based on collected survey data.
  2. Modified VGMS that better supports the concerns of youth gamers’ primary guardians based on the data that we collect.

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Background and Literature Review

  • All research literature is less than 4 years old.
  • Research conducted in Japan, Italy, U.S.
  • Research methodology: Questionnaires distributed to primary guardians.
    • Range of participants: 87, 254, 361, 6,799
  • Games lead to family bonding experiences.
    • Parents prioritize multiplayer games and games that are fun.
  • Primary Guardians still concerned about safety, the merits of educational games, and screen time.
  • However, time spent playing video games correlated to youth having experienced poorer relationships with their peers and caregivers.

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Research Gaps

RQ: How might the VGMS be modified in order to support the concerns of youth gamers’ primary guardians?

  • Which games are considered “fun?”
  • What types of control are primary guardians interested in implementing?
    • Game communication?
    • Screen time?
  • Concerns about educational games?
  • Age-specific concerns?

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Design of Study/Method

  • What factors exist in parents’ decision to purchase video games for their child?
    • Pieces of metadata both included and not included in the VGMS
    • Violence, Nudity, Profanity (ESRB) | Ideology, Online Communications
    • Age and Import
  • Where they get their information currently
    • ESRB, Friends/Family, Online Communities, Review Sites
  • Ask them what we missed
    • Intellectual stimulation
    • Addiction

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Collection Methods

  • Qualtrics
  • Pyramid Scheme Snowball Sampling
    • Friends, Family, Coworkers
    • Community Organizations
    • Schools
    • Mailing Lists

Photo by cottonbro from Pexels

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Range of Responses

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Findings and Discussion

At what age would you consider allowing your children to play a video game with each of the following elements?

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How useful is having accurate information about each of the following elements when deciding whether or not to allow your children to play a video game?

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How useful is having accurate information about each of the following elements when deciding whether or not to allow your children to play a video game?

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Identified Concerns

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  • 92.31% of caregivers believe the age of their child is an important factor in the decision to purchase a video game for them
  • A large majority of caregivers control who their child plays games with online, such as whether they can play with strangers or people they already know

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Responses that could inform VGMS

  • The majority (75%) of caregivers look at ESRB for information
  • These caregivers would like to see the rating system improve/provide more detail
  • Specifications- gender representation, portrayal of women, type of violence, in-game messaging, in-app purchases, information on ads within game, triggers, how addicting the algorithm is, reading level for games for younger children

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We asked what games their children play the most

We can use these types of games as a starting point for creating better metadata for primary guardians who purchase video games

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  • Where ESRB is lacking, parents fill in information by turning to friends or the internet
  • Looking at online reviews and forums like common sense media could help us improve the VGMS for caregivers

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Conclusion

RQ: How might the VGMS be modified in order to support the concerns of youth gamers’ primary guardians?

  • In Game Communication
    • Networked Features
  • Content
    • Rating
  • Extras
    • Distribution Package Entity

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Future Work

  • Larger more Diverse Population
    • Greater ability to refine data
  • Survey Question Maintenance
    • Ability to rank by importance
    • Educational skill levels
  • Interviews
    • Provide more context and gain insight

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Bibliography

Carissoli, C., Di Natale, A., Caputo, M., Triberti, S., La Paglia, F., La Barbera, D., & Villani, D. (2019). Parental Attitudes toward

Videogames at School. Computers in the Schools, 36(3),

188-204.https://www-tandfonline-com.offcampus.lib.washington.edu/doi/full/10.1080/07380569.2019.1643277

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Doi, S., Isumi, A., & Fujiwara, T. (2021). Association between adverse childhood experiences and time spent playing video games in

adolescents: Results from A-CHILD study. International journal of environmental research and public health, 18(19), 10377,

https://doi-org.offcampus.lib.washington.edu/10.3390/ijerph181910377

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Sobel, K., Bhattacharya, A., Hiniker, A., Lee, J.H., Kientz, J., & Yip, J.C. (2017). “It wasn’t really about the Pokémon”: Parental

perspectives on a location-based mobile game. Proceedings of the ACM SIGCHI 2017.

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Wang, B., Taylor, L., & Sun, G. (2018). Families that play together stay together: Investigating family bonding through video games.

New Media & Society, 20(11), 4074-4094. https://doi.org/10.1177/1461444818767667

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