_Boss Fight Group 0
Player One Player Two Player Three Player Four
Abbie Thacher Erin Andreassi Pavel Batalov Sydney Peterson
Goal of the Project
VGMS STAKEHOLDERS: gamers, youth gamers, gaming scholars, librarians, archivists, game developers, primary guardians of youth gamers, etc.
FOCUS: Primary guardians of youth gamers.
RQ: How might the VGMS be modified in order to support the concerns of youth gamers’ primary guardians?
Key Terms
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.
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.
Project Outcomes
Background and Literature Review
Research Gaps
RQ: How might the VGMS be modified in order to support the concerns of youth gamers’ primary guardians?
Design of Study/Method
Collection Methods
Range of Responses
Findings and Discussion
At what age would you consider allowing your children to play a video game with each of the following elements?
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?
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?
Identified Concerns
Responses that could inform VGMS
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
Conclusion
RQ: How might the VGMS be modified in order to support the concerns of youth gamers’ primary guardians?
Future Work
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
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
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.
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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