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[journal article]

dc.contributor.authorMeriläinen, Mikkode
dc.date.accessioned2022-03-17T09:53:07Z
dc.date.available2022-03-17T09:53:07Z
dc.date.issued2021de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/78084
dc.description.abstractDigital gaming is a major part of the current media landscape. Parents employ a variety of practices, such as limiting gaming time and discussing games, when addressing their childrens' gaming. Yet, there is still a notable gaming-related generational gap between adolescents and their parents. In this qualitative study, gaming-related parenting practices and parents' and teenagers' views are examined through a thematic analysis of reports from Finnish, 16-19-year-old, active game players. The results suggest a core tension between elements of protection and understanding. Perceived parental attitudes towards gaming ranged from excessively negative to indifferent to very positive. These attitudes were not static, but instead changed according to life situations and parents’ familiarity with gaming. Young game players' perceptions and views were also not uniform. Respondents indicated the need for both parental understanding of games and gaming, and parents' responsibilities in limiting gaming, particularly in the case of younger children. Implications for parenting and future research are discussed.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcSoziologie, Anthropologiede
dc.subject.ddcSociology & anthropologyen
dc.subject.otherdigital gaming; gaming literacy; media education; parental mediation; parentingde
dc.titleCrooked Views and Relaxed Rules: How Teenage Boys Experience Parents' Handling of Digital Gamingde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/3193de
dc.source.journalMedia and Communication
dc.source.volume9de
dc.publisher.countryPRTde
dc.source.issue1de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozFamiliensoziologie, Sexualsoziologiede
dc.subject.classozFamily Sociology, Sociology of Sexual Behavioren
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo62-72de
internal.identifier.classoz1080404
internal.identifier.classoz10209
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
internal.identifier.ddc301
dc.source.issuetopicGames and Communication - Quo Vadis?de
dc.identifier.doihttps://doi.org/10.17645/mac.v9i1.3193de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/3193
ssoar.urn.registrationfalsede


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