Children's Motivations for Video Game Play in the Context of Normal Development

  title={Children's Motivations for Video Game Play in the Context of Normal Development},
  author={Cheryl K. Olson},
  journal={Review of General Psychology},
  pages={180 - 187}
Electronic games are now an everyday part of childhood and adolescence. The debate has moved from whether children should play video games to how to maximize potential benefits and to identify and minimize potential harms. To do this, we must understand what motivates children to play electronic games and what needs the games meet. Drawing on a survey of 1,254 middle school children, focus groups with boys and their parents, and findings from other quantitative and qualitative research, the… Expand

Figures from this paper

Understanding Children's Choices and Cognition in Video Game Play: A Synthesis of Three Studies
This article provides a synthesis of a group of research studies conducted to better understand in what ways children’s entertainment video game play choices relate to their creativity, motivations,Expand
Video Games for Children and Adolescents With Special Educational Needs
Almost all children play video games at some point and many play regularly. Not only are games ubiquitous in children’s leisure environments but the motivational and skill-enhancing potentialities ofExpand
Friends, fun, frustration and fantasy: Child motivations for video game play
Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children’s motivationsExpand
The Impact of Computer Games on Preschool Children’s Cognitive Skills
The aim of this paper is to investigate how computer games affect the preschool population from three to six years of age. As the popularity of computer games in children of that age increases, theExpand
Violent Video Games and Children’s Aggressive Behaviors
The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposureExpand
Definitions, Motivations, and Learning Practices in Games and Virtual Worlds for Children
This chapter presents an overview of games and virtual worlds, including defining these terms and how these technologies could be employed to leverage learning, and addressing the motivational components in games. Expand
Television, Video Game and Social Media Use Among Children with ASD and Typically Developing Siblings
Children with ASD spent approximately 62 % more time watching television and playing video games than in all non-screen activities combined, and spent little time using social media or socially interactive video games. Expand
Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations
Purpose of ReviewThe current study reviews popular theoretical perspectives that cover motives for video gaming and confronts them with findings from interviews with children.RecentExpand
The challenge of audience reception: a developmental model for educational game engagement.
  • John L. Sherry
  • Psychology, Medicine
  • New directions for child and adolescent development
  • 2013
A model is presented for research and development of educational games based on uses and gratifications theory from communication science, as well as developmental science and cognitive science findings. Expand
Parental acceptance of digital game-based learning
A path model is developed and validates to explain and predict parental acceptation of video games in the classrooms of their children and shows that 59% of the variance in parents' preference for video games can be explained by the model. Expand


The Role of Violent Video Game Content in Adolescent Development
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is noExpand
A Biopsychosocial Analysis of the Video Game-playing Experience of Children and Adults in the United States
Understanding the video game-playing experience of children and adults has received little attention. This is an important area of study because, to be successful, media literacy education programsExpand
The Motivating Role of Violence in Video Games
Results showed that enjoyment, value, and desire for future play were robustly associated with the experience of autonomy and competence in gameplay, and players high in trait aggression were more likely to prefer or value games with violent contents, even though violent contents did not reliably enhance their game enjoyment or immersion. Expand
Parents' and Sons' Perspectives on Video Game Play
Public policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determiningExpand
Flow experiences of children in an interactive social game environment
Results revealed that flow experiences occur more among boys than girls during gameplay when compared with the narratology of computer games, and challenge and complexity elements of games had more effect on the flow experiences of the children than clear feedback. Expand
A Motivational Model of Video Game Engagement
More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise in popularity of video games highlights the need for research approaches that can deepen our scientificExpand
Girls Creating Games: Challenging Existing Assumptions about Game Content
The findings suggest that that when given the opportunity, girls design games that challenge the current thematic trends in the gaming industry and the most prominent theme was the way they expressed and worked through fears and social issues in their stories. Expand
Factors correlated with violent video game use by adolescent boys and girls.
Most young adolescent boys and many girls routinely play M-rated games, and being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one's bedroom, and using games to manage anger are discussed. Expand
Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework
In this chapter, I use anecdotes and case studies from both work and personal experience to make an argument for treating games as a form of youth media and explore what this means for after-schoolExpand
Orientations to Video Games Among Gender and Age Groups
Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242).Expand