Computer Games In The Family - Parents And Children’s Negotiations Between Prohibition And Freedom
Author(s):
Yvonne Fritze (presenting / submitting) Yngve Troye Nordkvelle (presenting)
Conference:
ECER 2017
Format:
Paper

Session Information

06 SES 04, Media Education: Parental strategies

Paper Session

Time:
2017-08-23
09:00-10:30
Room:
K6.15
Chair:
Stefan Iske

Contribution

Since the middle of the 1970s children have been granted more rights to be consulted in decisions affecting their own lives, they have a stronger say, and parental and teacher authority have consequently both been diminished (Thuen, 2008, p.265). As personal computers, TV and mobile devices now are also abundant in homes, regulating the use of these media is vital to family life.

Parents report that they often fail to regulate adolescents’ use of videogaming in various contexts (Hoover & Clark, 2008). They worry about effects ranging from altered sleep habits, to obesity, anxiety and social deviance, as well as problems with vision and coordination. Children using ICT in educational as well as leisure settings are said to be developing “digital competencies”. Using such competencies wisely and responsibly, however, is a different and more difficult matter.

In the project, we will focus on how parents and children regulate their use of ICT and technological devices and design their strategies between prohibition and freedom.

The research question concerns children’s and parents’ opinions and interpretations of the benefits and drawbacks of the use of ICT, and how they interpret restrictions and regulations. How do they handle excessive use or abuse of such opportunities and specific issues like gaming, pornography, net dating and social media? What are the concerns and worries regarding sleeping, leisure, obesity or physical activity? Even if the percentage of those diagnosed as addicted to gaming and/or the Internet is relatively small, the energy and emotions invested by children and parents in negotiating the boundaries and balances between permission and prohibition is vast. Parents find few public norms concerning the issue, and lack common fora to discuss and coordinate consistent norms and rules.

Media use in the family has been researched by, among many others, Hoover and Clark (2008). They claim that families provide distinctions between what (not) to watch, listen, game or read, and that parents do “police” the borders between permission and prohibition, monitoring the various contexts of consumption. However, parents’ ideologies are often inconsistent with what is actually practiced. The desire to oversee and keep parental control is not as successful as they like to think (p.118).  In general parents still adhere to “pedagogy rather than prohibition”. Critcher (2008) differs noticeably from Hoover and Clark in concluding that most parents lack the knowledge, capacity or will to censor or monitor their children’s use of media, and continues: “This abdication of parental control is even more likely in the case of computing” (p.102). He further observes that parents taking a more controlling role in general is not likely, “...we know so little about parent-child decisions about media use that it seems unwarranted to assume that parents can or should adopt this role” (p.102). Researchers in media education have worked diligently to develop theories, methods and ideologies that would support children becoming critical media users and consumers (Flaten, Torp & Aarseth, 2010, Karlsen, 2013). However, the dilemmas and paradoxes faced in preventing children from gaining access to potentially harmful content, from misusing technologies, bullying other children, or harming their own health while using media, while “...simultaneously encouraging them to make the most of the educational and cultural potential of these new media” (Buckingham, 2000), are manifold (Wang, 2012). Taken together, they demand a better understanding of how control and participation influence the competencies of parents, teachers and children to handle the complexities. “EU Kids online” brings together European research in this field, and a recent book presents alternate ways of regulating the use of Internet at both the level of policy and private parenting (O’Neill, Staksrud & McLaren, 2013).

Method

Gaming and Internet addiction is mostly studied empirically and quantitatively using questionnaires, and focusing on the likelihood of developing future mental disorders (Brunborg, et.al, 2013). Aarsand represents an alternative approach by focusing on parents' perceptions of their parenting practices (2011), and by additionally let family members help with data collection (2012). Kammerl et.al (2012) contributes additional techniques to examine this topic.) We seek to develop a participatory research design(PAR), in which we as researchers involve the informants in the research design to generate research questions, to gather data and material, and negotiate findings as well as the publications and outputs in general (Noffke & Somekh, 2005). These methods rely on various data-gathering techniques such as interviews, questionnaires, participant observation, and audio/video recordings (Heath, Hindmarsh & Luff, 2010). In such participatory research, the distinctions between researchers and researched are not always obvious, because research “subjects” are invited to become involved as researchers (Aarsand, 2012). Our research design demands approval from the national bureau Data Protection for Research, which means keeping necessary anonymity, cautious storing of data, extensive policies for consent, while also involving participants in the necessity of such policies. Research ethics in PAR designs are complex and important matters that go beyond conventional social research, not least due to the inherent validation processes (Piper & Simons, 2005). In addition the design raises issues related to ethical principles of research of online activities (Cavalier, 2005). We will use focus-group interview with organized gamers, parents, families and adolescents. “Digital ethnography”, implying log analysis, taped gaming situations, gamers producing videos of activity will be used and discussed in some of the focus-group interviews.

Expected Outcomes

We expect to gain insight about how parents and children regulate their use of ICT and technological devices and design their strategies between prohibition and freedom. Through interviews with children, parents and students (former gamers) about their recollections of discussions within the family, we expect to gain a broader understanding of the negotiations. We hope to gain insight into the different family member’s perception of what discussions deal with. Including, which games can be used at home, where to play, how much time is ok to spend on gaming, and what are the consequences for breaking rules. We assume that the discussion about gaming has great significance for family’s discursive climate. Discussions puts family values at stake when "addiction" should be framed and included in the negotiations on media usage.

References

Aarsand, P. (2012) Family Members as Co-researchers: Reflections on Practice-reported Data Nordic Journal of Digital Literacy 7(3), 186-203. Aarsand, P. (2011) Barns spilling. Om digital spillkompetanse i ulike praksiser Barn 29(3-4), 93-110. Aarsand, P. (2012) Nordic Journal of Digital Literacy 7(3), 186-203. Brumoen, H. (2007): Vanen, viljen og valget. Oslo: Gyldendal Akademisk. Brunborg, G.S.et.al, (2013): Gaming addiction, Gaming Engagement, and Psychological Health Complaints among Norwegian Adolescents. Media Psychology 16(1), 115-128. Buckingham, D. (2000): After the Death of Childhood :Growing Up in the Age of Electronic Media. London: Polity Press Buckingham, D (2008): Children and Media: a Cultural Studies Approach. In: K. Drotner & S. Livingstone (eds.) The International Handbook of Children, Media and Culture (p.219-236), Los Angeles: Sage. Critcher, C. (2008) Making Waves: Historical Aspects of Public Debates about Children and Mass Media. In: K.Drotner & S.Livingstone (eds.) The International Handbook of Children, Media and Culture (p.91-104), Los Angeles: Sage. Erstad, Ola (2004). På sporet av den digitale kompetanse. Oslo: Universitetsforlaget Flaten, Ø; Torp, S.; Aarseth, E. (2010): “Ungdommers opplevelse med overdreven bruk av onlinespillet World of Warcraft”. Tidsskrift for ungdomsforskning. 10(2), 57-78. Heath, C.; Hindmarsh, J. & Luff, P. (2010): Video in Qualitative research. Analysing Social Interaction in Everyday Life. London:Sage. Hoover, S.M. & Clark, L.S. (2008) Children and Media in the Context of the Home and Family. In: K.Drotner & S.Livingstone (eds.) The International Handbook of Children, Media and Culture (p.105-120), Los Angeles: Sage. Livingstone, S. (2003) Children’s use of Internet: reflections on the emerging research agenda. New media and Society 5(29), 147-166. Kammerl, R, et.al (2012) EXIF Excessive Internetnutzung in Familien. Bundesministerium für Familie, Senioren, Frauen und Jugend, Berlin. Karlsen, F. (2013): A World of Excesses - Online Games and Excessive Playing. London: Ashgate. Millwood Hargrave, A., & Livingstone, S. (2006). Harm and offence in media content: A review of the evidence. Bristol: Intellect. Noffke, S. & Somekh, B. (2005) Action Research. In B.Somekh & C.Lewin (eds). Research Methods in the Social Sciences (p.89-96). Los Angeles: Sage. O’Neill, B., Staksrud, E. & McLaren, S. (2013) Towards a better Internet for Children? Policy Pillars, Players and Paradoxes. Gothenburg: Nordicom. Pedersen, O.P. (2014). Skepsis til sosiale medier. Kommunal Rapport, 23.01.2014. Wang, A.I. (2012 Dataspill – utvikling, spillere, påvirkning og grensesetting. In S. Vettenranta & V. Frantzen (eds), Mediepedagogikk (p.161-188). Trondheim: Tapir.

Author Information

Yvonne Fritze (presenting / submitting)
Inland Norway University of applied sciences, Norway
Inland Norway University of applied sciences, Norway

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