Advertisement

Video Games in the Family Context: How Do Digital Media Influence the Relationship Between Children and Their Parents?

  • M. A. Damian Gałuszka
Chapter
Part of the Leisure Studies in a Global Era book series (LSGE)

Abstract

The eighth chapter of our book discusses video games in the family context. Video games are becoming one of the most important cultural industries. The role of this medium in the contemporary culture is reflected in the attendant numbers: the population of gamers is growing and they devote an increasing amount of time to their hobby. This, in turn, significantly affects leisure activities across different social categories. Furthermore, this change impacts the global economy as evidenced by dramatically increased gaming market revenues. The growing population of gamers includes children, for whom video games are not only a favourite media, but also a sphere of socialisation, primarily within the family. This chapter presents conclusions from a study on the role of video games in the life of a modern family. The study particularly focuses on the issue of technological and cultural competencies of children and their parents. This chapter is an attempt to deepen the analysis of the impact video games on the family environment.

Keywords

Gaming Families Digital media Poland Leisure 

References

  1. Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. London: Johns Hopkins University Press.Google Scholar
  2. Aarseth, E. (2004). Playing Research: Methodological Approaches to Game Analysis. Aalborg: Aalborg University.Google Scholar
  3. Aarseth, E. (2007). I Fought the Law: Transgressive Play and the Implied Player. Available at: http://www.digra.org/wp-content/uploads/digital-library/07313.03489.pdf. Accessed 15 Feb 2017.
  4. Anastasiu, I. (2012). The Social Functions of the Family. Euromentor Journal—Studies about Education, 2, 133–139.Google Scholar
  5. Arnett, J. J. (1995). Adolescents’ Uses of Media for Self-Socialization. Journal of Youth and Adolescence, 24(5), 519–533.Google Scholar
  6. Babbie, E. (2013). The Practice of Social Research (13th ed.). Belmont: Wadsworth Cengage Learning.Google Scholar
  7. Calleja, G. (2011). In-Game: From Immersion to Incorporation. Cambridge/London: The MIT Press.Google Scholar
  8. Charmaz, K. (2006). Constructing Grounded Theory. London: SAGE.Google Scholar
  9. Consalvo, M. (2007). Cheating: Gaining Advantage in Video Games. Cambridge: MIT Press.Google Scholar
  10. de Heij, B., Bosman, S., Hagoort, T., & Warman, P. (2013). The Global Games Market 2013. Key Facts & Insights on the Global Games Market 2012–2016. Available at: https://newzoo.com/wp-content/uploads/2011/06/Newzoo_Free_Global_Trend_Report_2012_2016_V2.pdf. Accessed 15 Feb 2017.
  11. Dovey, J., & Kennedy, H. (2006). Game Cultures. Computer Games and New Media (1st ed.). Maidenheard (u.a.): Open University Press.Google Scholar
  12. Drews, M. M. (2008). Gry komputerowe a analfabetyzm funkcjonalny i informacyjny. Homo Communicativus, 2(4), 59–72.Google Scholar
  13. ESA. (2016). Essential Facts About the Computer and Video Game Industry 2016. Available at: http://essentialfacts.theesa.com/Essential-Facts-2016.pdf. Accessed 15 Feb 2017.
  14. Filiciak, M. (2010). Światy z pikseli. Antologia studiów nad grami komputerowymi. Warszawa: SWPS.Google Scholar
  15. Gałuszka, D. (2016). Relacja dziecko–rodzic w perspektywie gry komputerowej. Wyniki badania nad obecnością gier wideo w rodzinie. Kultura i Edukacja, 1(111), 197–216.Google Scholar
  16. Huizinga, J. (1980). Homo Ludens. Study of the Play Element in Culture. London: Routledge.Google Scholar
  17. ISFE. (2012). Videogames in Europe: 2012 Consumer Study. Online: http://www.isfe.eu/sites/isfe.eu/files/attachments/euro_summary_-_isfe_consumer_study.pdf. Accessed 15 Feb 2017.
  18. Jenkins, H. (2006). Complete Freedom of Movement: Video Games as Gendered Play Spaces. In K. S. Tekinbaş & E. Zimmerman (Eds.), The Game Design Reader a Rules of Play Anthology. London: The MIT Press.Google Scholar
  19. Juul, J. (2003). The Game, the Player, the World: Looking for a Heart of Gameness. Available at: http://www.jesperjuul.net/text/gameplayerworld/. Accessed 15 Feb 2017.
  20. Konecki, K. (2000). Studia z metodologii badań jakościowych. Teoria ugruntowana. Warsaw: PWN.Google Scholar
  21. Lenhart, A., Kahnei, J., Middaugh, E., Macgill Rankin, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics. Available at: http://www.pewinternet.org/files/old-media/Files/Reports/2008/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.pdf. Accessed 15 Feb 2017.
  22. Mańkowski, P. (2010). Cyfrowe marzenia. Historia gier komputerowych i wideo. Warszawa: Trio.Google Scholar
  23. Manovich, L. (2001). The Language of New Media. Cambridge: The MIT Press.Google Scholar
  24. McMahan, A. (2003). Immersion, Engagement, and Presence: A Method for Analyzing 3-D Video Games. In B. Perron & M. Wolf (Eds.), Video Game Theory Reader (pp. 67–86). New York: Routledge.Google Scholar
  25. Mead, M. (1970). Culture and Commitment: A Study of the Generation Gap. New York: Natural History Press.Google Scholar
  26. Murray, J. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge, MA: The MIT Press.Google Scholar
  27. Nitsche, M. (2008). Video Game Spaces. Image, Play, and Structure in 3D Game Worlds. Cambridge, MA: The MIT Press.CrossRefGoogle Scholar
  28. Ogburn, W. (1922). Social Change with Respect to Culture and Original Nature. New York: Huebsch.Google Scholar
  29. Oppenheim, A. (1992). Questionnaire Design, Interviewing and Attitude Measurement. London/New York: Continuum.Google Scholar
  30. Pawłowska, A. (2006). Badanie relacji społecznych w organizacji z wykorzystaniem metod projekcyjnych. Studia i Materiały, 1, 7–17.Google Scholar
  31. Prensky, M. (2001). Digital Natives, Digital Immigrants. Available at: http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf. Accessed 15 Feb 2017.
  32. Przybyła, M. (2012). Digital Natives vs. Digital Immigrants. Studia Edukacyjne, 23, 203–216.Google Scholar
  33. Silverman, D., & Marvasti, A. (2008). Doing Qualitative Research: A Comprehensive Guide. London: SAGE.Google Scholar
  34. Squla.pl. (2016). Dzieci po szkole—wolne czy zajęte. Available at: http://www.edunews.pl/images/pdf/raport_dzieci_po_szkole.pdf. Accessed 15 Feb 2017.
  35. Szafraniec, K. (2011). Młodzi 2011. Warsaw: Chancellery of the Prime Minister.Google Scholar
  36. Szafraniec, K. (2015). Młodzież i nowe media: socjalizacja pod własnym nadzorem. In M. Federowicz & S. Ratajski (Eds.), O potrzebie edukacji medialnej w Polsce (pp. 181–208). Warsaw: Polski komitet ds. UNESCO i KRRiT.Google Scholar
  37. Szpunar, M. (2012). Nowe-stare medium Internet między tworzeniem nowych modeli komunikacyjnych a reprodukowaniem schematów komunikowania masowego. Warsaw: IFiS PAN.Google Scholar
  38. Tyszka, Z. (1997). Rodzina. In W. Pomykało (Ed.), Encyklopedia pedagogiczna (p. 698). Warsaw: Fundacja Innowacja.Google Scholar
  39. Urbańska-Galanciak, D. (2009). Homo Players. Strategie odbioru gier komputerowych. Warszawa: WaiP.Google Scholar

Copyright information

© The Author(s) 2018

Authors and Affiliations

  • M. A. Damian Gałuszka
    • 1
  1. 1.The Jagiellonian University Institute of SociologyKrakówPoland

Personalised recommendations