| Literature DB >> 35944033 |
Fiona M Loudoun1, Bryan Boyle1, Maria Larsson-Lund2.
Abstract
The United Nations Convention on the Rights of the Child has substantiated play for play's sake, thus focusing on the doing or being of play rather than any potentially desired outcomes. Examining this type of play from the perspective of the child acknowledges children as meaning-makers. A scoping review was conducted to expose and map the extent of the evidence available in the emerging and diverse field of children's experiences of play in digital spaces. Specifically, the literature was examined with regards to relevance to children's everyday lives, the personal and ecological relevance, and the methods used. A systematic search of the literature over the past fifteen years found thirty-one articles appropriate for inclusion. The analysis of the literature revealed that the articles formed four categories of how play in digital spaces was approached: 'Videogames, behaviours, and societal norms', 'Videogames for its own sake', 'Videogames for learning', and 'Active Videogames for health promotion'. This scoping review has identified a lack of articles focusing on children's experiences of play in a digital space, and these perspectives are essential for parents, professionals, game designers, and policymakers alike to contribute to an enhanced understanding of the role of play in digital spaces.Entities:
Mesh:
Year: 2022 PMID: 35944033 PMCID: PMC9362941 DOI: 10.1371/journal.pone.0272630
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.752
Search blocks.
| Play OR playing OR games OR gaming |
| Digital OR technology OR virtual OR internet OR computers OR video OR online OR mobile OR applications OR “videogames” |
| Child OR adolescent OR “young people” OR “young person” or teenager OR children |
| perspectives OR views OR opinions OR beliefs OR experiences OR perceptions OR understandings OR qualitative |
Characteristics of included studies.
| Reference | Aim | Participants | Country | Data Collection | Data Analysis |
|---|---|---|---|---|---|
| Albarello, F., Novoa, A., Sánchez, M. C., Velasco, A., Hueyo, M. V. N., Narbais, F. [ | To explore the social dimension of Fortnite and how it impacts children and their parents’ perceptions of its use | 82 children (9–18 years old) from 32 households | Chile & Argentina | In-depth Interviews | Thematic analysis |
| Balmford, W. & Davies, H. [ | How Minecraft on mobile devices is played and perceived within homes | 8 children (6–14 years old) from 5 households | Australia | Ethnography: informal interviews, play sessions, and participant observation | content |
| Barreto, D., Vasconcelos, L. & Orey, M. [ | To explore student motivation and engagement levels in playing math video games | 2 children (8 & 9 years old) | USA | Screen recordings (primary data source) & closed and open -ended interview | Interaction analysis and Grounded Theory methods |
| Bassiouni, D.H. & Hackley, C. [ | To investigate childrens experience as consumers of video games and associated digital communication technology | 22 children (6–12 years old) | UK | Focus groups and in-depth interviews | Discourse analysis |
| Brownell, C.J. [ | To examine how the boundaries of the digital were blurred in response to a standardised writing prompt | 1 child (10 years old) | USA | Observation, field notes, writing samples, photographs, and lesson plans. Included formal interviews. | Iterative process |
| Carter, M., Moore, K., Mavoa, J., Gaspard, L. & Horst, H.[ | To examine how children encounter and attempt to negotiate game addiction discourse | 24 children (9–14 years old) | Australia | Semi-structured interviews | Constructivist grounded theory techniques |
| Carter, M., Moore, K., Mavoa, J., Horst, H., & Gaspard, L. [ | To explore what Fortnite offers young people as they move from children’s gaming into genres that appeal to tweens and teens | 24 children (9–14 years old) | Australia | Semi-structured interviews | Not described |
| Daneels, R., Vandebosch, H. & Walrave, M [ | To examine the ability of digital games to elicit meaningful or eudemonic experiences among adolescents | 33 children (12–18 years old) | Belgium | Focus groups and semi-structured interviews. | Horizontal analysis, Inductively and deductively |
| De Vet, E., Simons, M. & Wesselman, M. [ | To explore children and parents opinions about active and non-active video games | 46 children (8–12 years old) | Netherlands | Semi-structured focus groups. | Content analysis |
| Dixon, R., Maddison, R., Mhurchu, C. N., Jull, A., Meagher-Lundberg, P. & Widdowson, D. [ | To explore children’s and parents’ perceptions of active video gaming | 37 children (10–14 years old) | New Zealand | Focus groups. | Not described |
| Dodge, T., Barab, S., Stuckley, B., Warren, S., Heiselt, C. & Stein, R. [ | To examine children’s experiences in their participation in Quest Atlantis | 4 children (9–12 years old) | USA & Singapore | Participant observation and semi-structured interviews. | Constant-comparative analysis |
| Fonseca, R.M.G.S., Santos, D.L.A., Gessner, R., Fornari, L.F., Oliveira, R.N.G. & Schoenmaker, M.C. [ | To identify and analyse the perception of high school students about sex, sexuality, and violence in intimacy relations, in light of the gender category | 27 adolescents (age not specified) | Brazil | Discursive commentaries from playing | Thematic content analysis |
| Hamlen, K. & Gage, H. [ | To understand how students participate in and experience various methods of game play that don’t follow traditional formats | 3 children (14, 15 & 17 years old) | USA | Phenomenological approach: exploratory study using in-depth semi-structured interviews | Thematic analysis |
| Hannaford, J. [ | To explore children’s imaginative interaction with Internet games | 8 children (8 & 9 years old) | A European City | Semi-structured interviews | Grounded theory approach |
| Huh, Y.J. [ | To explore young children’s digital game play outside the home | 4 children (3 years old) | USA | Observation and informal interviews, including field notes, photography, and videotaping | Bakhtinian interpretative analysis |
| Inal, Y. & Cagiltay, K. [ | To explore children’s flow experiences in an interactive social game environment | 33 children (7–9 years old) | Turkey | Interviews and observation | Not described |
| Iqbal, A., Kankaanranta, M., & Neittaanmäki, P. [ | To explore the experience and motivations of young people participating in virtual worlds | 15 students between (13–15 years) | Finland | Mixed methods: Questionnaires, Interviews, and observation | Not described |
| Kahila, J., Tedre, M., Kahila, S., Vartiainen, H., Valtonen, T. & Mäkitalo, K. [ | To explore children’s metagame activities | 142 children (12–15 years old) | Finland | Essay writing | Qualitative content analysis |
| Kutner, L.A., Olson, C.K., Warner, D.E. & Hertzog, S.M. [ | To explore and identify themes in parents’ and children’s perspectives on video game play | 21 children (12–14 years old) | USA | Focus groups using printed colour images to stimulate discussion | Thematic analysis |
| Leonhardt, M., & Overå, S. [ | To quantify gaming and to examine how gender differences are perceived | 25 (13–16 years old) | Norway | Mixed methods: survey and semi-structured group interviews | Chi-square tests and thematic analysis |
| Maine, F. [ | To explore what children’s gaming orientations are as they play a digital narrative game. | 8 children (11 year olds) | UK | Observation and post-play discussion | Not described |
| Mertala, P. & Meriläinen, M. [ | To explore what aspects of digital games appear meaningful for young children | 26 children (5–7 years old) | Finland | Drawing and informal interview | Descriptive analysis and interpretative analysis |
| Monem, R. [ | To explore the metacognition and self-scaffolding processes involved in navigating digital immersive environments | 1 child (16 years old) | USA | Participants observation, face to face interviews, and document analysis of a cultural artifact | Content analysis |
| Nease, B., & Samura, M. [ | To explore adolescent gamers perceptions about cheating | 12 children (14–17 years old) | USA | Semi-structured interviews | Inductive analysis |
| Olsen, C., Kutner, L., & Warner, D.E. [ | To examine how children perceive the uses and influence of violent interactive games. | 42 boys (12–14 years old) | USA | Focus groups | Not specifically described |
| Sarachan, J. [ | To explore how children’s virtual worlds appeal to different players with varying levels of cognitive and social development | 16 children (6–11 years old) | USA | Observation and semi-structured interviews | Qualitative text analysis software |
| Soek, H.J., Lee, J.M., Park, C., & Park, J.Y. [ | To explore adolescents’ motivations for internet games. | 10 boys (12–17 years old) | South Korea | Photovoice and group discussion | Continuous comparison analysis |
| Van Rooij, A., Daneels, R., Liu, S., Anrijs, S. & Van Looy, J. [ | To review three popular theoretical perspectives that cover motives for video gaming | 20 x family units covering data from 37 children and their parents (4–12 years) | Belgium | Interviews | Open, axial, and selective coding |
| Verenikina, I. & Kervin, L., Rivera, M.C., & Lidbetter, A. [ | To explore how young children respond to the applications for mobile digital technologies offer varying opportunities for play | 10 children (3–5 years old) | Australia | Observation | Not described |
| Willett, R. [ | To examine online gaming practices of children in home settings | 11 children aged 7–11 years | USA | Semi-structured interviews, paper-based activities, and observation | Thematic analysis |
| Willett, R. [ | To examine families’ everyday practices connected with online games played by children | 8 households. 5 x girls & 6 x boys (aged 7–11 years) who played online games | USA | Semi-structured interviews, paper-based activities, and observation | Thematic analysis |
Overview of data extraction.
| Daily Life | Personal & Ecological relevance | combination of methods | Methods | Use of Quotes | ||||
|---|---|---|---|---|---|---|---|---|
| Interview/ focus group | Observation | Drawing/ | Other | |||||
|
| 4 | 3/4 | 2/4 | 4 | 2 | 1 | 4 | |
|
| 3 | 2/3 | 0/3 | 2 | 1 | 3 | ||
|
| 2 | 2/3 | 1/3 | 2 | 1 (discursive commentaries) | 3 | ||
|
| 2 | 1/2 | 1/2 | 1 | 1 | 2 | ||
|
| 1 | 0/1 | 1/1 | 1 | 1 | 1 | ||
|
| 1 | 0/1 | 0/1 | 1 | 1 | |||
| 10 | 5/10 | 6/10 | 9 | 6 | 3 | 8 | ||
| 5 | 2/5 | 4/5 | 4 | 3 | 1 | 1 (screen recordings) | 5 | |
| 2 | 1/2 | 0/2 | 2 | 2 | ||||
|
| 30/31 | 16/31 | 15/31 | 26/31 | 12/31 | 7/31 | ||