Please use this identifier to cite or link to this item: https://doi.org/10.1007/978-3-642-04052-8_10
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dc.titleChildren's choice of games: The influence of prosocial tendency and education-level
dc.contributor.authorChen, V.H.-H.
dc.contributor.authorLin, W.
dc.contributor.authorNg, C.W.
dc.contributor.authorChai, S.L.
dc.contributor.authorKhoo, A.C.E.
dc.contributor.authorDuh, H.B.-L.
dc.date.accessioned2014-06-19T03:02:31Z
dc.date.available2014-06-19T03:02:31Z
dc.date.issued2009
dc.identifier.citationChen, V.H.-H.,Lin, W.,Ng, C.W.,Chai, S.L.,Khoo, A.C.E.,Duh, H.B.-L. (2009). Children's choice of games: The influence of prosocial tendency and education-level. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5709 LNCS : 110-119. ScholarBank@NUS Repository. <a href="https://doi.org/10.1007/978-3-642-04052-8_10" target="_blank">https://doi.org/10.1007/978-3-642-04052-8_10</a>
dc.identifier.isbn3642040519
dc.identifier.issn03029743
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/69601
dc.description.abstractThis study employed the uses and gratifications approach to examine children's choice of gaming genres. The measure of prosocial behavioral tendency was used as an approximation of a child's offline gratification, and this was related to the exposure to three different genres of games (violent, aggressive and prosocial). The influence of education level was also taken into consideration. Data was compiled and analyzed from a survey conducted on Singaporean schoolchildren (N = 2,640). Overall results supported the supplementary model of gratification seeking behavior. Children with higher prosocial scores spent significantly less time playing violent and aggressive games, whereas children of a higher education level spent more time playing games of all genres. The results are presented and discussed. © 2009 Springer.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1007/978-3-642-04052-8_10
dc.sourceScopus
dc.subjectGames
dc.subjectProsocial orientations
dc.subjectUses and gratifications
dc.typeConference Paper
dc.contributor.departmentELECTRICAL & COMPUTER ENGINEERING
dc.description.doi10.1007/978-3-642-04052-8_10
dc.description.sourcetitleLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
dc.description.volume5709 LNCS
dc.description.page110-119
dc.identifier.isiutNOT_IN_WOS
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