PhD studies - TU/e (Eindhoven, NL)
Parental mediation of children's digital gaming

When Atari released its commercial version of Pong during the seventies, it was the first videogame that received attention other than from enthusiastic gaming pioneers in R&D labs. Within less than a decade, children were able to spend time and dime in fully equiped arcades. Some parents responded by buying television connected game consoles to duplicate the thrill of the arcades, but to do so within the protected environment of the home. This can be considered one of the first acts of parental mediation on children's digital game behavior.
Today, games are technologically advanced, ubiquitously available, and have become a mainstream entertainment option, eagerly consumed by the great majority of children who have access to them. However, they have additionally become a controversial means of entertainment, as possible effects on the individual or society are being discussed by popular media and even gouvernments. This makes parental mediation of digital games a complicated balancing act between respecting a child's cultural needs and wishes, and the parent's factual knowledge and norms/beliefs, influenced by more general views on what is regarded to be "healthy" behavior.
Taking into account that children mainly play digital games at home, it is striking to see how little is actually known about parental dealings with games. Therefore, questions such as: "what are parental motivations for mediation", "What strategies do parents use, why are they used, and can they be predicted?", and "how do parental mediation influence their children's game experiences?' play a central role within my PhD project at Eindhoven University of Technology (TU/e).
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Publication list
Oosting, W., de Kort, Y. A. W., & IJsselsteijn, W. A. (2010, May 27). Parental mediation of children’s digital game-play: Positive parents taking action! Short paper presented at the e-Youth - Balancing between opportunities and risks?, Antwerpen. Retrieved from http://www.ua.ac.be/main.aspx?c=.EYOUTH
Martins, M., Nap, H. H., Gajadhar, B. J., Oosting, W., Jurgelionis, A., Carmichael, R., Silva, L., et al. (2010). The Future of Distributed Gaming: Technical advantages and User-Centred Design. Prisma, 10(Special issue Videojogos2009). Retrieved from http://prisma.cetac.up.pt/artigos_edicao_n10_especial_videojogos2009/o_futuro_dos_jogos_distribuido.html
Martins, M., Silva, L., Milagaia, F., Nap, H. H., Gajadhar, B. J., Oosting, W., Jurgelionis, A., et al. (2009). The Future of Distributed Gaming: Technical advantages and User-Centred Design. In Videojogos2009 (pp. 1-10). Presented at the Videojogos2009, Aveiro. Retrieved from http://www3.ca.ua.pt/videojogos2009/actas/artigos/S1-ID12_pag_1-10.pdf
Oosting, W., IJsselsteijn, W. A., & de Kort, Y. A. W. (2008, November 8). Parental perceptions and mediation of children’s digital game play at home: A qualitative study. Short paper presented at the CSCW2008 | Designing for Families workshop, San Diego Ca. Retrieved from http://carmster.com/families/workshop/uploads/Main/Oosting2.pdf
IJsselsteijn, W. A., Oosting, W., Vogels, I. M. L. C., Kort, Y. A. W. D., & Loenen, E. V. (2008). A room with a cue: The efficacy of movement parallax, occlusion, and blur in creating a virtual window. Presence: Teleoper. Virtual Environ., 17(3), 269-282.
Seuntiens, P. J., Heynderickx, I. E., IJsselsteijn, W. A., van den Avoort, P. M. J., Berentsen, J., Dalm, I. J., Lambooij, M. T., et al. (2005). Viewing experience and naturalness of 3D images. In B. Javidi, F. Okano, & J. Son (Eds.), Three-Dimensional TV, Video, and Display IV (Vol. 6016, pp. 601605-7). Presented at the Three-Dimensional TV, Video, and Display IV, Boston, MA, USA: SPIE. Retrieved from http://link.aip.org/link/?PSI/6016/601605/1
Last Updated on Thursday, 20 May 2010 10:24
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