Abstract
Purpose: The purpose of this study is to explore the role of co-playing as a moderator of the relation between parents’ and children’s play of violent video games. Design/methodology/approach: The study uses dyadic parent/child survey data to estimate the conditional effects in the model, both direct and indirect. Findings: The positive effect of parents’ violent video game play of children’s playing behaviors is attenuated by parent/child co-playing. Parents’ knowledge of the Entertainment Software Rating Board (ESRB) ratings leads to higher levels of co-playing, thereby indirectly attenuating violent video game play in children as driven by parents’ play. Research limitations/implications: The paper extends the literature on consumer socialization and the impact of co-playing and identifies an antecedent for co-playing in this context. Practical implications: The paper reveals that knowledge of the self-regulatory ESRB rules plays a valuable (indirect) role in mitigating violent video game play by children through an increase in co-playing, which attenuates the positive effect of parents’ play on children’s play. Originality/value: The study incorporates data from both parents and children to investigate the relationship between parents and children’s violent video game play while empirically investigating the uncertainty in the literature concerning the moderating impact of co-playing.
Original language | English (US) |
---|---|
Pages (from-to) | 623-632 |
Number of pages | 10 |
Journal | Journal of Consumer Marketing |
Volume | 35 |
Issue number | 6 |
DOIs | |
State | Published - Sep 10 2018 |
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Keywords
- Children
- Co-playing
- Consumer socialization
- Parents
- Violent video games
ASJC Scopus subject areas
- Business and International Management
- Marketing
Cite this
Parents’ and children’s violent gameplay : role of co-playing. / Walker, Doug; Brocato, E. Deanne; Carlson, Les; Laczniak, Russell N.
In: Journal of Consumer Marketing, Vol. 35, No. 6, 10.09.2018, p. 623-632.Research output: Contribution to journal › Article
}
TY - JOUR
T1 - Parents’ and children’s violent gameplay
T2 - role of co-playing
AU - Walker, Doug
AU - Brocato, E. Deanne
AU - Carlson, Les
AU - Laczniak, Russell N.
PY - 2018/9/10
Y1 - 2018/9/10
N2 - Purpose: The purpose of this study is to explore the role of co-playing as a moderator of the relation between parents’ and children’s play of violent video games. Design/methodology/approach: The study uses dyadic parent/child survey data to estimate the conditional effects in the model, both direct and indirect. Findings: The positive effect of parents’ violent video game play of children’s playing behaviors is attenuated by parent/child co-playing. Parents’ knowledge of the Entertainment Software Rating Board (ESRB) ratings leads to higher levels of co-playing, thereby indirectly attenuating violent video game play in children as driven by parents’ play. Research limitations/implications: The paper extends the literature on consumer socialization and the impact of co-playing and identifies an antecedent for co-playing in this context. Practical implications: The paper reveals that knowledge of the self-regulatory ESRB rules plays a valuable (indirect) role in mitigating violent video game play by children through an increase in co-playing, which attenuates the positive effect of parents’ play on children’s play. Originality/value: The study incorporates data from both parents and children to investigate the relationship between parents and children’s violent video game play while empirically investigating the uncertainty in the literature concerning the moderating impact of co-playing.
AB - Purpose: The purpose of this study is to explore the role of co-playing as a moderator of the relation between parents’ and children’s play of violent video games. Design/methodology/approach: The study uses dyadic parent/child survey data to estimate the conditional effects in the model, both direct and indirect. Findings: The positive effect of parents’ violent video game play of children’s playing behaviors is attenuated by parent/child co-playing. Parents’ knowledge of the Entertainment Software Rating Board (ESRB) ratings leads to higher levels of co-playing, thereby indirectly attenuating violent video game play in children as driven by parents’ play. Research limitations/implications: The paper extends the literature on consumer socialization and the impact of co-playing and identifies an antecedent for co-playing in this context. Practical implications: The paper reveals that knowledge of the self-regulatory ESRB rules plays a valuable (indirect) role in mitigating violent video game play by children through an increase in co-playing, which attenuates the positive effect of parents’ play on children’s play. Originality/value: The study incorporates data from both parents and children to investigate the relationship between parents and children’s violent video game play while empirically investigating the uncertainty in the literature concerning the moderating impact of co-playing.
KW - Children
KW - Co-playing
KW - Consumer socialization
KW - Parents
KW - Violent video games
UR - http://www.scopus.com/inward/record.url?scp=85056749561&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85056749561&partnerID=8YFLogxK
U2 - 10.1108/JCM-10-2017-2397
DO - 10.1108/JCM-10-2017-2397
M3 - Article
AN - SCOPUS:85056749561
VL - 35
SP - 623
EP - 632
JO - Journal of Consumer Marketing
JF - Journal of Consumer Marketing
SN - 0736-3761
IS - 6
ER -