Children's choice of games: The influence of prosocial tendency and education-level

Vivian Hseuh Hua Chen, Weirong Lin, Chiew Woon Ng, Su Li Chai, Angeline Cheok Eng Khoo, Henry Been Lirn Duh

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

2 Citations (Scopus)


This 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.

Original languageEnglish
Title of host publicationEntertainment Computing - ICEC 2009 - 8th International Conference, Proceedings
Number of pages10
Publication statusPublished - 2009
Externally publishedYes
Event8th International Conference on Entertainment Computing, ICEC 2009 - Paris, France
Duration: 3 Sept 20095 Sept 2009

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume5709 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349


Conference8th International Conference on Entertainment Computing, ICEC 2009


  • Games
  • Prosocial orientations
  • Uses and gratifications

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science


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