Contexts, motivations and regulation of video games among adolescents

In the spring of 2021 the OFDT carried out a qualitative study among 30 adolescents aged between 11 and 15 to explore the attractions of video games for adolescents and pre-adolescents and how these video games fit into their daily lives.

What are the attractions of video games for adolescents and pre-adolescents? How do they fit into their daily lives? This is what the qualitative study carried out by the OFDT among 30 adolescents aged between 11 and 15 in the spring of 2021 explored.

Their accounts, gathered on the basis of semi-directive interviews, illustrate the way in which video gaming is integrated, among other activities, into their social lives as teenagers. The video gaming allows for the continuity, and even the reinforcement, of friendly relationships. Adolescents’ video game practices can be seen as interstitial, with a varied duration, because they are interspersed in the residual time between their various obligations including school, family, social and cultural life.

Their regulation is structured by school pressure that is conveyed by parents and internalised by adolescents. It is most often based on a reward system which consists of parents regulating playing time according to school performance and assiduity. The responsibility of teenagers for their playing time is pivotal, and is largely mobilised by parents.

Publication type
Briefing papers
Publication date
Language
French
Author(s)
MUTATAYI
Carine
NEYBOURGER
Paul
PHILIPPON
Antoine
GUILBAUD
Fabrice
Edited by
OFDT
Number of pages
20
ISBN
979-10-92728-57-6
Products & addictions
Behavioural addiction
Gambling
Themes
Users
Specific population(s)
Adolescents
Territories
France
Dispositif d'enquête et d'observation
Sociological and qualitative surveys