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27 August 2010

Entertaining Teenagers, Understanding Gamers

New Research by the Classification Office Explores Youth Media Use and Parents’ Understanding of Video Games

The Classification Office has released two new research reportsParents and gaming literacy and Young people’s use of entertainment mediums - 2010. Aspects of the research may be of particular interest to, among others:

  • media students
  • parents wishing to gain a greater understanding of their children’s use of media entertainment
  • members of the entertainment industry in search of up to date teenage media use information.

Young people's use of entertainment mediums - 2010

Over 500 Year 12 and 13 students from 23 schools were surveyed for this research which updates an earlier study done by the Classification Office in 2006. It gives an insight into the evolving patterns of media consumption and behaviour in Gen Z teenagers. We aimed to find out what kinds of media entertainment young New Zealanders are using, how they are using it, and also why – that is, what influences young people’s media entertainment choices? We found that:

  • participants watched DVDs and played video games more often than those surveyed 4 years ago
  • 65% watched films from the internet
  • while the majority are affected only a little or not at all by film and video game classifications, classifications are more influential than rules or standards imposed by parents
  • the influence of internet publicity on entertainment choices has risen sharply
  • the popularity of video games has risen for both boys and girls
  • cinema visits are declining

Parents and gaming literacy

A qualitative approach was taken for the study Parents and gaming literacy which puts the spotlight on 20 parents of young game players. This research, which involved game-playing by the participants, was prepared by Dr Gareth Schott of the University of Waikato – an expert in the relatively new field of Game Studies. The research explores the distinction between watching and playing games, and what this means for families. The research shows that:

  • many of the parents were not involved in their children’s purchase of restricted games
  • most knew relatively little about the nature of R18 game content
  • many were uncertain about how the classification system applies to games generally
  • video game violence was thought of differently when put into context by experience of actual game play
  • preconceptions about video game violence can be largely shaped by the media.

Producing quality research is an important function of the Classification Office. Research is a practical and concrete means to provide expert and detailed information about censorship and related issues to industry, policy makers, the education sector, the general public, and, importantly, to staff at the Classification Office. Censorship is an important part of our democratic system and research helps us gain a better understanding of the views and behaviours of the wider community in which the Classification Office functions.

For more information about the role of the Classification Office or the research we produce, contact the Information Unit.

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