Submitted:
29 May 2025
Posted:
29 May 2025
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Abstract
Keywords:
1. Introduction
2. Literature Review
2.1. Family Communication, Relationships, and Video Games
2.2. Parental Mediation
2.3. Participatory Learning and Social-Emotional Learning
2.4. Game Culture in Korea
3. Methods
3.1. Survey Data Collection & Analysis
3.2. Interview Data Collection & Analysis
4. Results
4.1. Co-Play for Talks: From an Icebreaker to a Bonding Builder
“Video games are a good icebreaker” (parent 13-2, 45 years old)
4.2. Co-Play as Social-Emotional Learning: Affective Skills and Mood Surveillance
“Playing games together helps me to know how my son feels that day” (parent 10, 53 years old)
We shout, something like, “I am just behind you,” “I can’t see you!” or “You didn’t know this, did you?” just to tease with each other. Or, we engage in a bit of psychological warfare, like, “You look tired today” or “You play so terrible!” (parent 11)
4.3. Co-Play as Participatory Learning: Transmedia, Media Time Management, Role-Switching
“I said 10 math pages for 10 minutes [game time]. Mom said 15 pages. Deal!” (child 14-2, 10 years old)
We talk a lot about styles, stories, and background about the game we play. My daughter found related information, images, and videos of the game, and we talk about the franchise, its history, the hidden facts, and game strategies. I guess, we widened the scope of our talk and deepened it (parent 2)
My daughter seemed to believe that she should help me because she knows better than me… She was confident when she helped me [in utilizing special skills and functions in Mario Kart racing], thinking ‘I am the one who could take care of mom’ (parent 11)
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Demographics | Classification | Frequency | Percent |
|---|---|---|---|
| Number of | 1 | 30 | 39.5% |
| child(ren) | 2 | 38 | 50.0% |
| 3 and more | 8 | 10.5% | |
| Total | 76 | 100.0% | |
| Gender (parent) | female | 13 | 17.1% |
| male | 63 | 82.9% | |
| Total | 76 | 100.0% | |
| Gender (child) | female | 27 | 35.5% |
| male | 49 | 64.5% | |
| Total | 76 | 100.0% | |
| Age (parent) | 30−39 | 6 | 7.9% |
| 40−49 | 66 | 86.8% | |
| 50−59 | 4 | 5.3% | |
| Total | 76 | 100.0% | |
| Age (child) | 9 and less | 24 | 31.6% |
| 10−19 | 52 | 68.4% | |
| Total | 76 | 100.0% | |
| Game time/week | less than 1 hour | 22 | 28.9% |
| (parent) | 1−6 hour(s) | 36 | 47.4% |
| more than 6 hours | 16 | 21.1% | |
| missing | 2 | 2.6% | |
| Total | 76 | 100.0% | |
| Game time/week | less than 1 hour | 35 | 46.1% |
| (co-play) | 1−3 hour(s) | 21 | 27.6% |
| more than 3 hours | 19 | 25.0% | |
| missing | 1 | 1.3% | |
| Total | 76 | 100.0% | |
| Game experience | less than 10 years | 29 | 38.2% |
| (parent) | over 10 years | 44 | 57.9% |
| missing | 3 | 3.9% | |
| Total | 76 | 100.0% | |
| Co-play experience | less than 1 year | 29 | 38.2% |
| 1−3 year(s) | 27 | 35.5% | |
| over 3 years | 20 | 26.3% | |
| Total | 76 | 100.0% |
| ID | Age | Gender | Occupation | ||
|---|---|---|---|---|---|
| Parent | Child(ren) | Parent | Child(ren) | ||
| #1 | 44 | 11, 13 | Male | Female, Female | Profession |
| #2 | 43 | 12 | Male | Female | Company employee |
| #3 | 52 | 12* | Male | Male* | Company employee |
| #4 | 45 | 10 | Male | Male | Company employee |
| #5 | 46 | 9*, 11 | Male | Female*, Male | Company employee |
| #6 | 49 | 9, 15 | Male | Male, Female | Self-employed |
| #7 | 41 | 10*, 13 | Male | Female*, Male | Company employee |
| #8 | 41 | 5*, 9 | Male | Male*, Female | Company employee |
| #9 | 41 | 6*, 10 | Male | Male*, Male | Profession |
| #10 | 53 | 8*, 10 | Male | Female*, Male | Company employee |
| #11 | 45 | 8 | Female | Female | Company employee |
| #12 | 45 | 9 | Male | Male | Profession |
| #13 | 41(mother), 45(father) | 11 | Female, Male | Male | Company employees |
| #14 | 45 | 8, 10 | Male | Female, Male | Company employee |
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