Publication Date
4-1-2024
Document Type
Article
Publication Title
Online Journal of Communication and Media Technologies
Volume
14
Issue
2
DOI
10.30935/ojcmt/14338
Abstract
Children are considered one of the main user profiles of metaverses, since they get into those digital universes by playing sandbox video games as Fortnite, Minecraft, or Roblox. However, a lack of research focused on the how, why and outcomes of this vulnerable target in metaverses has been noted. This study aims to investigate the behavior of children in the metaverses through their use of video games and the perceptions of their parents, considering them an indirect target. A total of 31 semi-structured interviews were conducted with children aged between six and 12 years old and their parents. Also, a non-participatory observation of five children while they were playing video games in their domestic environments were carried out. Results show that children play sandbox video games to have both online and offline presence, interacting with familiar people and strangers to feel connected to the community. Also, they recognize brands in those universes and the importance of designing avatars. For its part, parents identify some negative outcomes of video games, but their perception is mainly positive, above all in terms of collaboration and participation. A dichotomy between observation findings and parents’ response has been noted, reflecting a need of digital literacy in terms of communication.
Keywords
avatars, digital identities, family, metaverses, video games
Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.
Department
Journalism and Mass Communications
Recommended Citation
Gema Bonales-Daimiel, Belén Moreno-Albarracín, and Ainhoa García-Rivero. "Children’s behavior at metaverses: Interactions, digital identities, and parent’s perceptions" Online Journal of Communication and Media Technologies (2024). https://doi.org/10.30935/ojcmt/14338