Evidence map›Paper›PMID 40037910›Full record

ArticleHealth promotion international2025

Child's-eye views of smartphone-based gaming content: objective insights from Aotearoa New Zealand.

Marcus Gurtner, Ryan Gage, Moira Smith, James Stanley, Louise Signal

Abstract read
In one paragraph

Article in Health promotion international, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Marcus GurtnerHealth Promotion & Policy Research Unit, Department of Public Health, University of Otago - Wellington, 43 Hanson St, Newtown, 6242 Wellington, New Zealand.ORCID 0000-0001-6341-2019
Ryan GageHealth Promotion & Policy Research Unit, Department of Public Health, University of Otago - Wellington, 43 Hanson St, Newtown, 6242 Wellington, New Zealand.ORCID 0000-0003-3491-9405
Moira SmithHealth Promotion & Policy Research Unit, Department of Public Health, University of Otago - Wellington, 43 Hanson St, Newtown, 6242 Wellington, New Zealand.ORCID 0000-0002-9599-5842
James StanleyHealth Promotion & Policy Research Unit, Department of Public Health, University of Otago - Wellington, 43 Hanson St, Newtown, 6242 Wellington, New Zealand.ORCID 0000-0002-8572-1047
Louise SignalHealth Promotion & Policy Research Unit, Department of Public Health, University of Otago - Wellington, 43 Hanson St, Newtown, 6242 Wellington, New Zealand.ORCID 0000-0003-4715-6718

Funding

University of Otago Research Grant 20406
6 · The paper itself

Abstract

Children's engagement with smartphone-based (online) gaming content is rapidly increasing. There appears to be no existing objective evidence of children's exposure to this content captured in real time. Evidence on preteens' smartphone-based gaming is especially scarce. This study aimed to objectively explore the nature and extent of preteens' exposure to smartphone-based gaming content. Sixty-six children aged 11-13 years from 16 schools in the Wellington region of New Zealand used Zoom video teleconferencing software to record real-time, screen-shared internet use for 4 consecutive days. On average, children recorded 164 minutes each over the 4-day study period. Recordings were coded for gaming content by activity, using game applications and watching gaming content using social media. Game application characteristics were also recorded. Of every online hour recorded, 28.6% showed gaming content-using game applications (18%) and watching (10.7%). Male and low-deprivation children recorded more gaming content as part of their screen-shared internet use than female and high-deprivation children. Game application time comprised gameplay (56.6%), non-gameplay (43.4%), and included advertising 16.4% of the time. Most games were 'Advergames' [games including advertising (85.7%)], were free-to-play (98.4%), and included in-game purchases (87.3%). One-quarter (25.5%) included 'Random Items' (e.g. loot boxes) as part of these purchases, and 28.6% allowed users to interact with other users. While 'playing' using smartphone game applications, children are exposed to highly commercialized contexts that include manipulative design features, adult themes and advertising. Children, who are most vulnerable to online harms, must be protected in accordance with the United Nations Convention on the Rights of the Child.

Indexed as

SmartphoneVideo GamesAdolescentChildFemaleHumansMaleNew ZealandSocial Mediachildrengamingobservational studyonlineparticipatoryphonerights

Identifiers

PMID40037910
PMCPMC11879639

What OpenQuestion holds

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LicenceCC BY-NC-ND
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.