Experiment FindingsPDF Available

Abstract

A user survey was shared with parents of children between the ages of 5 to 16 years to gather information about the following questions: 1) What is the age group of the child? 2) What digital device(s) does the child usually use? 3) How much time does the child spend on these digital devices per day? 4) What does the child use these digital devices for? 5) What kind of digital games does the child usually play? 6) Does the child discuss any social challenges they face with the parents? 7) What are the common social challenges faced by a child? 8) What sources of information does a parent/guardian rely on when addressing the social challenges faced by their child? 9) If there was a digital game that could help in promoting positive behavioral changes in their child, would the parent be willing to let their child play it?
User Survey to Test the Current Market for Digital Games to Encourage
Positive Behavioral Changes
Divya Menon, MSc Education Technology, Universite Cote dAzur, Nice
November 08, 2019
Purpose
It has been observed that an average child spends between 2-6 hours per day using digital devices to watch
videos and play games. While most of these online activities are engaging the child, they might not be
contributing to a positive behavioral change in them. Though most children face social challenges, they or
their parents/guardians might not have the necessary resources to handle such situations constructively.
This survey hypothesizes that there is a need and demand for digital games that could help in developing
behavioral skills among children.
Target Audience
This user survey is designed for parents/guardians of children between the ages of 5 to 16 years from across
the globe.
Materials
Online survey questionnaire
Social media platforms for sharing the survey link
Questions Asked
Which country do you reside in?
What age group does your child belong to?
If you have a second child, what age group does your second child belong to?
What digital device(s) does your child (children) currently have access to?
How much time does your child spend on a mobile/tablet each day?
What does your child primarily use the mobile/tablet for?
What kind of digital games does your child enjoy playing?
Please name your child (children's) favorite online game.
Does your child talk to you about challenges they face, such as bullying, social awkwardness, confusion
about the right way to approach a situation, etc.?
What kind of social challenges has your child faced till now?
When your child discusses an issue they might be facing, how do you decide on the best advice to give
them?
Do you believe that games can help children learn social behaviours?
If there was a game that promotes social skills among youngsters through a simulation game, would you
be willing to let your child play it?
Will you be willing to participate in a user test survey if we share a prototype of a gaming app on social
skills?
Method
1. The link to the user survey will be shared inviting people to participate on various social media
platforms, including Facebook, LinkedIn, and Twitter.
2. Personal contacts will be requested to share the link among with acquaintances as well.
3. The survey will be open for a period of 30 days.
4. The results will be recorded at the end of the survey period.
Control Treatment
Only parents of children between the ages of 5 to 16 years will be requested to participate in the survey. Only
one response per participant will be accepted.
Data Interpretation
The results of the survey will be represented through graphs. If more than 50% of the participants confirm
that:
Their children face social challenges
They rely on personal experiences primarily to intervene in such situations, and
They would be willing to let their children play a digital game if it will help in promoting behavioral skills,
It will help in concluding that there is a market demand for such a game and a detailed scientific research to
determine its efficacy therein.
ResearchGate has not been able to resolve any citations for this publication.
The link to the user survey will be shared inviting people to participate on various social media platforms, including Facebook
  • Linkedin
  • Twitter
The link to the user survey will be shared inviting people to participate on various social media platforms, including Facebook, LinkedIn, and Twitter.