Digital gaming and metacognition in middle childhood

作者:

Highlights:

• A coding scheme was developed to evaluate and reliably code features of interactivity from recordings of game play.

• Based on specific features within each game, games were reliably categorized as High Opportunity or Low Opportunity.

• Gaming experience and game preferences in middle childhood were examined in relation to metacognition.

• Children's prior experience with High and Low Opportunity games was differentially associated to their metacognition.

• Children's metacognition differed based on gamer profiles created using both gaming experience and preferences.

摘要

•A coding scheme was developed to evaluate and reliably code features of interactivity from recordings of game play.•Based on specific features within each game, games were reliably categorized as High Opportunity or Low Opportunity.•Gaming experience and game preferences in middle childhood were examined in relation to metacognition.•Children's prior experience with High and Low Opportunity games was differentially associated to their metacognition.•Children's metacognition differed based on gamer profiles created using both gaming experience and preferences.

论文关键词:Digital gaming,Metacognition,Metacognitive experiences,Middle childhood,Video games

论文评审过程:Received 20 July 2020, Revised 2 October 2020, Accepted 4 October 2020, Available online 12 October 2020, Version of Record 20 October 2020.

论文官网地址:https://doi.org/10.1016/j.chb.2020.106593