Presenting a multifaceted and indigenous model of child consumer behavior in the computer games industry

Document Type : Original Article

Authors

1 Department of Business Management, Faculty of Islamic Studies and Management, Imam Sadiq University, Tehran, I. R. Iran.

2 Department of Business Management, Faculty of Islamic Studies and Management, Imam Sadegh University, Tehran. I. R. Iran.

3 Department of Social Communication, Faculty of Social Sciences, University of Tehran, Tehran. I. R. Iran.

Abstract

Objectives: In the current digital age, computer games have become a pervasive form of entertainment, involving significant time and financial investment from families. According to the latest national survey by DIREC (2024), over 34 million Iranians are active gamers, with children and adolescents forming a substantial portion of this demographic. Understanding the consumption behavior of this group is crucial for parents, policymakers, and industry stakeholders. However, the existing literature often focuses on adult audiences or the behavioral outcomes of gaming (e.g., addiction), neglecting the complex decision‑making process children undergo from need recognition to game acquisition. This gap is particularly pronounced in Iran due to unique cultural, economic, and structural characteristics, such as the prominent role of parental mediation, intense peer influence, and specific market barriers such as international sanctions. Therefore, the primary problem is the lack of a comprehensive, indigenous model explaining how Iranian children navigate these factors. This study aims to fill this gap by developing a multifaceted conceptual model using a systematic grounded theory approach to identify the process and key factors influencing computer game purchase decisions among Iranian children.
Methods: This study employed a qualitative approach using the systematic grounded theory strategy (Strauss & Corbin, 2015). Data were collected through 18 semi‑structured, in‑depth interviews with three main groups in Tehran, Mashhad, and Ahvaz: (1) Iranian children aged 7 to 13 with active gaming experience (n = 8); (2) mothers involved in their children’s gaming decisions (n = 3); and (3) game sellers and game‑net managers familiar with the market (n = 7). Sampling began purposively to ensure maximum variation and continued with theoretical sampling until data saturation was achieved. Data analysis involved three stages—open, axial, and selective coding—using the constant comparative method. Rigor was ensured through prolonged engagement, peer debriefing, and triangulation of data sources.
Findings: The systematic analysis revealed a core category termed child‑centered multifaceted navigation in game purchase decision‑making, which represents the intersection of individual, familial, social, and commercial factors in the Iranian market. The resulting model illustrates a dynamic process in which internal needs such as fun and challenge, alongside external stimuli such as peer influence and media exposure, trigger the decision‑making process. Subsequently, the child engages in a multi‑criteria evaluation of the game’s intrinsic attractiveness, skill fit, and feasibility. This process occurs within the context of the child’s individual characteristics, socio‑cultural environment, and economic conditions. Situational factors facilitating or inhibiting the process include technical infrastructure, active parental mediation, and, specifically, Iran’s unique market barriers such as sanctions and the prevalence of pirated versions. To manage these constraints, children employ active strategies, including targeted information searches and active negotiation with parents. Finally, the outcomes range from game acquisition to experiential emotions, learning for future decisions, and broader social or familial impacts.
Conclusion: The study provides a context‑specific model demonstrating that game selection for Iranian children is not a linear choice but rather a “multifaceted navigation” process in which the child is the central actor, yet is heavily constrained by parental mediation and structural market barriers. A key theoretical contribution is the identification of indigenous categories such as “Active Negotiation Patterns” and “Specific Iranian Market Barriers,” which are absent from classical models. Practical implications suggest an urgent need for enhanced media literacy programs for parents to shift from restrictive to active mediation. For developers, the findings highlight the critical value of high‑quality localization (Persian language and cultural alignment) as a key differentiator. Policymakers are advised to address infrastructure challenges and facilitate legal access to games in order to reduce reliance on informal markets.

Keywords

Main Subjects


Azad, M. A. K., Rahman, M., Zaman, H., & Tan, B. (2022). Understanding the determinants of mobile game adoption among children: An empirical investigation. Technology in Society, 68, 101841. https://doi.org/10.1016/j.techsoc.2021.101841
Buckingham, D., & Burn, A. (2007). Game literacy in theory and practice. Journal of Educational Multimedia and Hypermedia, 16(3), 323-349. https://doi.org/10.1080/10519960701343336
Charmaz, K. (2014). Constructing grounded theory (2nd ed.). Sage publications.
Chen, V., Li, B., & Smith, S. (2023). Parenting styles and digital game addiction. Computers in Human Behavior, 139, 107563.
Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical factors to ensure customer loyalty to online games. Cyber Psychology & Behavior, 7(1), 11-24. https://doi.org/10.1089/109493104322820066
Corbin, J., & Strauss, A. (2015). Basics of qualitative research: Techniques and procedures for developing grounded theory (4th ed.). Sage publications. https://doi.org/10.4135/9781452230153
Coyne, S. M., Shawcroft, J., Gale, M., Gentile, D. A., Etherington, J. T., Holmgren, H., … & Stockdale, L. (2021). Tantrums, toddlers and technology: The longitudinal bidirectional association between early childhood media use and externalizing behavior. Computers in Human Behavior, 117, 106648.
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). Sage publications.
Denisova, A., Cairns, P., & Nordin, A. I. (2020). Factors influencing player experience in digital games: A systematic review. Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, 316-323. https://doi.org/10.1145/3410404.3414239
Digital Games Research Center (DIREC). (2024). Open view 2023: A survey on digital [SSMM4.1] game consumption in Iran [In Persian]. Tehran: Iran Computer and Video Games Foundation.
Dolata, U., Schrape, J. F., & Schwellnus, M. (2021). Platform ecosystems: The governance of innovation and competition in the digital economy. Innovation: The European Journal of Social Science Research, 34(4), 436-448. https://doi.org/10.1080/13511610.2021.1981163
Engel, J. F., Blackwell, R. D., & Miniard, P. W. (1995). Consumer behavior (8th ed.). Dryden Press.
Gandolfi, E. (2021). Video game streaming and the discursive construction of authenticity: A lexical analysis of Twitch.tv chats. Discourse, Context & Media, 43, 100523. https://doi.org/10.1016/j.dcm.2021.100523
Glaser, B. G., & Strauss, A. L. (1967). The discovery of grounded theory: Strategies for qualitative research. Aldine Publishing Company.
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78. https://doi.org/10.1037/a0034857
Hamari, J., Hanner, N., & Koivisto, J. (2017). Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. International Journal of Information Management, 37(1, Part B), 1449-1459. https://doi.org/10.1016/j.ijinfomgt.2016.09.011
Hobbs, R. (2010). Digital and media literacy: A plan of action. The Aspen Institute.
Jiow, H. J., Lim, S. S., & Lin, J. (2017). Level up! Refreshing parental mediation theory for the digital age. Communication Theory, 27(3), 309-327. https://doi.org/10.1111/comt.12109
John, D. R. (1999). Consumer socialization of children: A retrospective look at twenty-five years of research. Journal of Consumer Research, 26(3), 183-213. https://doi.org/10.1086/209559
Johnson, D., Gardner, J., & Perry, R. (2018). Validation of the consumer digital game involvement scale (CDGIS). CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, 235-241. https://doi.org/10.1145/3242671.3242700
Kaye, L. K., Pennington, C. R., & McCann, J. J. (2022). Examining the social motivations for playing digital games during the COVID-19 pandemic. Computers in Human Behavior Reports, 7, 100217. https://doi.org/10.1016/j.chbr.2022.100217
Kim, S., & Lee, H. (2017). The impact of game elements on purchase intention in mobile games: An empirical study on the mediating role of perceived value. Information Systems Frontiers, 19(2), 317-331. https://doi.org/10.1007/s10796-016-9636-0
Kotler, P., & Armstrong, G. (2021). Principles of Marketing (18th ed.). Pearson.
Kühn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2019). Structural correlates of video gaming: A systematic review and correlational meta-analysis. Translational Psychiatry, 9(1), 3. https://doi.org/10.1038/s41398-018-0315-z
Li, L., & Niu, Z. (2023). Loot boxes and problem gambling in adolescents: A systematic review and meta-analysis. Addictive Behaviors, 107633.
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
Livingstone, S., & Helsper, E. J. (2008). Parental mediation of children’s internet use. Journal of Broadcasting & Electronic Media, 52(4), 581-599. https://doi.org/10.1080/08838150802437396
Livingstone, S., Mascheroni, G., Dreier, M., Chaudron, S., & Lagae, K. (2017). How parents of young children manage digital devices: Theanging family life in the digital age. Publications Office of the European Union. https://doi.org/10.2788/923831
McNeal, J. U. (1999). The kid’s market: Myths and realities. Paramount Market Publishing.
Moschis, G. P., & Churchill Jr, G. A. (1978). Consumer socialization: A theoretical and empirical analysis. Journal of Marketing Research, 15(4), 599-609. https://doi.org/10.1177/002224377801500409
Nikken, P. (2017). Parental mediation of young children’s internet use. The Wiley Handbook of Developmental Psychology in Practice: Implementation and Impact, 227-242. https://doi.org/10.1002/9781118783344.ch11
Nikken, P., & Jansz, J. (2014). Developing scales to measure parental mediation of young children’s internet use. Learning, Media and Technology, 39(2), 250-266. https://doi.org/10.1080/17439884.2013.783048
O’Hagan, M., & Mangiron, C. (2013). Game localization: Translating for the global digital entertainment industry. John Benjamins Publishing. https://doi.org/10.1075/btl.106
Valkenburg, P. M., Piotrowski, J. T., & Vossen, H. G. (2021). The differential susceptibility to media effects model: A review and synthesis. Journal of Communication, 71(4), 549-573.
Zhu, S., Zhuang, Y., & Zhang, H. (2023). Parental mediation of children’s digital game use: The role of parental digital game literacy and attitude. Current Psychology, 1-14. https://doi.org/10.1007/s12144-023-04446-x