Education, Entertainment, or Risk? An Investigation on the Appropriateness of Mobile Games for Children
Abstract
This study provides a comprehensive evaluation of the suitability of popular games available in major mobile application stores, namely Google Play and the Apple App Store, specifically for early childhood users. The research critically examines four key dimensions: advertising and commercial elements, educational quality, data security, and design and usability. Following a descriptive survey model, a sample of 48 of the most frequently downloaded mobile games was systematically selected for analysis. A key inclusion criterion was a high user rating of 4.0 points or above. The findings, based on calculated mean scores for each factor, reveal critical shortcomings. Advertising and commercial elements (M=2.88) and data security (M=3.17) emerged as the most problematic areas, indicating significant risks for young players. While educational quality (M=3.21) and design and usability (M=3.50) scored higher, they still fell short of ideal standards. The study concludes that substantial improvements are urgently needed, particularly in advertising and safety protocols, to ensure these digital products are genuinely appropriate for young children.
Keywords
Early childhood, Mobile games, In-game advertising and monetization, Children’s data privacy and security, Educational quality, Design and usability
References
- Agudo, J. E., Sánchez, H., Holguín, J. M., & Tello, D. (2007). Adaptive computer games for second language learning in early childhood. In Proceedings of the Third International Online Conference on Second and Foreign Language Teaching and Research (pp. 167–180). The Reading Matrix Inc.
- Akcan, B., & Kazaz, A. (2020). Advertising in Digital Games: A Review from the Perspective of Children and Parents. Erciyes İletişim Dergisi, 7(2), 1241-1261. https://doi.org/10.17680/erciyesiletisim.706046
- Alotaibi, M. S. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1307881
- Callaghan, M. N., & Reich, S. M. (2020). Applying a developmental lens to educational game designs for preschoolers. International Journal of Mobile and Blended Learning, 12(2), 1–15. https://doi.org/10.4018/IJMBL.2020040101
- Calvert, S. L. (2008). Children as consumers: Advertising and marketing. The Future of Children, 205-234. https://doi.org/10.1353/foc.0.0001
- Celis, V., Husson, J., Abeele, V. V., Loyez, L., Van den Audenaeren, L., Ghesquière, P., & Geurts, L. (2013). Translating preschoolers’ game experiences into design guidelines via a laddering study. In Proceedings of the 12th International Conference on Interaction Design and Children (pp. 147–156). https://doi.org/10.1145/2485760.2485772
- Chatzopoulos, A., Karaflis, A., Kalogiannakis, M., Tzerachoglou, A., Cheirchanteri, G., Sfyroera, E., & Sklavounou, E. O. (2023). Evaluation of Google Play educational apps for early childhood education. Advances in Mobile Learning Educational Research, 3(2), 770-778. https://doi.org/10.25082/AMLER.2023.02.004
- Common Sense Media. (2021). The Common Sense census: Media use by kids age zero to eight, 2021. https://www.commonsensemedia.org/research
- Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE Publications.
- Decker, E., De Craemer, M., De Bourdeaudhuij, I., Wijndaele, K., Duvinage, K., Koletzko, B., et al. (2012). Influencing factors of screen time in preschool children: An exploration of parents’ perceptions through focus groups in six European countries. Obesity Reviews, 13(Suppl. 1), 75–84. https://doi.org/10.1111/j.1467-789X.2011.00961.x
