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“This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games

This dissertation explores how South African children aged between ten and twelve respond to video game violence, and to retaliatory violence in particular. Many video game narratives present retaliation by the playable character as necessary and justified within the narrative and ludus rules of the...

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Main Author: Koloko, Muya
Other Authors: Walton, Marion
Format: Thesis
Language:English
English
Published: Centre for Film and Media Studies 2025
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access_status_str Open Access
author Koloko, Muya
author2 Walton, Marion
author_browse Koloko, Muya
Walton, Marion
author_facet Walton, Marion
Koloko, Muya
author_sort Koloko, Muya
collection Thesis
description This dissertation explores how South African children aged between ten and twelve respond to video game violence, and to retaliatory violence in particular. Many video game narratives present retaliation by the playable character as necessary and justified within the narrative and ludus rules of the game. Children's own perspectives on video game violence are rarely examined, especially in the Global South. Using a sequential exploratory mixed methods design, this dissertation investigates to what extent children's understandings of violence in video games are congruent with their understandings of violence in their diverse South African life-worlds. This study argues that South African children have high exposure to violence in both their life-worlds and video games, but that locally-situated gaming practices provide contexts that allow children to differentiate between violence in video games and in their life-worlds. Qualitative observations and interviews in Rondebosch and Khayelitsha showed how participants gained their understandings of video game violence from the ludic and narrative norms in video games; norms presented by parents and other authorities; and the playground norms of their peer groups. Participants drew clear distinctions between representations of violence in video games, and the violence some directly experienced, witnessed, or had heard about. Violence in video games was accepted as fictional and justified by the narrative and rules in the video game, which often included a backstory justifying retaliatory violence. A larger sample of children (n = 217) were surveyed on the potential congruence between support for retaliatory violence in video games and in their life-worlds. A moderate positive correlation (r = 0.424; p < 0.01) was found between support for retaliatory violence in video games and in real life. Despite the narrative resonance of stories involving violent retaliation, and regardless of their socioeconomic background, only children with the highest scores supporting retaliatory violence in video games also supported retaliatory violence in everyday life. This result suggests that the ideas of acceptability of violence presented in video games are not internalised by most children. Overall, children's experiences with video game violence are nuanced and contextual cues from games, peers and caregivers all shape how children perceive video game violence.
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institution University of Cape Town (South Africa)
language English
eng
last_indexed 2026-06-10T12:32:41.376Z
license_str Not specified — see source repository
provenance_str_mv Harvested via OAI-PMH from UCTD — University of Cape Town Open Access Repository
publishDate 2025
publishDateRange 2025
publishDateSort 2025
publisher Centre for Film and Media Studies
publisherStr Centre for Film and Media Studies
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source_str UCTD — University of Cape Town Open Access Repository
spelling oai:open.uct.ac.za:11427/41711 “This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games Koloko, Muya Walton, Marion Ward, Catherine Digital games Cape Town Violence This dissertation explores how South African children aged between ten and twelve respond to video game violence, and to retaliatory violence in particular. Many video game narratives present retaliation by the playable character as necessary and justified within the narrative and ludus rules of the game. Children's own perspectives on video game violence are rarely examined, especially in the Global South. Using a sequential exploratory mixed methods design, this dissertation investigates to what extent children's understandings of violence in video games are congruent with their understandings of violence in their diverse South African life-worlds. This study argues that South African children have high exposure to violence in both their life-worlds and video games, but that locally-situated gaming practices provide contexts that allow children to differentiate between violence in video games and in their life-worlds. Qualitative observations and interviews in Rondebosch and Khayelitsha showed how participants gained their understandings of video game violence from the ludic and narrative norms in video games; norms presented by parents and other authorities; and the playground norms of their peer groups. Participants drew clear distinctions between representations of violence in video games, and the violence some directly experienced, witnessed, or had heard about. Violence in video games was accepted as fictional and justified by the narrative and rules in the video game, which often included a backstory justifying retaliatory violence. A larger sample of children (n = 217) were surveyed on the potential congruence between support for retaliatory violence in video games and in their life-worlds. A moderate positive correlation (r = 0.424; p < 0.01) was found between support for retaliatory violence in video games and in real life. Despite the narrative resonance of stories involving violent retaliation, and regardless of their socioeconomic background, only children with the highest scores supporting retaliatory violence in video games also supported retaliatory violence in everyday life. This result suggests that the ideas of acceptability of violence presented in video games are not internalised by most children. Overall, children's experiences with video game violence are nuanced and contextual cues from games, peers and caregivers all shape how children perceive video game violence. 2025-09-08T08:13:14Z 2025-09-08T08:13:14Z 2025 2025-09-08T07:57:21Z Thesis / Dissertation Doctoral PhD http://hdl.handle.net/11427/41711 en eng application/pdf Centre for Film and Media Studies Faculty of Humanities University of Cape Town
spellingShingle Digital games
Cape Town
Violence
Koloko, Muya
“This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games
thesis_degree_str Doctoral
title “This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games
title_full “This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games
title_fullStr “This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games
title_full_unstemmed “This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games
title_short “This will never happen in real life”: Cape Town tweens' responses to represented violence in digital games
title_sort this will never happen in real life cape town tweens responses to represented violence in digital games
topic Digital games
Cape Town
Violence
url http://hdl.handle.net/11427/41711
work_keys_str_mv AT kolokomuya thiswillneverhappeninreallifecapetowntweensresponsestorepresentedviolenceindigitalgames