In my focus groups a changing pattern of gaming use emerges as children grow up.
Amongst younger children most gaming is through consoles, primarily for fun but with
some ‘brain training’ games also being played. In secondary school, gaming increases,
especially amongst boys and the use of online games grows, peaking at around age 15.
This is the time when parental anxiety about the amount of time spent playing and the
content of some games also peaks. It is common for children and young people to say they
have played some of the most well known 18-rated titles. In the later teenage years gaming
declines except amongst those young people who have become gaming ‘enthusiasts’ and
who are particularly interested in adult video games.