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Educating Parents About Video Games  Print this page Description

The goal of December's activity is to educate parents about video games and their prevelence in the lives of our children. In part one, parents and children explore video game usage and their knowledge about the video game rating system. In part two, parents investigate how this rating system is used in local stores that rent or sell video games, and in arcades. The activity is designed for individual parents to use with their children, but it could easily be adapted for use with parent groups.

Time

2+ hour

Materials

Notebook paper (several pieces)
Pen or pencil
Handout -- Video/Computer Game Phone Survey
Handout -- Arcade Survey

Background

Video games first became prevalent in the 1970s. These early games were unsophisticated and consisted of simple graphics and sound. Over the past 25 years, video games have evolved; today's video games depict three-dimensional scenes with complex graphics and accompanying sound. The violence factor has also increased, from the early non-violent Pong game, to shooting games where spaceships are blasted to smithereens, to today's most violent games where characters tear one another apart, accompanied by gory graphics and sound. Frequently, these games use violence as a problem-solving technique by requiring the player to use violence in increasing intensity to advance through the various levels.

What impact does this level of violence have on 8- to 14-year-olds, who are the more frequent players of video games? Considering that 62% of American households have video game equipment and that most children at least occasionally play video games, it is important that we consider the affects of video game usage on our youth. Because video games are a fairly recent addition to the lives of our children, there is not enough research on the subject. Preliminary research suggests there may be a connection between playing violent video games and aggressive behavior in children, especially young children.

Procedure

Part One (to be done with your child)

1.  With the input of your children, answer the following questions:

  • Do you have video game equipment in your home?
  • Where else (outside the home) do your children have access to video games?
  • On average, how many hours per week do your children spend playing video games?
  • What types of games do they prefer?
  • Are you familiar with the video game rating system?
  • How often do you look at the industry ratings before renting of buying computer or video games?
  • What are the ratings for the video games your children play? Are the ratings appropriate given the age and maturity of your children?

2.  Compare your answers with some national averages:

  • 62% of Amercian families have video game equipment.
  • Boys ages 8-14 are the target audience. They spend more hours playing video games than any other segment of the population. 65% of the video game market is boys.
  • Boys reported playing video games 9.5 hours per week in fourth grade and 5 hours per week in eighth grade.
  • Girls reported playing video games 5.5 hours per week in fourth grade and 2.5 hours per week in eighth grade.
  • Almost 25% of fourth graders reported playing more than 10 hours of video games per week.
  • 50% of fourth graders and 75% of eighth graders reported some arcade playing each week.
  • Almost 50% of the favorite games chosen by children in a study involved fantasy violence or human violence.
  • Of 33 popular video games, almost 80% contain violence or aggression as part of the play.
  • Only 40% of parents usually look at industry ratings before renting of buying computer or video games.

The Entertainment Software Rating Board's rating system:

EC (Early Childhood) - age 3+
KA (Kids to Adult) - age 6+: Minimal violence, slapstick comedy, some crude language.
E (Everyone) - As of January 1, 1998, the new "Everyone" designation replaced the "Kids to Adults" rating.
T (Teens) - age 13+: Violence, profanity, mild sexual themes
M (Mature) - age 17+: More intense violence, profanity, mature sexual themes
A (Adult Only) - Adults only: due to graphic violence and sexual themes, not for those under 18.
RP (Rating Pending) - Product has been submitted to the ESRB and is awaiting final rating.

3. Draw a line down the middle of a piece of paper, creating two columns. Label one column "Positives" to represent the potential positive effects of playing video games and the other "Negatives" to represent the potential negative effects of playing video games.

4.  With your children, brainstorm the potential positive and negative effects of playing video games and write them in the appropriate column.

5.  Compare your list with the following list:

Positives:

  • Video game playing introduces children to technology.
  • Games can give practice in following directions.
  • Some games provide practice in problem-solving and logic.
  • Games can provide practice in use of fine motor and spatial skills (hand-eye coordination).
  • Games can provide occasions for adults and children to play together.
  • Entertainment value.

Negatives

  • Games could foster social isolation as they are often played alone.
  • Practicing violent acts may contribute more to aggressive behavior than passive television watching. Studies do find a relationship between violent television watching and behavior.
  • Women are often portrayed as weaker characters who are helpless and acted upon.
  • Game environments are often based on plots of violence, aggression, and gender bias.
  • Many games only offer an arena of weapons, killings, kicking, stabbing, and shooting.
  • Feelings of mastery occur in a world that is not real--a video world.
  • Long-term effect on aggression is not known.
  • Questions have been raised about early exposure to violent video games.
  • More often games do not offer action that requires independent thought or creativity.
  • Games often confuse reality and fantasy.
  • In violent games, players must become more violent to win.
  • Playing video games takes players away from other activities such as sports, spending time with the family, reading, etc.

6.  With your children, discuss and agree upon ways to reduce the potential negative effects of playing video games. Suggestions include:

  • Limit game playing time. (Recommended: no more than one hour per day.)
  • Play with your child to become familiar with the games.
  • Provide alternative ways for child to spend time.
  • Require that homework and jobs be done first; use video game playing as a reward.
  • Do not put video game set in a child's room where they can shut the door and isolate themselves.
  • Talk about the content of the games.
  • Ask your video store to require parental approval before a violently rated video game can be rented by children.
  • Finally, encourage play with friends away from video game set.
Part Two (can be done with or without children)

Print copies of the Video/Computer Game Phone Survey  and the Arcade Survey handouts.

Make a list of stores that sell computer/video games. These are stores you can call to conduct the Video/Computer Game Phone Survey. You may want to focus on those stores where your children are customers. Or, use the Yellow Pages or other reference to make the list. Try to call at least three computer/video game stores.

For the Arcade Survey, make a list of local video game arcades. These are arcades you can visit to complete the Arcade Survey. Again, you may want to focus on arcades frequented by your children or their friends, or that are particularly popular at your children's school. Or, you can use the Yellow Pages or other reference to make the list. Try to visit at least two video arcades.

Try to include your children in the surveys. Ask them to help you make a list of stores to contact or visit. Involve older children in the Arcade Survey by asking them to visit the arcades with you and help you record the information.

Once the surveys are completed, click on the Video Game Report Card for national results of the two surveys and to read evaluations of specific video games. Use the results of your surveys and the national research to talk about the following suggested topics within your family, with other parents, or with other parents and their children:

  • What responsibility do stores have regarding educating their customers?
  • Were there any surprises regarding the stores or arcades' business practices?
  • What are the feelings of the group toward rating systems? Are there differences between parents and children?
  • What are the feelings of the group toward parental consent to buy certain videos?
  • Are there differences between parents and children?
  • In what ways do your opinions differ from other parents?
  • How can parents work together to support each other's efforts to educate and protect their children from video game violence?
 
 
 
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