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Effects Of Video Game Playing On Children
Positives
- Video game playing introduces children to computer 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.
- Games can provide occasions for parent and child to
play together.
- Players are introduced to information technology.
- Some games have therapeutic applications with patients.
- Games are entertaining and fun.
Facts
- The U.S. video game market reached nearly $10.5 billion
in sales in 2005. with the projected world-wide market
expected to grow to $46.5 billion by 2010 (BusinessWeek
Online, 2006).
- A recent report showed that 45% of heavy video game
players and nearly a third of avid gamers are in the 6
to 17 year old age group (NPD Group Inc., 2006).
- The most recent (May 2008) mystery shop study conducted
by the U.S. Federal Trade Commission (FTC) found that
national retailers enforced their store policies by refusing
to sell M-rated video games to minors 80% of the time.
- M" rated video games from retailers (Federal Trade
Commission, 2004).
- Of computer and video games purchased in 2007, as reported
by the NPD Group, 45% were "E" rated games,
12% were "E10+", 28% were "T" rated
games, and 15% were "M" rated games (Entertainment
Software Association, 2008).
- A study of over 2,000 8 to 18 year-olds (3rd through
12th graders) found the 83% of them have at least one
video game player in their home, 31% have 3 or more video
game players in their home, and 49% have video game players
in their bedrooms (Roberts, Foeher, and Rideout, 2005).
- In the same study only 21% of kids reported that their
parents set rules about which video games they can play,
17% reported their parents check warning labels or ratings
on video games, and 12% reported they play video games
they know their parents don't want them playing (Roberts,
Foeher, and Rideout, 2005).
Negatives
- Over-dependence on video 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 that
are helpless or sexually provocative.
- 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.
- Playing violent video games may be related to aggressive
behavior (Anderson & Dill, 2000; Gentile, Lynch &
Walsh, 2004). Questions have been raised about early exposure
to violent video games.
- Many games do not offer action that requires independent
thought or creativity.
- Games can confuse reality and fantasy.
- In many violent games, players must become more violent
to win. In "1st person" violent video games
the player may be more affected because he or she controls
the game and experiences the action through the eyes of
his or her character.
- Academic achievement may be negatively related to over-all
time spent playing video games. (Anderson & Dill,
2000; Gentile, Lynch & Walsh, 2004)
Questions to ask: Is the violence rewarded or punished?
What are the consequences? How graphic is the violence?
Is the violence against humans or inanimate objects? Is
the violence sexual?
Reasons children give for playing video games:
- It's fun
- Like to feel in control
- Releases tension
- Relieves boredom
- Develops gaming skills
- Feel a sense of mastery
Bottom line
- Many video games are fun and appropriate.
- Violent video games may be linked to an increase in
aggressive behavior.
- There are many questions about the cumulative effect
of video games, computers, and television.
- Parents are urged to monitor video game play the same
way they need to monitor television.
What to look for in choosing a game
- Be aware of advertising and marketing to children. Advertising
pressure contributes to impulse buying.
- Check the ESRB rating symbols (on the front of the box)
that suggest age appropriateness for a game and content
descriptors (on the back) that indicate elements in a
game that may have triggered a particular rating and/or
may be of interest or concern.
- If there are violence and sexual themes in the title
and cover picture, you can assume these themes are also
in the game.
- Look for games involving multiple players to encourage
group play.
- Pick games that require the player to come up with strategies,
and make decisions in a game environment that is more
complex than punch, steal, and kill.
- AVOID the "first person shooter", killing-machine
games.
Virtually all video games sold at retail in the U.S. and
Canada carry one of six rating symbols that suggest age
appropriateness.
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Titles rated EC (Early
Childhood) have content that may be suitable for
ages 3 and older. Contains no material that parents
would find inappropriate. |
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Titles rated E (Everyone)
have content that may be suitable for persons ages 6
and older. Titles in this category may contain minimal
cartoon, fantasy or mild violence and/or infrequent
use of mild language.
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Titles rated E10+ (Everyone
10 and older) have content that may be suitable
for persons ages 10 and older. Titles in this category
may contain more cartoon, fantasy or mild violence,
mild language, and/or minimal suggestive themes. |
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Titles rated T (Teen)
have content that may be suitable for ages 13 and older.
Titles in this category may contain violence, suggestive
themes, crude humor, minimal blood, simulated gambling,
and/or infrequent use of strong language. |
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Titles rated M (Mature)
have content that may be suitable for persons 17 years
and older. Titles in this category may contain intense
violence, blood and gore, sexual content, and/or strong
language. |
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Titles rated AO (Adults
Only) have content that should only be played by
persons 18 years and older. Titles in this category
may include prolonged scenes of intense violence and/or
graphic sexual content and nudity. |
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Title listed as RP (Rating
Pending) has been submitted to the ESRB and is awaiting
final rating. (This symbol appears only in advertising
prior to a game's release.) |
Games may list content descriptors that describe violence,
language, sex, tobacco, drug, and alcohol use.
Tips for Parents
- LIMIT game playing time.
- CHECK the age game ratings and descriptors on the box.
- USE other content sources and reviews to help you choose
a game.
- Check the ESRB rating symbols (on the front of the box)
that suggest age appropriateness for a game and content
descriptors (on the back) that indicate elements in a
game that may have triggered a particular rating and/or
may be of interest or concern.
- AVOID the "first person shooter", killing-machine
games.
- REQUIRE that homework and chores be done before game
playing.
- DO NOT PUT video game consoles or computers in children's
bedrooms.
- PLAY AND ENJOY a game with your child; check in as your
child moves into deeper levels in the game.
- TALK about the content of the games. Ask your child
what's going on in the game.
- EXPLAIN to your children why you object to certain games.
- Most major retailers of games have store policies preventing
the sale or rental of M-rated (Mature) games to children
or youth. In the event you notice a store clerk not complying
with this policy, talk to the store manager or contact
ESRB at http://www.esrb.org/retailers/contact.jsp
- Finally, ENCOURAGE your child to play with friends,
or other activities away from the video game set.
Sources
- Anderson, Craig A. and Dill, Karen, E. (2000). Video
games and aggressive thoughts, feelings, and behavior
in the laboratory and in life. Journal of Personality
and Social Psychology, Vol. 78, no. 4, 772-790.
- BusinessWeek Online (2006, June 23). Global video game
market set to explode. Available online at: www.businessweek.com/innovate/content/jun2006
/id20060623_163211.htm (last visited 11/06).
- Entertainment Software Association (2006). Accessed
at: www.theesa.com/archives/files/Essential%20Facts%202006.pdf
(last visited: 11/06).
- Federal Trade Commission (July 8, 2004). Marketing violent
entertainment to children: A review. Accessed at: www.ftc.gov/os/2004/07/040708kidsviolencerpt.pdf
(last visited: 11/06).
- Gentile, D. A., & Walsh, D. A. (2002). A normative
study of family media habits. Journal of Applied Developmental
Psycology, 23, 157-178.
- Gentile, Douglas A., Lynch, Paul J., Linder, Jennifer
R., Walsh, David A. (2004). The effects of violent video
game habits on adolescent hostility, aggressive behaviors,
and school performance. Journal of Adolescence, 27,
5-22.
- NPD Group Inc. (2006, Sept. 19). Video Gamer Segmentaion
Report. Accessed at: www.npd.com/press/releases/press_060919a.html
(last visited 11/06).
- Roberts, Foeher, and Rideout (2005, March 9). Kaiser
Family Foundation: Generation M: Media in the lives of
8-18 year olds. pp110-111. Accessed at: www.kff.org/entmedia/upload/Generation-M-Media-in-the-Lives-of-8-18-Year-olds-Report.pdf
(last visited: 11/06).
- Ibid, p113.
Last revised: 06/08
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