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MediaWise® With Dr. Dave   Print this page

One family's solution to the problem with video games

Costas Stavrou and his wife Lorraine have two sons, aged 11 and 14. Like most boys their age, the Stavrou brothers enjoy playing video games. Unlike most parents, Costas and Lorraine impose limits on their kids' game playing time. Each day the boys are allowed to play video games for a half hour. To earn an additional half hour of playing time, each boy has to read a book for at least 15 minutes.

It's not just the amount of time spent on video games that concerns Costas and Lorraine. They make sure the boys play age-appropriate games as well. Usually this means that the boys play sports games.

Before these ground rules were in place, the Stavrous saw video games having an enormous and alarming impact on their kids. The boys seemed to have "different personalities" after playing video games. Even after a short amount of playing time, the boys became irritable, unresponsive and, sometimes, aggressive-and this personality shift could last for hours. Costas says it was like they were "living in the game."

"Once we let them get a fighting game," says Costas. "After we made them turn it off, my younger son was karate chopping everything in sight. He was acting out everything he'd seen in the game." If they had been allowed to do so, says Costas, his sons would have played the game all day long.

Once the parents put rules in place, the boys' personality shifts weren't as intense. But then the arguments began. When a half hour was up and Lorraine or Costas said it was time to turn off the game, the boys would beg for more time to "save" their game, or insist that it hadn't really been that long. Not only was it difficult to keep game time within the limit, the unpleasant aftermath almost made the limits worthless for the parents.

Costas decided he and Lorraine needed some help. So he invented a device that automatically imposed the playing time limit. Now when a half hour is up, the game is shut off. The boys are warned when their time is nearly complete, so they know it's time to save their progress in the game. Costas says it gives his boys some responsibility in monitoring their own playing time, and it gives Lorraine and him "peace of mind." Best of all, the arguments have stopped. The boys understand that no amount of lobbying will convince the device to allow them more game time.

Costas' invention is not yet available for other families, but he hopes it soon will be. In the mean time, parents can follow his example and make sure their children play appropriate games and impose limits on game time. The sooner children understand that the limits are consistent, the sooner the arguments will stop. I've talked to many parents who describe a similar problem with video games, altered behavior, and arguments. I'm glad I can tell them there are people trying to do something about it.

David Walsh, Ph.D. is the founder of the MediaWise Movement, a program of National Institute on Media and the Family (www.mediafamily.org). He has written seven books and is a frequent guest on national radio and television.

 
 
 
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