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Mediawise Newsletter

Vol. 8: This Issue

GoThe Interactive Digital Software Association received an "A" for its plan to conduct a major public education campaign about the rating system found on all games.

Caution Many arcades now designate games with "green," "yellow," or "red" rating stickers, but enforcement is lax.

Stop Game producers and distributors received an "F" for offering samples of mature games on the Internet. Very few Internet sites that allow children to download violent games rated "Mature" carry ratings or warnings.

1999 Video and Computer Game Report Card Raises Concerns About Internet Games

The National Institute on Media and the Family's fourth annual (1999) Video and Computer Game Report Card was unveiled in late November at the U.S. Capitol. "This year's Report Card shows us that millions of children between the ages of eight and 15 have easy and frequent access to violent electronic games and spend a significant amount of time playing them," said David Walsh, Ph.D., president of the National Institute on Media and the Family.

The 1999 Report Card was compiled by National Institute representatives who visited 25 arcades in three states, conducted a telephone survey of 53 retail and rental stores in 13 states, and reviewed marketing techniques used in stores, publications, and on the Internet. Trained media raters viewed samples of 78 electronic games and compared their ratings with those assigned by the Electronic Software Rating Board (ESRB).


Children on the Internet

In addition to Internet gaming safety concerns, new 128-bit platform technology provided increased game speed and complexity this year, bringing video games another step closer to "virtual reality." In fact, a growing number of children have the technological skills to customize their computer games by putting "skins" on the characters in the game. Doing this allows the player to insert images of real people and places, thereby making the games even more realistic.

1999 Video and Computer Game Report Card

Seven of every 10 U.S. families with children now have personal computers in their homes.
     - Annenberg Public Policy Center of the University of Pennsylvania, 1999

62% of children ages 8-15 use the Web, compared to 39% of people ages 16-74.
     - Arbitron Company, 1999

51% of children on the Net use it for entertainment activities.
     - MIN'S New Media Report, 1997

65% of the video game market is boys.
     - Boston Globe, 1995

62% of American families have video game equipment.
     - Annenberg Public Policy Center of the University of Pennsylvania, 1997

In 1997, 83% of children with access to home computers used them for computer games. In 1993, 70% used home computers for games.
     - U.S. Census Bureau, 1999

Approximately six million children access the Net at least once a week.
     - American Demographics, 1997

The more machines kids have at home, the more time they spend with them: 3.7 hours a day for children with only TVs and VCRs vs. 4.8 hours for children with TVs, VCRs, computers, and video games.
     - Annenberg Public Policy Center of the University of Pennsylvania, 1999

Reducing television, rental videos, and video game use may be a promising, population-based approach to prevent childhood obesity.
     - Journal of the American Medical Association, 1999


Institute Advancing Media Research

One of the National Institute's goals is to conduct research. As the leader of this effort, Douglas Gentile, Ph.D., develops and conducts research projects on media's impact on children. Since joining the Institute in 1998, Dr. Gentile has co-authored with the Institute's founder, David Walsh, Ph.D., studies called "Parents Rate the TV Ratings", "Parents Rate the ESRB's Computer and Video Game Ratings" and "MediaQuotient®: National Survey of Family Media Habits, Knowledge, and Attitudes."

Dr. Gentile is currently conducting a number of studies including the physiological and psychological effects of violent video games, the effects of alcohol advertising on adolescents, media exposure and adolescent negotiation strategies, and the effects of mass media on children's brain development.

 
 
 
© National Institute on Media and the Family.