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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.
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