News for the Week of April 15, 2007
There has been a lot about videogames in kid-tech news of late, including the latest research and some really meaty commentary offering parents insights into a phenomenon (and a $7 billion industry) we all need to know more about...
Cartoon vs. explicit violence: Same impact?
New research from Iowa State University found that playing "cartoonish" violent videogames that display no blood "had the same short-term effect [on 9-to-12-year-olds and college students] of increasing aggressive behavior as the more graphic teen (T-rated) violent games." This was a finding in the first of three studies by the ISU researchers in a book just released by Oxford University Press. Check out this interesting finding about the player's intention vs. the game's gore: "What seems to matter is whether the players are practicing intentional harm to another character in the game. That's what increases immediate aggression - more than how graphic or gory the game is," said one of the authors, ISU psychology Prof. Douglas Gentile.
Gamer parents' rules for gamer kids
For the first generation ever, videogamers are parents, and "whoops, now we've got to make sober calls about what sort of entertainment is good or bad for our children," wrote gamer and columnist Clive Thompson in Wired. What sorts of calls are they making? Clive called members of his "gamer posse" to find out. "As you'd expect, I found that joystick-wielding parents are much better than Hillary Clinton at parsing the nuances in various types of combat games." One uses "the Lego rule" at his house: no toys or games "that replicate 20th century weapons." That's actually the Lego company's rule. "So his four children can play games like Halo, since it contains only futuristic, fantasy war, where you're killing only green- or blue-blooded aliens. The same goes for Roman swordplay titles," Clive writes of his fellow gamer dad's rules. That rules out Grand Theft Auto. As for game addiction: "Most gamer parents told me they don't allow more than an hour a day, and some only allow gaming only on weekends."
A psychiatrist's view
In his practice, psychiatrist Jerald Block in Portland, Ore., has seen a lot of avid gamers, including "numerous players who have logged over 3,000 hours in a year on just one game [that's 57+ hours/week, 52 weeks/year]," he writes in a commentary in the Rocky Mountain News. Having researched the mass shooting in Columbine, Colo., he's writing in protest of a recent court decision to block access to the statements made to the police by [shooters] Eric Harris's and Dylan Klebold's parents. Dr. Block writes that the decision could delay much-needed further research for 20 years. Note, however, what he has learned so far: "Starting in their sophomore year, Klebold and Harris began getting into trouble at home and school... One way they were punished was to ban them from using computers. Unfortunately, doing so also cut them off from the most important relationship in the two adolescents' lives. In addition to being the best of companions, their computers also served another purpose. The computer games they played defended others from the two teenagers' anger. Initially, rather than hurting others, they killed virtually... After getting banned from their computers, the two teenagers' rage erupted... Why is this important? Since the attack on Columbine, computer games have become vastly more popular and immersive. Tens of millions of people play computer games each day... Like Harris and Klebold, many people play games, much to the exclusion of other activities... The real risk of computer gaming has little to do with the content. Instead, we need to worry about how gratifying the virtual can be. Abruptly prohibiting or discontinuing someone's computer use may inadvertently release unanticipated emotions that might result in tragedy, as happened at Columbine."
In other news...
- Net communications at Va. Tech. Administrators used email and students used Facebook as, in many cases, their only means of sending and receiving information fast in the aftermath of the worst mass shooting in modern US history, ABC News reports. With phone and cellphone systems jammed, "many people turned to social networking sites to try to connect with friends, family and loved ones." ABC cites a MySpace user sending out a bulletin asking if they knew about six people she listed (presumably at Virginia Tech) and a Facebook user who "suggested that all others [on Facebook at Virginia Tech] update their profiles to say 'I'm OK'." See also Canada.com and the Los Angeles Times.
- R-rated media & teens. Ads for R-rated films may not be appearing around TV shows targeting youth, but they're definitely appearing in Web sites that do. Then there's the proliferation of unrated DVDs on video store shelves. "Despite industry controls, buyers from the ages of 13 to 16, unaccompanied by adults, were able to purchase tickets to R-rated films in 39% of their attempts, and successfully bought unrated or R-rated DVDs 71% of the time," the New York Times reports. These developments are contributing to what a new Federal Trade Commission study found to be an erosion of "the entertainment industry's promise not to entice youth with violent fare," according to the Times.
- Older students help little ones. This makes enormous sense: Middle and high school students teaching elementary level ones about online safety - simply because kids look up to teenagers so much. Massachusetts State Police Sgt. Steven Del Negro told Channel 9 News that there was growing demand from grade schools to present to students about online safety and there just weren't enough officer-trainers to go around, so he found an alternative that was just as cool. "Del Negro said for the new program he had student teachers - a freshmen honors English class from Drury High School - work with him, prepping the presentation. It includes interactive activities on how to deal with online predators."
- 2 great child-protection updates A mom and New York Times writer recently got herself up to speed on online child protection and wrote a meaty but refreshing account. "I found out, for example, that most of the Internet search engines, like Google, AOL and Yahoo, have a simple process allowing you to set strict, moderate or no filter on your search engine to weed out explicit sexual content," she writes, pointing to a free, very basic and easy safeguard any parent can employ (here are simple instructions at GetNetWise). She found some other great sources of advice, including about helping our kids develop the filter between their ears, but she also looks at all the control some parents want to have over their kids' online experience and how their kids feel about it.


