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Contributors: “People acquire new knowledge and complex skills from game play, suggesting gaming could help address one of the nation’s most pressing needs – strengthening our system of education and preparing workers for 21st century jobs.” – Summit on Educational Games 2006. It may be surprising, but recent video game research has demonstrated positive health, social, and educational related benefits from video game play. Many parents and teachers fear the negative effects of video games, worrying that video games will turn their children into mindless, violent, isolated, unhealthy individuals. While some of these concerns are not completely unfounded, video game research has uncovered a wide array of effects of video game play, including many positive influences of video games in the lives of children. The purpose of this article is to provide a picture of the influence of video games on children. The gaming industry, children’s use of video games, and the potential positive and negative effects of video game play are discussed. Additionally, we make suggestions for how parents and educators may encourage positive use of video games in children’s lives. Video Game Industry Children and Video Games
Examining Missouri Data Overall, about a fifth of students (21% of middle school and 19% of high school) report playing on a computer or with video games for 2 hours daily. The majority of parents responding were the students’ mothers and most (79%) felt their child spent an hour or less playing on a computer or with video games. As for the students, about half (48% of middle school students and 53% of high school students) reported 1 hour or less per day playing on the computer or with video games. Additionally, while less that 1% of parents reported 6 or more hours of use per day, almost 8% of middle school students and 6% of high school students reported 6 or more hours of use daily – see Table 1. This was highest among boys with 10% of 6th-8th grade boys and 9% of high school boys reporting 6 or more hours of use per day. Among those in middle school who reported playing 6 or more hours per day, two-thirds were boys and a little less than a third were girls - see Table 2. This was also the case among high school students. When examined by race, the percent of middle school children playing 6 hours daily was more than double for African American children (13%) as for Whites (6%) – see Table 3. Harmful Content and Effects Additionally, exposure to violent video game content may result in other types of effects, such as fear and desensitization. First, children may have a fear reaction to violent video game content, in much the same way they would when exposed to graphic images and stories in television news or entertainment programs and films. Second, children may become desensitized to violence after repeated exposure, such that they no longer experience an emotional response to violence and victims of violence. This results in less empathy or concern for the negative consequences of violence and the impact of violence on victims. It should be noted, however, that these effects are certainly not isolated to video games, and the contribution of video games (and other media) to children’s aggression, fear, and desensitization may work in combination with other factors in their environment. Advances in current video game research are helping to pinpoint the individual differences (e.g., trait aggression) and game characteristics (e.g., graphical realism) that may help better explain why some games have some effects on some people. This research will aid parents in judging which games are appropriate for their children to play.
Social Messages
What Can Parents Do? However, this rating system is flawed, and not always an accurate representation of what is actually in the game. Thus, parents should ask questions when buying the games and look at game advertisements and trailers to get a clearer picture of what it is they are buying their child. Perhaps most importantly, looking at what your children are playing and talking to them about these games helps to reveal game content and their reactions to the game representations. Further, having discussions about the game content will help children to think about what they are seeing. This parental involvement helps to develop children into media literate individuals who are better equipped to make good media choices. Prosocial Effects of Video Games Games “provide an inquiry-based learning experience” (Schmidt & Vandewater, 2008) and are highly interactive. Students learn through trial and error and are rewarded in the video games for trying new strategies until they achieve the goals. Traditional curricula, such as science, reading, and math, can be supported by the use of educational video games. Additionally, the introduction of video games into education helps students to develop new ways of thinking and solving problems (Schmidt & Vandewater, 2008). Video games improve players’ visual-spatial (Greenfield, 2009) and problem-solving skills (Gee & Levine, 2009). Experts argue that taking advantage of this new technology for educational purposes will help to produce a more intellectually sophisticated and successful generation of children. In essence, video games have the potential to develop our children into better thinkers and learners.
Health-Related Behavior Change
Missouri School Improvement Program Data Table 1
Middle School
to illustrate the differences in hours played by gender. Source: Missouri School Improvement Program, 2007-2008. Middle School
Source: Missouri School Improvement Program, 2007-2008. References
BBC News (2004). Game blamed for hammer murder. Retrieved on March 19, 2009, from http://news.bbc.co.uk/1/hi/england/leicestershire/3934277.stm. Beasley, B. & Standley, T.C. (2002). Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games. Mass Communication & Society, 5, 279-293. Children NOW (2001). Fair Play? Violence, gender, and race in video games. Retrieved on March 19, 2009, from http://eric.ed.gov:80/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/19/ea/4a.pdf Dietz, T.L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, 425-442. Electronic Software Association (2008). ESA Industry facts. Retrieved on March 19, 2009, from http://www.theesa.com/facts/index.asp. Gee, J.P., & Levine, M.H. (2009). Welcome to our virtual worlds. Educational Leadership, 66, 48-52. Greenfield, P.M. (2009). Technology and informal education: What is taught, what is learned. Science, 323, 69-71. Kaiser Family Foundation (2005). Generation M: Media in the lives of 8-18 year olds. Retrieved on March 19, 2009, from http://www.kff.org/entmedia/entmedia030905pkg.cfm. Lieberman, D. A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24, 26-38. Ivory, J.D. (2006). Still a man’s game: Gender representation in online reviews of video games. Mass Communication & Society, 9, 103-114. Peter D. Hart Research Associates (2004). Essential facts about the computer and video game industry. Retrieved on March 19, 2009, from http://www.org.id.tue.nl/IFIP-TC14/documents/ESA-Essential-Facts-2006.pdf. Schmidt, M. E. & Vandewater, E. A. (2008). Media and attention, cognition, and school achievement. Future of Children, 18, 63-85. Sherman, S.R. (1997). Perils of the princess: Gender and genre in video games. Western Folklore, 56, 243-258. Rosas, R., Nussbaumb, M., Cumsillea, P., & Salinas, M. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education, 40, 71-94. Online Resources Academic Skill Builders: Online Educational Video Games Educational Games Research: Research and Discussion Concerning Instructional Video Games Entertainment Software Ratings Board (ESRB Center for Media Literacy Children and Media, PBS Parents Kaiser Family Foundation Program for the Study of Media and Health Serious Games Source Violent Video Games: Myths, Facts, and Unanswered Questions (by Craig A. Anderson) Video Games Can Reshape Education: U.S. Scientists Video Games to Revolutionize Health and Health Care Web Wise Kids View this issue in Adobe Acrobat Format (248 KB)
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