<![CDATA[Kotaku: Children]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Children]]> http://kotaku.com/tag/children http://kotaku.com/tag/children <![CDATA[ Are Video Game Predators After Your Children? ]]> Here I am trying to get my girlfriend to let me play Halo 3 online with her 8-year-old son and USA Today has to go and release another sexual predators using video game consoles to get to your children story. The story, titled "Predators use gaming consoles to 'get foot in the door'", details several cases in which child predators used games like World of Warcraft and Halo to gain access to children, and the efforts of law enforcement officials who are now forced to play video games undercover to try and catch criminals.

"Child predators are migrating from traditional methods to alternate media," says Detective Lt. Thomas Kish of the Michigan State Police. "They are going to places where children are."

This is the kind of story that would be easy to dismiss as anti-gaming propaganda - were it not entirely factual.

I personally know someone in the computer forensics field who has attended a National Conference, during which they recieved training from Microsoft on how to retrieve data from Xbox systems to aid in investigations, and some of the stories he has told me are completely chilling. Adults pretending to be children, asking if they can stop by to drop off a new game for their little friends after bonding via Xbox Live, for instance. Hell, Nintendo's friend code system is only safe until your child starts visiting internet forums to exchange them with 'friends'.

The sad fact of the matter is that child predators do indeed go where children are, and parents need to pay extremely close attention to who their children are interacting with when gaming online via console or television. All of the major consoles contain parental controls, but they are not electronic replacements for true parental controls.


Predators use gaming consoles to 'get foot in the door'
[USA Today - Thanks David]

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Wed, 02 Jul 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5021470&view=rss&microfeed=true
<![CDATA[ Wizard101 To Cast MMO Spell On Tweens ]]> You can't just drop children into the world of MMO games without any sort of primer, as anyone who has listened in of World Of Warcraft's Barrens chat will readily attest. You start them slow, with a game like Wizard101, coming this Summer from KingsIsle Entertainment. Wizard101 enrolls kids in the Ravenwood School of Magical Arts, where they can team up with friends to participate in quests and do battle using over 101 collectible spells in card game fashion.

"While the fantasy adventure storyline and collectible card elements of Wizard101 have broad appeal, as a parent I take the responsibility of creating a positive online environment for younger players very seriously," said KingsIsle CEO Elie Akilian. "Wizard101 is a destination for tweens and teens that's creative and witty, but still safe. We've set the bar high for this game."

Teens and tweens? Is there some sort of verification in place, because between the feature list and combat video I've posted after the jump, I might want to play the darn thing. Such a card battle junkie.

KingsIsle Entertainment Announces Wizard101

Ravenwood School of Magical Arts Opens for Enrollment this Summer

Virtual World Designed Especially for Teens and Tweens

Plano, Texas - May 22, 2008 - Online entertainment company KingsIsle Entertainment, Inc. today announced plans for Wizard101, an elaborate 3D virtual world in which magic and sorcery come to life as players embark on a quest that involves a massive cast of good, evil and frequently silly characters. Designed to fill the void between online play sites for the very young and Massively Multiplayer Online (MMO) games with mature adult interaction, Wizard101 (www.wizard101.com) puts players in the fantasy role of a Wizard apprentice at the Ravenwood School of Magical Arts.

"While the fantasy adventure storyline and collectible card elements of Wizard101 have broad appeal, as a parent I take the responsibility of creating a positive online environment for younger players very seriously," said KingsIsle CEO Elie Akilian. "Wizard101 is a destination for tweens and teens that's creative and witty, but still safe. We've set the bar high for this game."

J. Todd Coleman, an MMO veteran and the creative mind behind Wizard101, is heading up development of the game, which has been in the works for three years. In the game, players will adventure through magical 3D environments as they learn, collect and cast spells summoning fantastic cinematic creatures. Players can also collect bizarre pets and magical artifacts, solve puzzles, make friends, play mini games, and more.

Features include:
• Extensive magical 3D world where players team up with friends and carry out quests to save Wizard City from the forces of Evil.
• Collectible card-style duels that come to cinematic life as players cast spells alongside fellow and rival students.
• More than 101 collectible spells summon zany creatures such as Humongofrog, Evil Snowman and Stormzilla.
• Seven different schools of magic, each with its own unique style and storyline.
• Many witty scenarios and characters based on history, mythology and pop culture.
• The ability to adopt magical pets, like a tiny dragon or flying pig.
• Puzzles and mini-games that challenge the player to earn crystals and enchanted items.
• New outfits and accessories to earn for your customizable Wizard character.

Wizard101 will launch in the third quarter of 2008 and is not yet rated. For additional details go to www.wizard101.com.

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Thu, 22 May 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5010492&view=rss&microfeed=true
<![CDATA[ Kids Won't Listen? Sic BOB on 'Em ]]> Parents! Do you lack all authority to control your child's video game playing? Do you lack opposable thumbs, or an appendage suitable for TURNING OFF THE TELEVISION???? Well, fortunately for you, now there's BOB

Yes, BOB takes all the guesswork, temper tantrums, hurt feelings and, you know, parenting out of refereeing your child's time in front of the tube. Now when you tell little Johnny he has only five hours to kill hookers and drive drunk in Grand Theft Auto IV, BOB is there to show you fuckin' mean it!

As the product's website says, "BOB becomes the bad guy in screen time negotiations." That means you can get back to being the cool mom or dad! And kids! Make sure you save your progress every three minutes because YOU NEVER KNOW WHEN BOB'S GONNA LAY DOWN THA LAWWWWW. It's like Russian roulette with gamesaves!


Seriously, there was a kid in Missouri who destroyed a vacuum cleaner in order to play video games. I'm betting at least one BOB's power cord, locked or not, gets introduced to a pair of scissors. AND THEN WHO'S GONNA BE THE BAD GUY????

Can you believe the "Today" show touted this as "fun stuff for summer?" You mean something that deactivates the fun stuff I do in the summer? Honestly, I'm wondering if I can reverse engineer BOB to not shut off my TV. Because I have Netflix and Gamefly rentals piling up while I do stuff like THA LAUNDRY, and DINNER, and CLEANING MY TOILET.

BOB— The Screentime Controller [usebob.com, hat tip to Richard Blakeley for the video again]

By the way, whenever you see me type all caps, you should imagine a monster trucks voice — Owen

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Sun, 11 May 2008 10:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5008609&view=rss&microfeed=true
<![CDATA[ UK Mother Blames Nintendo For Badly-Behaved Kids ]]> You guys should probably sit down for this.

At the UK Daily Mail, an exasperated mother has written an excoriating screed, blaming the Nintendo DS for making her children "turn into monsters":

Hand over the Nintendo and without any effort, you have a window of about two hours of peace, with your child doing something quietly constructive.

Except, it's not. What is constructive about playing football on a tiny screen, or washing a virtual dog, or watching a hideous pink pony trot around a pink palace decorated with shells?

Fighting to get onto the machine was bad enough, but it was worse when they were forcibly dragged from it.

Our Nintendo had taken the guise of a small but toxic drug which, little by little, was poisoning my children.


This breed of article may seem to exist solely for the purpose of raising gamers' blood pressure, and yet in defense of our medium — which at its core has the potential to be educational, relaxing and family-friendly — we must take on the task of dissecting these accusations in as dignified and level-headed a fashion as we can manage.

First of all, a mother with four children aged 10, eight, five and three decides it would be a good idea to instruct them to share one DS? Did no one instruct her as to the nature of siblings at these ages? In an act defying sense, she blames video games for making them fight and hit one another — even when she admits openly she was hoping that giving her kids the device would indulge her "sneaking and totally selfish wish to be Mother of the Year."

The mother describes how the kids were completely bored with brain training games, irresponsibly mishandled the hardware and generally fought and abused one another and her for the DS — and the conclusion that she draws is that the device ruined her serene family life.

Can anyone pick out what's wrong with this picture?

Ninten-Don't... How I watched my children turn into monsters the minute I bought them a computer game [Daily Mail]

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Mon, 05 May 2008 13:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=387269&view=rss&microfeed=true
<![CDATA[ Obama Name Checks GTA, Says Video Games Are Raising Our Children ]]> Democratic presidential candidate Barack Obama might not be all that fond of video games, but at least he is keeping up with the latest gaming news. In a speech given at a campaign stop in Indianapolis, Indiana, the senator addressed the problem of children being raised by video games, launching into the subject by mentioning Grand Theft Auto, which "is going to break all records and make goo-gobs of money for whoever designed it." Poor Rockstar. Hopefully those goo-gobs will make up for the fact that Obama has no idea who you are.

As for his comments on video games raising our children, it really isn't a criticism of gaming in as much as it is a criticism of parents, which I agree with wholeheartedly. It's nice to see a politician who grasps that simple concept.

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Thu, 01 May 2008 10:01:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=386128&view=rss&microfeed=true
<![CDATA[ 360 Kiosks Coming to Children's Hospitals ]]> Xbox-360-Fun-Center-for-hospitals.jpg Microsoft is teaming with the Companions in Courage Foundation to deliver Xbox 360 kiosks to children's hospitals across the country, the company announced today.

Each kiosk will include an Xbox 360 packed with select games, movies and television content as well asaccess to a private network that allows hospitalized children to play games and chat with one another across the country over Live.

The first kiosks will be showing up today at Morgan Stanley Children's Hospital of New York-Presbyterian, Children's Hospital & Regional Medical Center of Seattle and the Children's Hospital of Orange County in California. Robbie Bach, president of the Entertainment and Devices Division at Microsoft, will even be on hand in Seattle to kick off the giveaway... and perhaps pwn some sick kids at Halo 3?

I kid because I care, seriously. As I've said before, I spent a chunk of one childhood summer in a children's hospital in Baltimore, so I know first hand how important it is to have toys and distractions when your hospitalized for long stretches of time.

Good for you Microsoft.

Xbox 360 Kiosks Bring Games and Entertainment to Children's Hospitals

Microsoft partners with Companions in Courage to give young patients an outlet for games and chat via private Xbox LIVE network.

REDMOND, Wash. — April 23, 2008 — Microsoft Corp. today announced a new partnership with the Companions in Courage Foundation, a nonprofit organization dedicated to supporting children and families who are overcoming life-threatening obstacles. As part of its commitment to providing fun, interactive entertainment for children, Microsoft is supplying hundreds of Xbox 360 game kiosks to playrooms in children's hospitals across the United States, intended to provide a respite for young patients and be a catalyst for fun. In addition to select games, movies and television content, the Xbox 360 kiosks will provide access to a private network that allows hospitalized children across the country to play games and chat in a safety-enhanced environment over Xbox LIVE, the world's largest social network connected to television.

Microsoft is celebrating this partnership and the installation of the first wave of kiosks with three simultaneous events today at Morgan Stanley Children's Hospital of New York-Presbyterian, Children's Hospital & Regional Medical Center of Seattle and the Children's Hospital of Orange County in California. Robbie Bach, president of the Entertainment and Devices Division at Microsoft, will attend the Seattle event to commemorate the first group of Xbox 360 kiosks and the launch of the special Xbox LIVE network.

"Microsoft is committed to keeping kids entertained in a variety of ways within a safer gaming environment, so partnering with Companions in Courage to offer children in hospitals a way to connect through something as universal as games is a natural fit for the work we do," Bach said. "The goal for this program is to give these kids a chance to have some fun and just be kids."

Companions in Courage founder and National Hockey League Hall of Famer Pat LaFontaine said, "Entertainment, creativity and personal connections can be important factors in alleviating some of the isolation and discomfort these children experience each day. Xbox 360 offers young patients a fun escape through games, TV shows, movies and positive interactions with others over the Xbox LIVE network. These gaming stations are a perfect complement to the interactive playrooms."

The customized and hospital-friendly Xbox 360 kiosks are pre-loaded with a variety of Y-rated TV programs, G-rated movies, games rated E and E10+, as well as Xbox 360 Headset and Xbox LIVE Vision Camera capabilities, which enable patients to communicate over a dedicated Xbox LIVE network. This network, created just for Xbox 360 kiosks and consoles in children's hospitals, allows patients to play games over Xbox LIVE, but limits chat via voice, text and video to only those children playing from select hospitals across the country. The industry-leading parental controls on Xbox 360, known as Family Settings, will be used to help restrict access to content outside ratings parameters, as well as the times during which patients can use the kiosks or consoles.

"It's extremely gratifying to witness the joy and excitement of these children and teens when they have a chance to break away from the normal hospital routine, and make new friends while playing video games," said Cynthia Sparer, executive director of Morgan Stanley Children's Hospital of New York-Presbyterian. "We are grateful that our partnership with Companions in Courage helps us meet the needs of our patients and allows kids to be kids even when they're sick."

To help bring even more Xbox 360 kiosks to children's hospitals across the country, individuals can visit the Companions in Courage Web site at http://cic16.org to make a donation.

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Wed, 23 Apr 2008 10:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=383046&view=rss&microfeed=true
<![CDATA[ ESRB And PTA Launch National Parental Awareness Campaign ]]> ptaesrb.jpg Those two great tastes that taste great together, the Entertainment Software Ratings Board and the Parent Teacher Association are gearing up for a big push towards educating parents about gaming ratings, parental controls, and video game safety in general. They're going to assault the epidemic of ignorant parents with a barrage of educational pamphlets, available both online and off, covering such topics as setting up parental controls, making sure your child isn't being solicited by perverts, and of course, the ratings themselves. Along with the pamphlets, there will be a free webcast on the 23rd of this month at 7 PM Eastern featuring ESRB president Patricia Vance and PTA president Jan Harp Domene, and GamerDad Andrew S. Bub covering all these topics and ending with a Q&A session with the trio. Hit the jump for the full press release, which includes information on where to get your hands on those lovely pamphlets and how to participate in the webcast, the audience of which will most likely be 99% gaming press, ourselves included.

ESRB AND PTA LAUNCH NEW NATIONAL CAMPAIGN TO EDUCATE PARENTS ABOUT GAME RATINGS, PARENTAL CONTROLS AND ONLINE VIDEO GAME SAFETY

Booklets Distributed to PTAs and Available Online; Free Educational Webcast Scheduled for April 23

NEW YORK - Furthering their shared commitment to informing parents, Entertainment Software Rating Board (ESRB) and Parent Teacher Association (PTA) have launched a nationwide education campaign through which a new booklet, "A Parents Guide to Video Games, Parental Controls and Online Safety ," is being distributed to all 26,000 PTAs. The campaign enables and encourages PTAs to educate their community's parents about the ESRB rating system and parental control technology available on the various game systems, as well as the concerns that exist when games are played over an Internet connection and what parents can do to mitigate those concerns. The booklets, which offer a step-by-step guide to setting up parental controls as well as an article about online safety from Andrew S. Bub of GamerDad.com , are available for free download in English and Spanish through both the PTA and ESRB websites.

In addition to the booklet, a free webcast featuring PTA national president Jan Harp Domene, ESRB president Patricia Vance, and Andrew S. Bub will take place at 7:00 PM EDT on April 23, 2008. The webcast will explain the ESRB rating system, offer information on setting up parental controls for the Microsoft Xbox 360, Nintendo Wii, Sony PS3 and PSP, and Windows Vista, and include a discussion about online video game safety. It will conclude with a live text Q&A session with the experts.

"Video games continue to be a popular source of learning and entertainment for children, but today's games provide players with new abilities to interact with one another via online play. Just as with the Internet, that kind of interaction carries with it some risks," said Domene. "Using the ESRB ratings and setting up parental controls are important, proactive steps that parents can take to make sure their kids are playing games they deem appropriate. And being aware of the risks posed by online-enabled games and what can be done to keep their kids safe when playing online is crucial information for parents. We're very pleased to be offering them this guidance with the help of ESRB."

"Three in four parents use the ESRB ratings regularly when selecting games for their children, and the parental control features available in all the newest game systems give parents more control over the games their children play than ever before," said Vance. "But it's important for parents to fully appreciate what the experience of playing games today encompasses. Many online-enabled games allow players to interact in new ways, including online competitions or chatting with one another via text, audio or video. Parents should understand what type of content their child might be exposed to when playing games online, and what steps they can take to shield their children from content they deem inappropriate."

"Online-enabled games have opened up a whole new world of possibilities. Playing games online with others, whether they be friends or strangers, allows players to compete or cooperate with one another in new and exciting ways, and that enriches their experience with those games," said Bub, also known as GamerDad. "But with that ability to interact comes the ability to introduce content into a game that might not be appropriate for all players. Making sure parents are aware of the tools they can use to protect their kids is a central part of the GamerDad mission, and I'm delighted to have been able to take part in this initiative to arm parents with this information."

The ESRB engages in several ratings education initiatives that involve print, television and radio Public Service Announcements (PSAs) among other vehicles. Most recently, the ESRB launched a new ratings search "widget," which allows parents to search for ESRB ratings from a portable mini application that can be placed on their desktops, embedded in social networking pages or other web sites, and even shared with friends via email. It is available for free download at www.esrb.org/widget .

While many of ESRB's initiatives focus primarily on raising awareness and use of the ratings, the partnership with PTA also provides parents with valuable guidance and resources about computer and video games, parental controls and online safety, and is among the most extensive to date in terms of ground level support for communities nationwide.

PTAs nationwide will begin receiving the booklets in the coming days, and are encouraged to share them with PTA member parents through their PTA unit programs and events. The booklet is also be available online to all concerned parents through PTA.org.

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Mon, 21 Apr 2008 10:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=382100&view=rss&microfeed=true
<![CDATA[ Video Games Can Be A Rich And Magical Experience ]]> samaorost.jpg Several of you have pointed us to an amazing opinion piece by Naomi Alderman at The Guardian titled "If we deny children access to all computer games, we deprive them of a rich and magical experience", a beautifully written response to recent events in the UK like the Byron Review and the banning of shocking Kane & Lynch advertisements. She praises Byron's report for touching on the many opportunities for fun and learning that computer games allow, and how we need to move away from the notion that computer games cause harm, and then points out how the print and television media reacted by warning parents about violent games and monitoring their children at all times. In short, they completely ignored the positive points and focused on the negative. Alderman paints a much brighter picture, though the quote that struck me as the most poignant was this:
The world of Grand Theft Auto does contain violence and misogyny; but then, so does The Godfather, or Goodfellas. So, for that matter, does The Iliad.

It's exactly the same sentiment we've seen time and time again, honestly, and while I doubt it will have much impact on the bone-headed, brainwashed parents who read it, it is nice to see it in a major news outlet. Alderman uses Grand Theft Auto: San Andreas (which she calls GTA 3) as an example in the article extensively.

Johnson is trying to clean up his neighbourhood. But as a dispossessed, orphaned young black man, he has no option but to re-form his neighbourhood gang to do so. The makers of this game, like the makers of any movie about gangland, can stand squarely behind the art they have created and say: this represents reality. If it offends you, don't criticise the art, but take action to improve the world around you.
A bit of an exaggerated reality to be sure, but definitely based in reality. Of course folks in similar situations to Johnson's were merely made angry by the game, but that's what happens when you hold a mirror up to reflect ugly reality. Instead of trying to improve the reality, we lash out at the mirror, which is so much easier, mirrors being the fragile things they are.

Naomi's most effective point in the whole piece comes towards the end of the article, when she strays from the violent and tries to introduce parents to the more whimsical side of gaming.

Don't worry. The gaming world isn't filled only with violence and depravity. In fact, it's mostly enchanting. If you haven't already spent a little time online playing with the sweetly soothing Samorost game, or Eyemaze's whimsical Grow series, or Foon's delightful Hapland, I urge you to do so now. And then share them with your children.
I cannot agree enough. Parents need to see the beauty in gaming. They are constantly bombarded by negative images from all sides, when a half-hour with a game like Aquaria could change their minds forever. We don't need to convince parents that violent games aren't bad. We need them to see an industry where violent games are just one part of a larger, more beautiful whole.

If we deny children access to all computer games, we deprive them of a rich and magical experience [The Guardian - Thanks Everyone!]

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Fri, 11 Apr 2008 09:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=378671&view=rss&microfeed=true
<![CDATA[ Video Game Safety For Parents ]]> childgaming.jpg When I read the headline " Internet and video game safety: Ten practical tips to help protect your children" over at the UK Telegraph website, I was certain I was about to read some overblown warning about the dangers of violent video games. Instead, I was pleasantly surprised by ten actual practical tips that encourage parents to be responsible about their children's internet and video game use. Who'd have thought?
Some video games teach children important skills, from cooperation to patience, but others really are just about gorily blowing other people's heads off. The more you understand about which games your child uses, the more you'll be able to guide their choices.
These are extremely helpful bits of advice for any parent concerned about their offspring's gaming habits. I'm not so sure parents on this side of the pond are hip to the concept of parental responsibility, but it's worth a shot.

Internet and video game safety: Ten practical tips to help protect your children
[Telegraph.co.uk]

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Wed, 26 Mar 2008 09:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=372374&view=rss&microfeed=true
<![CDATA[ Grand Theft Childhood: In Depth ]]> gtchildhood.jpg We've mentioned the latest study coming out on aggression, kids, and violent video games, a book by two Harvard researchers entitled Grand Theft Childhood: The Surprising Truth About Violent Video Games. In case you're just itching for more information on the study that comes down on the side of the gaming industry, an education blog has three lengthy articles up discussing the book. The three-parter (as of now) includes some thoughts on the research, an interview with one of the researchers, and some more thoughts on what all this means when it comes to parenting.

The book is due out next month, but there's lots of information floating around out there on the new study. The articles are quite lengthy all told, but worth browsing if you're interested in the subject.

Shoot-em Up Video Games - The Cause of Greater Anti-social Behaviors in Teens?; Author Reveals "The Surprising Truth About Violent Video Games"; Experts State: Do Not Banish - Instead, Manage Violent Video Game Play [Open Education]

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Sat, 22 Mar 2008 14:30:08 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=371029&view=rss&microfeed=true
<![CDATA[ Fake Pikachu Brings Iraqi Children Happiness ]]> This one is for a good cause. For the kids. Blog A Geek By Any Other Name was watching a fluff CNN piece about an Iraqi kids TV show. The clip showed how the show was a refuge from the war and let kids be, well, kids. Fair enough! Then guess who appeared? PHONEY FREAKAZOID PIKACHU! Yay!! A reporter interviewed one of the Iraqi kids who said that she really loved Pokémon. We bet she'd love the real ones even more.
Even Iraqi Kids Love Pokémon [a geek by any other name via Japanator]

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Wed, 05 Mar 2008 23:00:44 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=364356&view=rss&microfeed=true
<![CDATA[ The Violent Gaming Book To Buy Your Parents ]]> gtchildhood.jpgAfter several years of reading contradicting reports on the effects of violent gaming on children, I've come to the conclusion that there is no real research we can trust. What can we do? Exactly what the mainstream press does - pick the one that comes to the conclusion we want! In this case, it's "Grand Theft Childhood: The Surprising Truth About Violent Video Games", by Lawrence Kutner and Cheryl Olson, two researchers at Harvard who decided to publish their 2007 findings in a book aimed at reassuring parents that their kids won't become violent psychopaths by playing Grand Theft Auto. Why is their study better than the ones that reach opposite conclusions? Says Dr. Olson:
Until now, the most-publicized studies came from a small group of experimental psychologists, studying college students playing nonviolent or violent games for 15 minutes. It's debatable whether those studies are relevant to real children, playing self-selected games for their own reasons (not for cash or extra credit!), in social settings, over many years. But media reports and political rhetoric often ignore that distinction.

So how did the Harvard study differ? They polled over 1200 children between two states, asking them about their reasons for playing video games with an eye on how those motivations were different between different subgroups, such as children that showed signs of attention deficit disorder and depression. The findings indicate that many children see video games as a way to work out their aggression in a safe environment, or to help them feel less lonely and isolated. Poor lil guys.

The book, due out in April, also features chapters about parents themselves, as well as one chapter dedicated to explaining why all of the other studies are inaccurate, looking at how other researchers define aggressions, the games used, size of focus groups, etc.

As I said, I don't trust any of these studies at this point, but if you've got a parent worried about your game play habits or hell - even if you are a parent worried about your children's video game playing, nothing is quite as reassuring as having a big book by doctors on your beside table.

Hit the link below for a full interview with author Dr. Cheryl K. Olson at Game Couch!

Interview: Dr. Cheryl K. Olson co-author of Grand Theft Childhood
[Game Couch via Game Politics]

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Mon, 03 Mar 2008 08:20:40 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=362953&view=rss&microfeed=true
<![CDATA[ Sony Donates to New Orleans Children's Hospital ]]> An article from the New York Post is featuring a story on the softer side of video games. Sony recently donated eight new systems to the Children's Hospital of New Orleans including PS3s, PS2s and PSPs as well as two HDTVs. They also donated a couple of rolling storage systems so the units could easily be transported throughout the hospital. The systems will mainly be utilized in the "Teen Room" which provides a space where young patients can get away from the hospital setting. It also gives them a place to socialize and take their minds off of the pain they experience on a daily basis. Once again we see how video games and the video game industry are having a positive impact our society despite what certain parties would have you believe.

Sony adds more smiles to the Children's Hospital in New Orleans [New York Post]
[Thanks Al]

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Sun, 17 Feb 2008 13:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=357416&view=rss&microfeed=true
<![CDATA[ Violent Games Make Kids Ruthless, Bloodthirsty Killing Machines ]]> batboypic.jpgAn entire swarm of Kotakuites has bombarded the tips email with a story from KETV 7 in Omaha Nebraska entitled, "Video Games Normalize Killing, Doctors Say." A completely atrocious headline, though good enough to get the story linked from the main page of CNN. Less hard-hitting news and more of a research roundup, the article presents information from studies done by Iowa State University, Kansas State University, the Indiana School of Medicine and the National Institutes of Health showing that violent games normalize our children to violence...putting them more in tune with violent behavior and therefor much more likely to engage in it.
"Exposure to violent video games, even E rated video games, increases aggressive thoughts, increases pro-social behavior and increases general arousal," said Dr. Greg Snyder, a psychologist at Omaha's Children's Hospital.
Phew. And here I was feeling dirty for getting all excited while playing Dora the Explorer.

Probably not what he meant mind you. Snyder went on to theorize that exposure to violent video games desensitize our children to the real thing.

"The more normal it is, the more likely it is they're going to activate or engage in those behaviors when provoked or even unprovoked," Snyder said.
Interestingly enough, the piece then shifts gears to show the other side of the story, something you rarely see in articles of this type. They even have a nifty quote from Ryan Miller, the manager of general operations for Gamers in Omaha.
"Just like any new media, it gets attacked. When any new genre of music comes out, it gets attacked. TV will, of course, get attacked. I'm sure, way back when, books got attacked," Miller said.
I'm sure too Ryan, as book burnings can be traced as far back as Emperor Qin Shi Huang of China in 213 BC. He makes a solid point though, and one I've made so many times I am beginning to get sick of making it. Video games are being used as a scapegoat, and it is getting old. Could someone please invent some sort of new entertainment for parents to blame so I can go back to posting funny cake pictures?

Video Games Normalize Killing, Doctors Say [KETV 7 - Thanks Everyone!]

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Fri, 08 Feb 2008 09:20:15 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=354250&view=rss&microfeed=true
<![CDATA[ Cybercast Warns Parents Away From Sexy Mass Effect ]]> Conservative News Service Cybercast today issued a release entitled "Sex in Video Game Makes Waves Through Industry", which focuses on a topic that has been our own focus on numerous occasions for notably different reasons - the Mass Effect sex scene. The article is riddled with quotes from one Cathy Ruse, a lawyer and senior fellow for legal studies at the Family Research Council. I found it helpful to read her words while imagining her foaming at the mouth.

"There are cultural implications for feeding porn to kids in this way," and "when you do this, you're teaching them a distorted lesson about human sexuality and human dignity. These are lessons that they will take with them into adulthood and ultimately society," Ruse said.
Ruse of course assumes the game is marketed towards children, because why the hell would full-grown adults play video games?

Could she be right? I certainly hope not, as it would be horrible for children to grow up thinking that one day they might form a deep bond with someone and engage in sexual activities - especially if said activities involve someone of another race or similiar gender. That would be terrible. Media specialist Bob Waliszewki with Focus on the Family agrees.

"We never shy away from sexuality in the media. It's just a question of how is that sexuality portrayed. One can use the media to portray some very healthy forms of sexuality. And when done wisely with taste and age-appropriateness, it can be done well."

"Unfortunately," he said, "Mass Effect doesn't do that and even goes so far as to allow homosexuality to be on par with heterosexuality and heterosexuality outside of its proper context of marriage."

You know, sometimes I find myself watching an old black and white film, and for just a moment I find myself thinking about how lovely it would be to live in a society where children know nothing about sex, growing up into fine, upstanding adults with firm morals who then get married and discreetly bear children just like them. Then I return to the real world, which has its own particular charms. Someone really needs to get these folks a copy of Pleasantville. Sure, today's world is pretty fucked up, but it's a more passionate place than it has ever been, and I kinda dig it.

The article continues predictably. Waliszewki cites various reports linking video games to violent behaivior. Ruse calls out BioWare for putting the sex scene in to generate revenue without regards to what happens to the children who shouldn't be playing it in the first place. Bob does manage to talk some sense towards the end, cautioning parents to take a hands-on approach to their children's entertainment, but then Cathy comes back in for one last bit of foaming outrage.

Ruse noted that "most states have what's called 'Harmful to Minors' laws on the books that say that selling sexual material that a jury would deem 'patently offensive to minors, which lacks literary, artistic, political or scientific value.' ... might be prosecutable."
Folks really need to know a little bit more about gaming culture before launching into tirades like this. Then again, I suppose I could say the same for myself when it comes to the Family Research Council. For all I know, Ruse could be one of the more sensible ones.

Sex in Video Game Makes Waves Through Industry
[Cybercast via Game Politics] ]]>
Fri, 11 Jan 2008 10:20:24 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=343793&view=rss&microfeed=true
<![CDATA[ D is for Digital Recommends More Educational Games ]]> d%20is%20for%20Digital.jpg

Kids (or, more likely, parents) may have more educational games to choose from thanks to the recommendations of the D is for Digital report, unveiled during the Sandbox Summit at CES. The report was put together by the Joan Ganz Cooney Center, a recently established production and research group that looks into the educational potential of interactive media. The study isn't game specific, but it seems to hint heavily that video games do make up a large part of the range of interactive media that children come in contact with.

The report looked at how children were being shaped by interactive media, yet there remain limited efforts by the media industry to keep up with higher standards for education:

Of the 300+ products studied, the paper found that most do not take advantage of available research regarding children's educational needs particularly in a global economy where literacy and learning requirements are fast evolving.

Out of those 300 products, only two video games qualified as educational "based on explicit educational curriculum design available in the market."

It wasn't all fire and brimstone for games, however, as the report also recognized the gaming industry as one of tremendous potential for education. Recommendations included more emphasis on educational video game development, and more intergenerational interaction, meaning games should be set up so adults and children can (and want to) play them together. For a look at the report, visit the Joan Ganz Cooney Center publications page.

Joan Ganz Cooney Center Finds Cause for Both Concern and Optimism in Billion Dollar Digital Media Industry Targeting Kids [CES Press Office]

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Tue, 08 Jan 2008 14:00:19 MST torif http://kotaku.com/index.php?op=postcommentfeed&postId=342179&view=rss&microfeed=true
<![CDATA[ Get Your Children Into SpongeBob's Underpants ]]> Did your children get an Xbox 360 for Christmas? Are they already bored of the two or three games you already bought them? Of course they are. They are children. They have the attention span of a gnat on speed. Well as we mentioned on Friday, 800 Microsoft points today earns you at least another hour of peace and quiet as your children work their way through SpongeBob SquarePants Underpants Slam! Available for download right now, it'll bring your children minutes of side-scrolling slapstick goodness, allowing you to take a moment to reflect over the holiday - at least until they start beating each other with the controllers. Ah, to be young and covered with self-inflicted bruises again.

Arcade: SpongeBob SquarePants Underpants Slam!
[Xbox Live's Major Nelson]

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Wed, 26 Dec 2007 09:40:41 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=337638&view=rss&microfeed=true
<![CDATA[ ESRB Launches PSA Campaign In Delaware ]]> The First State is looking to be the first in parental game-rating awareness, as Delaware Lieutenant Governor John Carey and Rep. Helene Keeley launch a PSA campaign aimed at making parents more aware of the ESRB ratings. The campaign will consist of radio PSAs, mall kiosks, and even billboards that will put the ability of parents to completely ignore these ratings to the test.

"With two sons of my own, I know about the tough decisions parents face today about the media they allow into their homes," said Lt. Governor Carney. "The simple fact is that there's no substitute for parental involvement, so it's important that parents play an active role in choosing games for their children. The ESRB ratings help parents ensure that they are bringing home suitable games for their families."
A noble effort, though I put forth that for many parents, nothing short of branding the ratings guide into their flesh is going to work. Nice to see Delaware has people now though. I guess they can now change their state slogan from "Where New Jersey Goes To Work" into something a little more catchy.
DELAWARE LIEUTENANT GOVERNOR JOHN CARNEY AND REPRESENTATIVE HELENE KEELEY LAUNCH PSA CAMPAIGN ON VIDEO GAME RATINGS

New Ads Explain and Encourage Parents to Use ESRB Ratings to Choose Age-Appropriate Games for their Families

WILMINGTON, DE - Delaware Lieutenant Governor John Carney and State Representative Helene Keeley were joined today by Entertainment Software Rating Board (ESRB) president Patricia E. Vance to announce the launch of a new Public Service Announcement (PSA) campaign to explain video game ratings to parents and encourage that they use them when buying games for their children. The campaign is comprised of radio PSAs as well as billboards (images attached) and mall kiosk displays that were previewed for the news media at a press conference this morning, where Carney and Keeley underscored the need for parents to be involved and informed with the video games their children play.

"With two sons of my own, I know about the tough decisions parents face today about the media they allow into their homes," said Lt. Governor Carney. "The simple fact is that there's no substitute for parental involvement, so it's important that parents play an active role in choosing games for their children. The ESRB ratings help parents ensure that they are bringing home suitable games for their families."

"The ESRB ratings are an effective and informative resource that allows parents to decide if the video game their child wants is appropriate, and parents should be sure to check the rating each time they consider a game for their child so they know they're choosing one that's right for their age," added Rep. Keeley. "I'm proud to be participating in the effort to educate parents in our state about the tools at their disposal so they can make informed decisions."
The radio PSAs have been distributed to stations statewide, and will begin airing in the coming weeks. The print PSAs will be appearing throughout the state over the course of December and January.

"Just like movies and TV shows, video games are created for a diverse audience of all ages," said ESRB president Patricia Vance. "That is why it is so important that parents remember to check the rating when purchasing games for their children. I'm pleased to be joining Lt. Governor Carney and Rep. Keeley in announcing this effort to reach out to Delaware's parents and educate them about the ratings."

The ESRB video game ratings employ a two-part system. As seen in the illustration below, rating symbols on the front of virtually every game package sold at retail provide an age recommendation, such as EC (Early Childhood 3+), E (Everyone 6+), E10+ (Everyone 10 and up), T (Teen 13+) and M (Mature 17+). On the back of each package, next to the rating, are content descriptors that provide information about what's in the game that may have triggered the rating, or may be of interest or concern to parents.

Since its inception in 1994, the ESRB ratings have become a trusted resource for parents when choosing computer and video games. In April of this year, the Federal Trade Commission (FTC) released a report1 which found that nine in ten parents are aware of the ESRB ratings, 87% expressed satisfaction, and nearly three quarters use them regularly when choosing games for their children.

"While many parents are aware of the ratings, and are making sensible game purchase decisions as a result, there is always more that can and should be done," concluded Vance. "We hope that these ads will help arm parents with the information they need to make the right choices about the video games they deem appropriate for their children and families."

A complete list of ratings, content descriptors and their definitions can be found on the ESRB website at www.esrb.org. More information about ESRB PSA initiatives is available at http://www.esrb.org/about/psa.jsp.

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Fri, 07 Dec 2007 16:00:29 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=331524&view=rss&microfeed=true
<![CDATA[ Dr. Phil Supports MMO, Scolds Parent ]]> drphilthere.jpgWhile television personality and actor Dr. Phil has come out against violent video games and their influence on children in the past, in a show that aired Monday entitled "Shocking Teen Trends", the good doctor actually comes out on the side of social MMO There.com. After questioning 13-year-old Lexie and her mother Lezlie (awww, their names are so kyoot!) about Lexie's There.com addiction and speaking to There.com CEO Michael Wilson, Dr. Phil actually jumps to a reasonable, well thought-out conclusion.
"The problem is not with the game; the problem is the use of it," Dr. Phil tells Lexie and Lezlie. "The game is very creative and it's there for you to use or abuse. Are you abusing it?"
Lexie, who spends almost every waking hour at the computer making out with her virtual boyfriend, admits that she is. Personal accountability? What are we teaching children in school these days?

Dr. Phil then takes things even further, stepping into downright crazy talk by suggesting that the mother actually stop the child from playing the video game she's so worried about.

Dr. Phil is baffled. "Four hours a day? It's ridiculous!" he says. "Mom, you've got to step up and shut this down. Once she's at a point where she can play the game instead of being absorbed in the game, then perhaps, she can attempt to go back to it."
I am positively reeling here. Not blaming the game for the child's addiction? Telling the mother that the solution to her problem is entirely in her hands? I've been teleported to Bizarro world.

Shocking Teen Trends [Dr.Phil.com]

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Fri, 07 Dec 2007 11:20:34 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=331353&view=rss&microfeed=true
<![CDATA[ Miracle Child Gives Wii To Foster Kids ]]> kidsdadcries.jpgIn the eyes of Nintendo fans everywhere still desperately trying to get their hands on Nintendo's latest console, 9 year-old Brandyn Waterford just made the ultimate sacrifice. When he found out his father was helping with the Agape Villages Foster Family Services toy drive in California, he donated his Wii to the cause.
"I wanted to donate it to the foster care so other kids could have a really special Christmas," Brandyn Waterford said. "My teacher said foster kids don't really get toys."
Here is a child that not only has the heart to give up the hottest video game console of the holiday season to a foster child somewhere, but also pays enough attention to his teachers to be able to quote something one of them said. No wonder his father Phil Waterford (pictured) was moved to tears. As we speak, three wise men are walking across Arizona on their way to California, desperately calling around on their cellphones, trying to get their hands on some myrrh.

Child Sacrifices To Make Holiday Merry For Foster Kids [KQCA Sacremento]

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Wed, 05 Dec 2007 14:00:53 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=330453&view=rss&microfeed=true
<![CDATA[ NIMF: 46% Of Kids Able To Purchase M-Rated Games ]]> sexual_chocolate.jpgThe National Institute of Media and Family and its partners have released a portion of their findings from a study of 60 U.S. retailers, showing that 46% of minors who attempted to purchase an M-rated game were successful doing so. Gamespot writes that the organization's annual report card on its Annual Sting Operation findings is due next month, a report I'm sure at least one of our commenters is looking forward to.

The findings from the NIMF report preview were similar to the Federal Trade Commission's report from earlier this year, showing that some 42% percent of underage buyers were able to get their hands on a Mature-rated game. That report showed a decrease from 69% from 2003, part of a downward trend, but clearly illustrative of a program that needs a great deal of improvement.

Violent, pro-drug games reportedly sold to minors [San Diego Union-Tribune - via Gamespot]

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Wed, 21 Nov 2007 20:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=325716&view=rss&microfeed=true
<![CDATA[ 43% Of Parents Don't Game With Their Kids ]]> sexual_chocolate.jpgA recently published Associated Press and AOL Games survey of over 2,000 adults, some 770 of which play video games, reveals that those with kids who game don't spend a whole hell of a lot of time gaming with their offspring. According to the poll, about 43% of parents who have given birth to gamers don't spend any of their family time playing games. Those who do game with the kids tend to be younger parents, like 33 year old Marvin Paup of Arizona who plays Halo 3 with his 10-year old son to the tune of 30 hours a week. Yikes! Hope the Xbox Live headset defaults to "mute others" at the Paup house.

Unsurprisingly, those not weened on joysticks, like 55-year old mother Karen Kimball, bemoan"the violence, the obsession" their kids are subjected to while gaming. One might think that more time alloted to spending time with your kid and a wireless controller might help one relate a bit better.

Kids, it's time to add copies of Scene It? and Wario Ware Smooth Moves to the Amazon wish list. Get a wireless controller into the hands of your crusty old folks the sooner the better.

Poll: Parents and video games don't mix [CNN]

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Tue, 13 Nov 2007 14:40:46 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=322231&view=rss&microfeed=true
<![CDATA[ 360 Family Timer Official, Jerry Rice Approves ]]> The children at the Stuart-Hobson Middle School in Washington D.C. today got a real treat, as Microsoft Entertainment & Devices President Robbie Bach was joined by Parent Teacher Association President Warlene Gary and Super Bowl champion Jerry Rice to unveil new parental tools as part of the second year of the "Safety is no game. Is your family set?" campaign. One of those tools is the new 360 Family Timer, which allows parents to set a limit on the time their children spend gaming on Microsoft's console. I'm sure that went over well with the kids. Also included in the initiative is PACT, which is a family contract that allows parents and children to agree on the amount of access they have online and the amount of parental involvement in their gaming life. PACT is available at http://www.xbox.com/isyourfamilyset, and conveniently crumbles into a wadded ball of paper later on whenever it becomes inconvenient for the parties involved.

"We've seen a tremendous response to the robust parental controls offered on Xbox 360 and Windows Vista, and the Xbox 360 Family Timer will continue to deliver on our promise to provide safer, balanced and fun entertainment for everyone," Bach said. "Professionally, I am proud of my division's work in this area, and personally, as a parent of three school-aged children, I know how important it is to be engaged in an ongoing dialogue with my family in order to uphold our household screen time rules."
As for why Jerry Rice was there...did we mention he was a finalist on Dancing With The Stars?
Rice spoke to the middle-school crowd about how important it is to have balance to be successful. "I'm a Super Bowl champion and a 'Dancing with the Stars' finalist, but my most important accomplishment in life is being a father," Rice said. "I try to teach my kids that no matter what they do, they have to find a balance between work and fun. That's why it's so rewarding to join Microsoft and the PTA today to promote a healthy balance for our kids in this exciting digital age."
Personally I would have gone with a more colorful cartoon character than Rice, but when your options come down to Voodoo Vince or Blinx I suppose he is an acceptable alternative.

The 360 Family Timer should be available in early December.

Microsoft, PTA and Super Bowl Champion Jerry Rice Announce New Tools to Help Parents Manage Kids' Interactive Media Use

Xbox 360 debuts video game industry's first and only Family Timer.

WASHINGTON, D.C. — Nov. 7, 2007 — Microsoft Corp., the Parent Teacher Association (PTA) and Super Bowl champion Jerry Rice joined forces today to unveil new parental tools as part of the second year of the "Safety is no game. Is your family set?" campaign. They include a PACT, a family contract intended to foster family discussion about screen time guidelines, as well as a new parental control feature, the Xbox 360 Family Timer. The Family Timer will enable parents for the first time to set the appropriate amount of gaming and entertainment time on the Xbox 360 for their kids, on a daily or weekly basis.

"As a leader in interactive entertainment, it's Microsoft's responsibility to provide parents with tools they can use to manage their children's video gaming and online experiences, and we have made that a priority from the very start," said Robbie Bach, president of the Entertainment & Devices Division at Microsoft.

Through this all-new educational partnership, millions of PTA members nationwide will receive information on the fundamentals of the campaign, which encourages a balanced approach to interactive media use and families to come to an agreement on how their children spend their screen time.

"As times change and technology advances, the role of the parent stays the same in raising a safe, healthy and successful child," said PTA National CEO Warlene Gary. "PTA is proud to partner with Microsoft to provide parents with more resources that keep them involved in their children's lives. Using the PACT will help parents and children talk about and agree on interactive media use."

The family PACT is a comprehensive, proactive approach to setting rules on media use, and asks parents and children to agree on the level of Parental involvement; the amount of Access children can have, including who they are allowed to play and interact with online; the types of Content children are allowed to play or watch; and the amount of Time children can use media. The family PACT is available for immediate download at http://www.xbox.com/isyourfamilyset.

Another all-new parental tool unveiled today is the Xbox 360 Family Timer, an addition to the console's existing set of industry-leading parental control features. Similar to its Windows Vista counterpart, the new Xbox 360 Family Timer can restrict children's activity time and can be set on a per-day or per-week basis. Helpful notifications will appear to warn the gamer that the session is nearing the end, and the feature will automatically turn off the console when the predetermined time limit has been exceeded. The Family Timer feature will be available for download via Xbox LIVE in early December.

Microsoft expects the news of the Family Timer to be received very favorably by parents based on independent* research it unveiled today that showed 62 percent of parents would welcome a tool to control the amount of time children spend using the video game consoles in their homes.

Bach, along with PTA CEO Warlene Gary and Super Bowl champion and "Dancing with the Stars" finalist Jerry Rice, talked to more than 400 students and parents gathered at Stuart-Hobson Middle School in Washington, D.C., today, about the benefits of being a kid in the digital age and the challenges parents may face in navigating this complex new world.

The independent research sponsored by Microsoft released today asked parents a series of questions about their children's use of digital media and represented feedback from 800 parents of children between the ages of 5 and 17 who have a video game console in their home. The research showed that 45 percent of parents say that enforcing rules about their children's media consumption creates tension at home. Nearly all families (99 percent) have some rules, but less than half (47 percent) have comprehensive rules concerning access, content and time. The research revealed that only 16 percent of families actually put media-use rules in writing, and 40 percent of parents involve children in related discussions.

Rice spoke to the middle-school crowd about how important it is to have balance to be successful. "I'm a Super Bowl champion and a 'Dancing with the Stars' finalist, but my most important accomplishment in life is being a father," Rice said. "I try to teach my kids that no matter what they do, they have to find a balance between work and fun. That's why it's so rewarding to join Microsoft and the PTA today to promote a healthy balance for our kids in this exciting digital age."

Microsoft's Commitment to Families Is Ongoing

Xbox was the first video game and entertainment system with built-in parental controls for both online and offline use. Known as Family Settings, these controls allow parents and caregivers to set guidelines for which games work for them, make informed choices about content, and decide with whom their children can play online. Earlier this year, Windows Vista launched with a similar set of parental controls that allows parents to guide children's game playing, Web browsing and overall computer use. These controls help parents determine which games their children can play, which programs they can use, which Web sites they can visit — and when.

"We've seen a tremendous response to the robust parental controls offered on Xbox 360 and Windows Vista, and the Xbox 360 Family Timer will continue to deliver on our promise to provide safer, balanced and fun entertainment for everyone," Bach said. "Professionally, I am proud of my division's work in this area, and personally, as a parent of three school-aged children, I know how important it is to be engaged in an ongoing dialogue with my family in order to uphold our household screen time rules."

According to Bach, with more than 13 million Xbox 360 consoles sold, the company's drive to empower parents is a core Microsoft responsibility. Last fall, the company launched the "Safety is no game. Is your family set?" national grassroots campaign (http://www.xbox.com/isyourfamilyset) with Boys & Girls Clubs of America and Best Buy Co. Inc. to educate parents about the tools and resources available to help them manage their children's interactive entertainment experiences on both Xbox 360 and Windows Vista. Year two of the campaign will continue with the support of these partners and others such as the PTA.

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Wed, 07 Nov 2007 09:20:08 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=319926&view=rss&microfeed=true
<![CDATA[ Brownback Blog Late To Handheld Dangers Party ]]> dsdanger.jpgWith their candidate on the brink of no longer being a candidate, the unofficial Sam Brownback blog has found some time to try and generate some anti-gaming hysteria, dredging up two relatively ancient stories in the name of ruining Christmas for children across the country. The main gist of the article is the Nintendo DS as a tool for child molesters. It includes video of the news story I dissected back in February and some extremely entertaining propaganda speech.
Introduced in 2004, the Nintendo DS (for Dual Screen or Devil Screen), this game machine has sold some 700 million or so units. That's an epidemic. It's undeniable that it has been a "success" for its Japanese manufacturer, Nintendo (makers of Donkey Kong aka Monkey Donkey, a game in which a monkey kidnaps a young girl to satisfy his bestial desires). It's also been a tremendous success for pedophiles everywhere.

In retrospect, I would have bought my DS even sooner had it actually stood for Devil Screen, and I was in line the day before the first model came out. The writer seems to have a lot of repressed sexual feelings stirring in their loins, as evidenced by the 'satisfy his bestial desires' bit.

The article then goes on to present a completely made up story as a matter of fact.

I have been notified by one parent whose child was solicited to "come to the mall and we can go shopping and do other fun stuff. Don't tell your mom because she might spoil our fun. Parents are such a drag. LOL." Fortunately her parent was watching Susie (a pseudonym) that day, as all parents should, and reacted the way any good, loving, responsible parent would. She deftly ripped the offending device out of her hands, sent the reply "stay away from my baby, you psycho" and triumphantly snapped the unit in half. Nintendo TP (two pieces). It's garbage now.
I mean, I suppose it is possible that some fictional guy was driving by this fictional person's house with Pictochat open on the car seat next to him, hunting for fictional children, and just happened to find one of these fictional children idly sitting with the Pictochat program open, hoping to have some new special friends wander by, but seeing as everyone involved so far has been fictional this more than likely didn't happen.

Perhaps the writer is trying to create a fictional role model for parents to look up to. After all, Betty Crocker wasn't real but she is the champion of baked goods that come in boxes and tubs of frosting, so I suppose Susie could be the champion of symbolically tearing child molesters in half to keep them away from her baby, you psycho.

To round out the article, the writer dredges up the old PlayStation Pornable video from ages past, in which the mainstream media warns us that there are dirty pictures on the internet, no matter how small the screen is. As icing on the cake, they throw in a video of JT talking about Grand Theft Auto.

With supporters like these it is no wonder than Sam Brownback is pulling out of the running for Republican presidential candidate. Either there are too many sensible people who would never support him in a million years just to avoid association with these idiots, or the man realized that being a presidential candidate representing people like this would only encourage them.

Early Christmas Alert: Nintendo DS [Blogs 4 Brownback via Game Politics]

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Fri, 19 Oct 2007 08:40:17 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=312816&view=rss&microfeed=true
<![CDATA[ Croal On The Infantilization Of Games ]]> Newsweek's head tech editor N'Gai Croal appeared recently on CNN's "American Morning", bringing some mainstream sanity to the discussion surrounding the impending release of Rockstar's Manhunt 2. While Croal performed admirably, anchor Kiran Chetry did her part to dumb the content down for the CNN viewership's understanding, injecting the proper amount of basic cable news fear-mongering we've come to expect. Fortunately, N'Gai addressed the notion that our children will be going to hell in a handbasket if they perform a Wii-mote style stealth kill.

As the Level Up editor clearly pointed out to Chetry and the viewers, Manhunt 2 is not for kids and rated by the ESRB accordingly. But why is this even an issue? Are CNN and its TV peers that out of touch when it comes to understanding the gaming population?

Croal explores the "infantilization" of video games in a recent posting, venting his personal frustrations (that match ours quite nicely) on the general assumption that video games are, across the board, entertainment for kids. Read on, then please discuss.

The Problem (and the Danger) of the Continued Infantilization of Videogames, Part I [Level Up]

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Tue, 09 Oct 2007 15:40:46 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=308850&view=rss&microfeed=true
<![CDATA[ LA Kids Learning Via Video Games ]]> kidsddr.jpgNow I have another reason to want to go back to school besides really cheap little rectangular pizzas. Starting today, children in schools across Los Angeles County will be playing video games in class...or more specifically as class. PlaySmart is a unique education program created by non-profit organization Star Inc. that uses video games to teach children skills like problem solving, objective thinking, literacy, and jumping on turtles. The program takes games like DDR, Mario Kart, and the Pokemon card game and twists them into tools for teaching PE, team building, and positive gamesmanship, whatever that means, noobs. Hell, if I had DDR in gym class I wouldn't have had to wear that fake cast every day. Check out the program's website for more details on this innovative merging of games and education.

PlaySmart

Commencing Oct. 1, 2007, PlaySmart rolls into schools all over Los Angeles County. Billed as a unique educational program from STAR Inc., PlaySmart uses existing and popular games as a means of teaching school age children skills such as problem solving, technological familiarity, objective thinking, literacy and other right and left brain exercises.

PlaySmart employs games such as Dance Dance Revolution™, Pokémon™ TCG and various other video games to enhance instruction in physical education, literacy, group dynamics, team building and positive gamesmanship.

STAR Inc., a 501 (c )(3), charitable non-profit organization's mission is to offer extended educational, recreational and enrichment programs to students; support and enhance school curriculum; improve student achievement; and expand the cultural base of young people through innovative, quality programs offered by highly qualified instructors.

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Mon, 01 Oct 2007 10:20:06 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=305632&view=rss&microfeed=true
<![CDATA[ Australian Editorial Supports Pre-K Gaming ]]>

Well sort of...

The opinion piece written by Rathika Suresh for The Australian only mentions gaming at the beginning to lump it together with computer games, educational applications and the Internet. It goes on to argue that computers, and those things he linked to them like gaming, are here to stay; and that they play an "integral and growing role in education, work and communications, and the sooner a child becomes comfortable with this technology, the better."

He says the important thing is that you keep an eye on the content they access using the internet, computers and gaming systems. I whole-heartedly agree. He also points out that according to Early Childhood Australia, parents and caretakers should "guard against exposing children to software applications that use stereotypes relating to gender or culture." Also a good point, at least for young children who are still forming opinions and developing ideas.

The piece wraps up by calling for Australian ICT professionals to develop programs, tools and services that use that technology to expand a child's horizons beyond their personal experiences. I'd like to add game developers to that list. It might not be a big money maker, but it's an important part of being a good corporate citizen. That's why I also get so excited when I see things like the PS3's Folding at Home project or Microsoft's university level indie development programs.

Preschoolers need computer access [The Australian]

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Mon, 10 Sep 2007 16:00:03 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=298172&view=rss&microfeed=true
<![CDATA[ Casual Gaming Bring Generations Together ]]> familygaming.jpgNothing brings a family together quite like casual gaming. A new worldwide study has found that 92% of casual gaming parents and grandparents agree that casual games help them bond with their children and grandchildren, with 70% of those saying they see educational benefits for their kids from playing casual games. The study also touches on the perceived benefits of casual gaming, with our old favorite hand-eye coordination topping the list. See? Casual gaming is awesome! Everyone should do it! The study was conducted by PopCap Games, one of the largest casual game publishers in the world, who are in no way biased towards finding new reasons for people to play casual games. I'll be publishing the results of my own non self-serving study later this week, which found that 90% of my former sexual partners polled were extremely satisfied, citing substantial increases in pleasure, sensation, and map-reading skills.

Computer Games Help Adults Bond With Their Children and Grandchildren

Largest-ever casual games survey reveals 70% of family gamers see educational benefits for children / grandchildren

Dublin, Ireland - 28th August 2007 — 92% of casual gaming parents and grandparents say casual games provide an opportunity for them to bond with their children/grandchildren.

PopCap Games (www.popcap.com) unveils the results of the largest-ever worldwide (including UK) survey of casual computer game players, which also reveals that 70% of 'family gamers' believe casual games provide educational benefits to their children/grandchildren - with greatest benefits of gameplay identified as learning, stress relief and hand-eye coordination.

In stark contrast to traditional perceptions of computer gaming, parents/grandparents said casual games helped them bond with their children/grandchildren (92%) and mentioned the following casual game benefits for children/grandchildren:

· 68% cited Hand-eye coordination/Manual dexterity

· 60% cited Learning (pattern recognition, resource allocation, spelling, etc.)

· 51% cited Mental workouts/Cognitive exercise

· 48% cited Memory strengthening

· 44% cited Stress relief/Relaxation

· 37% cited Positive affirmation/Confidence building

Among the nearly 7,500 adult respondents who took part in the survey, nearly a third (31%) indicated they had children or grandchildren under 18 who play casual games in their home. And of these 2,298 'family gamers', 80% play casual games with their children or grandchildren - while 66% said they would welcome the use of such games in their children's or grandchildren's schools.

Professor Mark Griffiths, Professor of Gambling Studies at Nottingham Trent University, UK says: "Empirical research has consistently shown that in the right context, computer- and videogames can have a positive educational, psychological and therapeutic benefit to a large range of different ages and sub-groups."

"Casual games span generations and genders in ways that traditional 'hardcore' video games never have," notes Dr. Carl Arinoldo, a New York-based psychologist and author of Essentials of Smart Parenting. "This universal appeal, and the 'G-rated' content of the games, makes them a great activity in which the whole family can participate, with each generation enjoying the games in different ways while also enjoying the interaction with other family members."

Almost half of respondents indicated they had multiple children or grandchildren who played the games in their home. Of these, 88% described the game-play interaction between the children as at least partly cooperative, with only 12% characterizing it as strictly competitive. "Casual games seem to promote more of a cooperative 'let's work on this together' type of atmosphere, as opposed to an aggressive, interpersonal competitive environment," observed Dr. Arinoldo. On a related note, only 28% of adult family gamers indicated they allowed their children or grandchildren to play so-called "hardcore" video games.

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Tue, 28 Aug 2007 10:40:39 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=294194&view=rss&microfeed=true
<![CDATA[ Square Enix Online Store Dated ]]> All the Final Fantasy, Dragon Quest and Kingdom Hearts you could ever want. And buy. On August 20th at 6pm PST, the Official Square Enix Online Merchandise Store opens its doors to sell, well, Square Enix merchandise. Feature products include Final Fantasy XII Play Arts Judge Magister Gabranth and a limited edition Final Fantasy VII Advent Children Sculpture Arts Sephiroth and Could Strife. Back at E3, we spoke to Square about the online store. The impetus for opening it? The company hopes to regulate pricing on its collectibles goods outside Japan. That, and make a crap load of cash.

Thanks, Tarthus!

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Thu, 16 Aug 2007 01:00:57 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=290026&view=rss&microfeed=true
<![CDATA[ Teen Charged With Murder Over Xbox Arson ]]> xboxarsonvictim.jpgAfter a seven week trial, 15 year-old Matthew Stringer of Wombwell England has been detained for the murder of his brother and endangering the lives of five other members of his family after being grounded from playing his Xbox sparked him to pour white spirit (organic paint solvent) throughout his home and toss a lit match through the letterbox. The Xbox had been taken away after Matthew had been caught stealing from his older brother's college fund. Adam Stringer died of smoke inhalation, while his mother, sister, two brothers and one of their girlfriends escaped with minor injuries.

The courts were presented testimony that after setting the fire, Matthew Stringer stood calmly across the street with his arms folded as the house went up in flames. As is the case with many such incidents, the only explanation for this sort of behavior is that something inside the child was broken. I just tend to get a bit miffed when the headline in the local paper calls the boy the Xbox Arsonist, though I suppose astrologists weren't too happy with the Zodiac Killer either.

The boy will be held for a minimum of ten years before the possibility of release is considered.

Teenage Xbox arsonist detained for murder [Yorkshire Post]

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Fri, 03 Aug 2007 10:20:30 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=285717&view=rss&microfeed=true
<![CDATA[ Mainstream Media Discovers Griefers! ]]> bully.jpg From GamePolitics comes a Reuters article that will probably make you foam at the mouth, both for its lovely 'how did it take you people this long to notice?' quality, as well as the rather unfair characterization of the industry by an 'expert.' Dr. Sally Black expounds on griefers as well as her personal opinions on gaming, which span from 'games are addictive' to 'the industry is going after your children with advertising,' including nice comparisons to the tobacco and alcohol industries.

"... Right now these marketers are going straight after the young ones to try to get them addicted at an early age, and it's like a parent trying to fight tobacco and alcohol. It's very difficult," she said.

There's actually some interesting discussion over at GamePolitics once you get past the frothing and foaming at the mouth.

A new type of cyberbully hits online gaming world [Reuters via GamePolitics]

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Sun, 08 Jul 2007 13:00:50 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=276027&view=rss&microfeed=true
<![CDATA[ Clip: The Bee Game ]]> I'm conflicted over the Bee Movie Game. On one hand, I've always been fascinated by books, movies, and games that portray very small things in a very small world, mainly because I am a very big thing. Honey I Shrunk the Kids, Airboarder 64's house level, that one Unreal Tournament mod. That sort of stuff always gets me.

On the other hand, bees are tiny little bastards who - if they can't kill you by themselves - will call their friends and swarm your ass until your skin is the same color and shape as bubbling cheese, only the burning is worse. Not the biggest bee fan in the world, no sirree. Conflicted indeed. Probably going to have to pull the old, "renting it for my nephew" trick on this one. ]]>
Wed, 27 Jun 2007 15:00:36 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=272809&view=rss&microfeed=true
<![CDATA[ Clip: Taming Gaming in Your Home ]]>
It's fantastically long video, so you might want to save this one until you get home. Peter Moore (as well as all of his personalities), join other game gurus like Lucy Bradshaw (executive producer of the Sims ), Linda Burch (SyStemix), and Gerard Jones (comic book writer) on how parents can better understand the issue of gaming in their household. More importantly, the panel talks about video games as pro-active activity within a family and focuses on getting the parents to understand the technology so they can control it.

According to the The Commonwealth Club:

Parents should play an important role in guiding their children's video game playing habits, and playing computer and video games can be a positive family experience. Our expert panel covers issues of content rating systems, parental controls in consoles and PCs, advice for checking in and better understanding your family's gaming habits, and how to participate.

This is something the New York Senate should watch before they make any hasty decisions. Oh wait, they did already? Nevermind.

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Wed, 06 Jun 2007 12:40:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=266473&view=rss&microfeed=true
<![CDATA[ Scottish Girl PWN3D By Animal Crossing ]]> fingcowpic.jpgAn little 11-year-old girl in Inverbervie Scotland and her mother were shocked when one of the colorful characters in the child's Animal Crossing DS game had called her a 'fucking cow'. As children these days are taught the 'screenshot or it didn't happen' rule from an early age, they were lucky enough to capture the precious moment for UK's Metro news. Of course it has to be user-input, seeing as the text is in blue, but how on earth did it get in there?

It's boundless speculation time!

This is the modern-day version of acting out your parents' marital problems with Barbie dolls. The girl sits in her room, listening to her parents fighting in muffled voices, and begins to think she isn't good enough to have a good-natured, friendly Animal Crossing town. She begins sending out letters to her 'friends', first calling Tom Nook a bloody wanker (deservedly so), and eventually getting to the point where she's distilling turnips into alcohol and calling Tippy a 'fucking cow'. It isn't until Whitney comes to confront her that she realizes she needs help and brings the DS Lite to her mother, who completely misunderstands. Eventually the truth will come out, leading to a dramatic, "YOU, okay!? I learned it from watching you!"

That or it was a used copy, but that's just boring.


Girl says Nintendo swore at her
[Metro.co.uk - Thanks Peanutismint!]

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Fri, 11 May 2007 09:20:07 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=259617&view=rss&microfeed=true
<![CDATA[ SMU Game Developer Graduates ]]>
Even more gaming fun will hopefully happen in the future as 24 graduates from SMU (Southern Medthodist University) walk down the aisles with the first ever Master's Degrees in digital gaming ever given out by the school. The private college is located in University Park, Texas, and is ranked in the top third of national Universities in the US News and World Report.

Randy Pitchford, President and CEO of Gearbox Software, spoke at the commencement, saying that the granting of such degrees was crucial to the future of the industry, advising graduates to focus on teamwork and be kind to everyone they work with.... Pitchford went on to advise the graduates to play games as much as they make them, and to be suspicious of game developers who don't.

Blah, blah, blah. Just get your degree and make some awesome games for us. Congratulations to the 24 who graduatated!

University Hands Over First-Ever Game Development Masters Degrees [Game|Life]

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Tue, 01 May 2007 14:20:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=256823&view=rss&microfeed=true
<![CDATA[ FTC: Game Industry Stricter Than Movies or Music ]]> ftc-clr.gif

While video game retailers have made "significant progress" in limiting the sale of M-rated games to children, movies and music retailers have only made modest progress, according to a report released today by the Federal Trade Commission.

In its latest report to congress, the fifth and most comprehensive study since 2000, the FTC said that while the entertainment industry generally comply with their own standards, the movie, music and gaming industries continue to market adult content to a teen market.

"Self-regulation, long a critical underpinning of U.S. advertising, is weakened if industry markets products in ways inconsistent with their ratings and parental advisories," said FTC Chairman Deborah Platt Majoras. "This latest FTC report shows improvement, but also indicates that the entertainment industry has more work to do."

The most substantiated part of the report comes from an FTC mystery shipper program where unaccompanied children, 13 to 16 years old, tried to make purchases from retailers.

Video games showed the greatest improvement, dropping from 69 percent being able to make the purchase in 2003 to 42 percent in 2006. That's just three percent more than the number of underage children able to get into R-rated movies.

ftcstudy.JPG

While the mystery shopper study makes for an ugly chart and shoots copious holes in the whole "movie theaters do a substantially better job than video game stores" argument, there's also some interesting grist in the rest of the report.

The study found that while ads for M-rated video games on television shows that are popular with teens are dropping, the same can't be said for internet advertising.

I didn't know this, but the ESRB prohibits ads for M-rated games on web sites where the under-17 audience is 45 or greater and the FTC thinks that the board is not adequately enforcing that rule.

The board is, however, doing a good job of informing gamers and parents about the rating system with 87 percent of parents surveyed saying they are aware of the ESRB system, more than 70 percent use it and three-quarters of the parents surveyed understand the content descriptors and use them.

Many of the parents surveyed did say they wish the system could do more to inform them about the level of violence in games. What do they expect? A frag count?

The FTC did a little digging into the emerging trend of companies using sites like MySpace or YouTube to advertise their goods. They point out that typically when this is done, the page doesn't include any prominent rating information. I guess that would sort of kill the cool of a page wouldn't it?

The report also notes that mobile games often don't try to get ESRB ratings, which is a bad thing, in my opinion.

While the 140-page report wraps up by saying that the Commission continues to support industry self-regulation (sorry Clinton) due to "important First Amendment considerations", it does call for some changes.

For gaming, the FTC calls, again, for the content descriptors of a game to be listed on the front of a title. Sounds like that while possible, that could get really messy. And I don't see DVDs doing that.

This is as important a document as the video game industry can get. Not only does it show that the industry is making vast improvements in the field of education and restricting content to minors, it shows that the video game industry is on the cusp of doing a better job than the oft-cited movie industry.

Good job ESRB.

The report [FTC]

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