<![CDATA[Kotaku: Parents]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Parents]]> http://kotaku.com/tag/parents http://kotaku.com/tag/parents <![CDATA[ GameStop Unveils Enticing Family Site ]]> Retailer GameStop has launched a website called GameStop Playground, designed to appeal to families - and possibly to put anxious parents at ease about buying video games for their kids. It features activities, mini-games and videos alongside tools geared at helping parents understand the ESRB's ratings, with game recommendations for kids.

Currently, there's a Wall-E minigame, printable paper dolls for My Fashion Studio, and instructions on how to draw LEGO Batman, on which I am sure we could all afford a lesson.

GameStop kicks off the site launch with an activity contest, where participants come up with an activity for GameSpot's kid-friendly activity book launching this winter. The winning activity gets featured in the book, and the winner also gets a $500 GameStop gift card. Kotaku readers who are parents, now is when you force your children to enter and totally help them cheat, and then buy $480 worth of games for yourself and then give the kid a used GBA title, or something.

I'm joking. Kinda.

[GameStop Playground]

GAMESTOP GIVES MORE POWER TO THE PLAYER…AND PARENTS….WITH LAUNCH OF ITS NEW GAMESTOP PLAYGROUND WEBSITE

Virtual Playground Features Interactive Games, Contests, and Gaming Tips for Parents

In an effort to provide more power to gamers – and their parents, GameStop, the world's largest video game and entertainment software retailer, has launched the GameStop Playground, a virtual online playground of fun activities, videos, and mini-games for families to enjoy. In conjunction with its on-going "Respect the Ratings" efforts, the site also provides tools to help parents select appropriate games for their children, including shopping guides, gaming tips, ESRB ratings, and a list of recommended games for kids.

The GameStop Playground can be accessed online at: http://www.gamestop.com/playground,

where visitors are invited to try the WALL•E mini game, print out a template to make My Fashion Studio paper dolls, learn how to draw LEGO Batman, watch a Mario Kart video, and more. The site will be updated regularly to include new games, activities, contests, and helpful information.

To coincide with the launch of the site, GameStop Playground is currently hosting the "Build Your Own Activity Contest," which invites contestants come up with a cool and unique activity for the next issue of the GameStop activity book. The winner of the activity contest will receive a $500 GameStop gift card and have his/her activity featured in the book coming out this winter. Four runner-ups will each get $100 gift cards. All entries must be postmarked on or before Sept. 12, 2008. For complete rules, visit www.gamestop.com/playground/contest.

With more than 1,600 E-rated game titles to choose from, GameStop simplifies the game-selection process and gives power to the players. As the world's leading gaming specialty store, GameStop has the widest assortment of titles and an experienced staff to guide game selection for any ages.

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Fri, 11 Jul 2008 18:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5024344&view=rss&microfeed=true
<![CDATA[ Gaming Into Adulthood ]]> raroo2.jpg Finally getting to grad school was — in some ways — a rude awakening for me; I still haven't mastered the art of balancing the demands of my work with, uh, everything else, which had never been a problem to this point. My gaming life has been sporadic at best since January, and I spend more time writing about games than actually playing them. But despite my ineptitude, I felt a little hopeful after reading a nice piece over at GameSetWatch that explores the art of growing up and balancing a beloved hobby (gaming) with the demands of adulthood, like parenthood:

In retrospect, it was silly of me to be so worried that being an "adult" meant I wouldn't be able to play videogames. I believe that part of my maturation into what I consider to be real adulthood came in the form of learning to juggle all the new "adult" responsibilities I've taken on with the hobbies I've always held dear, most notably gaming.

Thinking back to when I was growing up, my parents kept up with their hobbies just the same as I do now .... I can vividly remember both of them pursuing their favorite pastimes on a daily basis while still keeping up with their parental and familial duties.

There is a light at the end of the tunnel! Balance is a hard skill to master, and I'm looking forward to having more time to game in future years when I've nailed down the best way to fit in everything I love to do. It's occasionally painful to come to grips with having to reconfigure well-loved hobbies in sometimes dramatic ways (I've given up much loved hobbies entirely until I get out of grad school, mostly because the time-money conundrum cannot be worked out), but it is nice to 'have it all' when you can make it work.

'All Grown Up: A Gamer Comes to Grips With Adulthood' [GameSetWatch]

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Sun, 11 May 2008 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=389325&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[ Advocacy Groups Want Games Locked Up ]]> lockandkey.jpgAs the GTA IV launch is once again trotted out as a controversy flashpoint, there's one thing the gaming audience tends to agree on: This game is not for children. Of course, just how zealous they are about enforcing such a mandate varies wildly.

Nonprofit advocacy group the Parents' Television Council takes their position on enforcement beyond just demanding legal consequences for retailers who sell M-rated games to kids under the age of 17. The council wants games like GTA IV locked up behind store counters, like cigarettes, tobacco and porn.

Gavin McKiernan, national grassroots director for the council, has never played a GTA game and does not dispute the right of mature adults to have access to it.

"The PTC thinks that there's room in our society for adult products, be they video games, movies, magazines, guns, whatever you want," he said. "But scientific research has shown and common sense tells you also that until [as children] we reach a certain stage, your mind and body are still growing and things have a different effect on you than they do as an adult and you don't have the perspectives to make the best decision."

"I know I was a blithering idiot when I was 16, and most people were," he said.

McKiernan believes that violent media actually causes harm to young people, pointing to studies from the University School of Medicine in Indianapolis, Michigan State University, and the University of Oklahoma Medical School, among others, that appear to demonstrate a correlation between exposure to violent games and "aggressive" brain activity in adolescents.

"All of these correlations are the basis for preventative medicine... and the need for preventative steps to be taken, and the medical community accepts that on the whole," he said. "The potential for harm has been proven over and over again."

Video games like GTA IV are evaluated by the Entertainment Software Ratings Board and assigned a rating that indicates the age group for which it is - or isn't - appropriate. And these games are intended for adults, not kids. The Entertainment Software Association's data finds that the average video game player is age 35, and the average video game purchaser is 40 years old.

"If you go into your Wal Mart, the guns are not marketed at eye level to children," McKiernan says. "They are not promoted widely and broadly as something everyone should be heading over to the gun aisle to pick up... But the stores are not treating these games as adult products."

And the ESRB's voluntary regulations are not enough, he said. "Parents can punish their kids for drinking when they're 15, but we still have laws to keep alcohol out of kids hands to help the parents because they can't be everywhere at every time."

"Specifically with GTA, there is no legal ramification for selling this game to children," McKiernan said. "We ask that stores not promote it to the wider audience, to children, and that it be treated like any other adult product, like an adult magazine, that is kept behind counters and not at the sight line and within reach."

Dan Hewitt, the Entertainment Software Association's senior director of communications, said that the laws the Council hopes for have been found unconstitutional over and over again, at every instance.

Nonetheless, McKiernan is frustrated that the ESRB advocates a responsible use of its rating system without lobbying for adoption of these laws, and he feels industry groups like the Entertainment Software Association should be on the front lines of this battle. "It seems hypocritical, from our viewpoint," he said. "These rules should become law and that would increase the enforcement of them... voluntary things tend to meet with varying levels of success."

"An unconstitutional law that repeatedly gets thrown out by the courts is not an effective way to empower parents," said the association's Hewitt, who still feels the most effective regulatory methods involve a collaboration between parents and family advocacy groups to inform themselves, such as the efforts made through ongoing partnership between the Parent-Teacher Association and the ESRB.

"And it's setting up a parameter by which games are being treated differently than other First Amendment-protected material. Treating games differently than books, magazines and movies goes against the First Amendment. You can't codify the ratings system; you can't give it the rule of law, because then you're giving the power of government away to a private entity."

So according to Hewitt, information and communication is still the best way to protect kids from material inappropriate for their age level. "Really robust actions that drive the messages out there, that put tools and information into parents' hands are great ways to educate, empower and ensure that the games kids are playing are the right ones... the activities that we're talking about don't waste taxpayer money, don't waste state resources, and don't waste legislators' time," he said.

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Wed, 30 Apr 2008 12:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=385663&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[ Where I Get My Lazy From ]]> I'm not the most productive fellow in the world. An excellent example of this is the fact that I am moving in two days and didn't get started on packing until Tuesday night. I would sit down in front of the television and start stacking up DVDs and games to go into the boxes, and before you know it I've found a game I haven't played in awhile and wasted several hours. Knowing my attention span problems, my mother offered to come over the other day and help me get started packing. Seeing as my mother rarely gets a chance to play video games and generally only plays PC point and click adventures, I figured I would show her Wii Sports bowling while I had her here, maybe let her throw a few balls before we got down to packing. Really bad idea.

An hour later and she's played several full games and we've gotten exactly nothing accomplished. On top of that, all that bowling had made her tired, so we decided to reschedule the packing for another day.

It made me think though. Is my gaming addiction and general laziness hereditary? If video games had been around when my mother was a kid, would I even be here today or would she have been too busy playing an ancient ancestor of Mario to bother going out to meet my dad?

Hereditary or no, I am obviously much better at putting off work than she is. As I type this she is in my kitchen wrapping dishes in newspaper while I sit in a comfortable office chair and tell you folks about how lazy she is. I suppose we'll see just how lazy she actually is when she reads this and then commences kicking my sorry ass.

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Thu, 13 Mar 2008 11:00:31 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=367521&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[ 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[ 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[ 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[ Videogames Guide for Parents offers reviews, not advice ]]> penguin_parents.jpgJohn Davison, the former editor of Electronic Gaming Monthly, has started What They Play, a website that bills itself as "the videogames guide for parents." Reading a few of the reviews already up, it seems that the site focuses on short, fairly traditional reviews with a final "moral warning" for parents. For example, on Guitar Hero III:
However, be aware that the ESRB's "T" rating for "Lyrics" and "Mild Suggestive Themes" is no joke. The songs in the game deal with traditionally edgy themes of rock music, ranging from the sexually suggestive ... to the occult

Or on Call of Duty 4: Modern Warfare:

As you might expect from a game designed to evoke the intensity of a battlefield, the action is frenetic and often presents situations where the player is under fire from all sides. The blood and gore, though not gratuitous, is prevalent throughout. Bullets tear through body armor and into flesh, explosions throw combatants around like rag dolls, and corpses litter the battlefield in the aftermath of each skirmish.
As much as I appreciate a website to help parents increase their videogame literacy, I wonder if another review site is really what parents need. Parents need to be encouraged to do more than just decide if its ok to send junior into the den with the latest release. They also need to understand how to talk to their kids about the themes of games while playing along with them. They need to learn how to play games for meaning and relevance rather than just for distraction. I'm not sure What They Play is going to move that needle.

What They Play [via Game Politics]

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Mon, 12 Nov 2007 17:00:00 MST bogost http://kotaku.com/index.php?op=postcommentfeed&postId=321563&view=rss&microfeed=true
<![CDATA[ Study Finds Fault In Parental Controls, Parents ]]> PARENTALCONTROLS.jpgGlobal Consulting firm User Centric recently conducted a study on effectiveness of parental controls in electronic devices. 20 parents and 20 children were gathered, with the parents asked to set up parental controls and children asked to bypass them. The results will shock you. Well not really, I just wanted to feel like the nighttime news hook story commercial voice over guy. The results are pretty much what you'd expect. Confusion about ratings and how indeed to setup the controls themselves led to a 47% failure rate on video game consoles, with lesser degrees of failure for V-chips, mobile phones, and DVRs. I take two things from these results. First, parents need to better understand the ratings systems before they start trying to restrict access to them, and User Centric needs to perform another study on parents who aren't stupid. Hit the jump for User Centric's press release, discovered via GamePolitics.

Study Finds Usability Problems with Parental Controls OAKBROOK TERRACE, IL, SEPTEMBER 25, 2007 - Ratings-based parental controls are often used to protect children from exposure to inappropriate media. To compare the usability of common parental controls, Chicago-based usability consultancy User Centric, tested four devices with 20 parents and 20 children ages 9-12.

During individual usability test sessions, all participants were asked to set up parental controls using a television with a V-Chip, a digital video recorder, a game console, and a mobile phone marketed specifically for children under ten. Participants were also asked to rate each device based on ease of use during set up and their confidence in their own success.

Findings:

* Failure rates were high: 31% (DVR), 36% (mobile phone), 42% (V-Chip), and 47% (game console). Across all four devices, parents and children had similar failure rates when setting up parental controls. Participants who reported prior experience fared no better than those who had no experience.
* The relationship between ratings systems and their impact on parental controls was unclear to many participants. When using the V-chip, participants were often uncertain if selecting one rating would be sufficient for blocking the more severe ratings. When using the game console, participants were confused whether their selection represented the highest rating allowed or the lowest rating blocked (despite explanations displayed onscreen).
* One third of participants failed to set up parental controls across all the devices. This contrasted sharply with the high confidence ratings given by participant; many participants believed they had successfully activated parental controls when they actually had not.
* Several participants failed to set up parental controls because they were unaware that they had to perform an extra step to save and then activate their selection. Parental control interfaces failed to provide sufficient visual cues on whether a specific rating was successfully selected or automatically saved as the current setting.


Overall, User Centric found that participants' lack of understanding about ratings compromised their ability to successfully set up parental controls and that parents may be more confident than they should be that the controls are properly set.

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Tue, 02 Oct 2007 10:20:31 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=306092&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[ The Family Gamer On The Current Generation ]]> familygamer.jpgOne of the things I enjoy about the internet, and gaming in particular, is getting other people's views on games and how they see them, because let's face it, everybody plays and enjoys games differently. Play.tm has a great little article up from the perspective of a family gamer. A guy with a wife and a couple kids and how they enjoy gaming together is quite different from say, the way I enjoy games with my friends. It's a smart and funny that and takes a look at current gen gaming through the eyes of a parent.

We'll only really be able to tell how successful this generation is when they have been around a while. Once our PS3's have been battered and scratched by various two year olds, our Wii's have had all manner of thin items inserted in their slots and our stylus-less DS's are played with a cocktail stick, only then can we sit back and see how well this generation's gaming project has worked out.

Thankfully, my friends don't come over and stick things in my Wii (there's just no really good way to word that is there?) and put scratches on my PS3, at least not if they value their lives. Just goes to prove my point though, one man's test of a system's worth is very different from another's.

The Family Gamer: A little Mii time [Play.tm]

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Sun, 05 Aug 2007 14:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=286149&view=rss&microfeed=true
<![CDATA[ My Parent's Wii Party ]]> Last year, I brought my Wii home for Thanksgiving. Not so much to show it off, but more to give me something to do while I was there. besides, I was loathe to leave it behind since I had just purchased it. Once it was up and running I dragged my rather skeptical parents down to check it out. It should be noted that my parents' last run in with video games was when they bought my brother and I an Atari 2600 back in the day. They enjoyed it then, but only just. It should also be noted that my folks are pushing sixty (sorry, mom) and video games are not something they think of doing as entertainment.

Once everyone had gathered downstairs, everyone being my parents and brother, I popped in Wii Sports and let the Wii work it's magic. Within twenty minutes everyone was up, jumping around and playing and cheering. It was a wonderful experience... until it was time for me to leave. Let's just say that I barely made it out alive with my Wii in tact.

Upon arriving home, I got an email from my Mom saying that her and my Dad wanted to get a Wii for my brother for Christmas (yeah...right, for my brother) and could I please look around and see if i could find one. Well, as we all know, none of us would look a brand new Wii in the face for some time after that, so needless to say, my brother didn't get one for Christmas.

Fast forward to two months ago. I was visiting NYC and went to the Nintendo World Store where they happened to have a ton of Wii's just sitting behind the counter. I had a little extra cash so I went ahead and bought one, with an extra nunchuck and a copy of Wii Play which of course comes with an extra controller. So they were all set up with a Wii of their very own which I sent out as a combination Mother's Day/Father's Day gift. Needless to say, it was a big hit and my parents are now wii addicts.

Fast forward again to last night where my parents, now the coolest couple on the block, had a Wii party with two other couples. It was a great success and they were evidently up all night drinking wine and playing Wii until their arms were sore and they had to stop. Both of the other couple in attendance vowed to get Wii's as soon as they could get their hands on them.

Now, regardles of what you may think, I am not a Nintendo fanboy. I love all my consoles equally and I am well aware that each has their own strengths and weaknesses. But, the power Nintendo has harnessed in getting to people beyond the regular gaming set is nothing short of amazing. Maybe by bringing more gaming outsiders into the fold, people will start realizing that games are not something to be feared or looked down upon and that the Jack Thompson's of the world are something to be patted on the head and ignored.

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Sun, 22 Jul 2007 13:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=281112&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[ Game Violence Doesn't Affect Stable Children ]]> helmetkid.jpgThe great thing about video game violence studies is you can generally find one to back up whatever opinion you may have on the issue. Take the one performed by the Swinburne University of Technology in Melbourne, Australia, which pretty much found what I've been saying all along. Violent video games only affect crazy kids.

Okay, not crazy exactly, but those predisposed towards violence, aggression and neurotic behavior. Call it crazy lite(tm). The study looked at 120 children in the early teens before and after a 20 minute Quake II session. While the already aggressive children were either more or less aggressive depending on their emotional state before playing, the majority weren't affected at all.

Prof Devilly said much of the research linking aggressive behaviour to violent video games had been unconvincing.

"It's the only message parents have ever received and it's just not accurate," he said.

The study showed aggression linked to game playing depended on a player's mood and predisposition to aggression, he said.


It all boils down to being familiar enough with your child to know whether or not they should be playing violent video games, which is sadly a rare thing these days. You don't leave a pryo kid alone with a pack of matches, but if you never look closely enough to see the soot on their fingertips, how are you to know?

Most kids 'unaffected' by violent games [The Sydney Morning Herald via GamePolitics]

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Wed, 04 Apr 2007 10:20:04 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=249489&view=rss&microfeed=true
<![CDATA[ Feature: Game Ad Plague Continues in Denver ]]>

By: Brian Crecente

Denver's mass transit system voted down this week a proposal to ban video game ads from its buses and trains, deciding to side with common sense rather than Boston and Portland.

Earlier this week the Regional Transportation District rejected the suggested ban 12-3, citing concerns about freedom of speech.

The ban on adult-rated games was recommended by a committee to the full board after the Parents Television Council and the Campaign for a Commercial-Free Childhood floated the idea.

"It was a tough decision because I think our hearts as a board were with trying to limit exposure to advertisements that promote violence," Boulder board member John Tayer told the Associated Press. "But the overwhelming weight of the legal advice was that if we pursued this, we would face an uphill battle in court."

The council was not present at the vote this week, but a representative said in February that by running mature and adult rated video game ads RTD is doing the residents of Colorado a disservice "with its tacit approval for the dangerous content in the mature-rated video games."

On Wednesday Peggi O'Keefe of the Entertainment Software Association said the proposal was unnecessary and unconstitutional. The industry's Entertainment Software Rating Board enforces strict guidelines about which games are appropriate for minors and how those products can be advertised, she said.

Current RTD policy prohibits deceptive, illegal or obscene material and ads for tobacco products, while requiring that ads be "of a reputable character."

The Council's call for the ban comes after both Boston and Portland put similar bans in place for their mass transit systems.

I spoke with Gavin McKiernan, the National Grassroots Director for the Parents Television Council, earlier this month about the council's decision to try and have a ban passed in Denver.

He said the original idea came from the council's Denver chapter director after he spotted a Grand Theft Auto ad on an RTD train.

"He had seen some of the success in the group we had partnered with in a similar campaign in Boston," he said. "And decided to pursue it in Denver."

I asked McKiernan why they had decided to make their proposal so specific, asking only for a ban on adult or mature-rated video games and not for other things like mature television shows, movies or alcohol.

He said that while the group would be interested in expanding the ban to include adult programming on television, the current rating system would make that quite difficult.

"With advertising television programs its difficult to tie (a show) to a specific rating," he said. "With video games they have the ESRB ratings. "

"We don't put any credence in the television rating programs because they rate their own."

Is it the desire to ban adult and mature video games then, I asked, spurred in part because of the medium rather than the content?

"It's a bit of both," he said. "The bigger concern is with the medium."

What about movies, would the council seek to have ads for adult movies banned?

"There's a difference," he said. "For one, movies and movie theaters have a good history of policing themselves about who can see what. Anecdotally most people assume there is a law saying you can't go see an R rated movie if you are under a certain age."

"The video game industry doesn't have a good history of keeping adult video games out of childrens' hands. We don't anticipate having a similar campaign for movies because of the lack of enforcement (of ratings for) video games."

At least he's up front about his ignorance of the system.

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Wed, 28 Mar 2007 18:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=247892&view=rss&microfeed=true
<![CDATA[ Can Online Games Attract Child Molestors? ]]> liveheadsex.jpgIn sharp contrast to the overblown Pictochat story we I discussed a few weeks back, Seattle's ABC affiliate KOMOTV aired a story regarding the dangers of children playing online games via XBox Live. The report explores voice chat filters and ease of communications between children and adults, and the possibility of a predator forming an online relationship with an unsuspecting child. They give several examples of incidents that have occurred, and even went as far as to demonstrate using Phantasy Star Universe. They created a young girl character and were bombarded with offers of money for sex or pics. Many of them might have been idiots joking around, but how many weren't?

The reporter doesn't overly resort to scare tactics and drama, and she doesn't condemn Microsoft in any way...in fact, she points out the parental controls the 360 has built in, urging parents to use them as intended.

A few weeks back I was talking to a computer forensics expert who told me the story of a young girl who played over Xbox live. She had several friends, and one day one of them offered to have his father drop off a copy of a game so they could play it together. The 'father' showed up, asked if her parents were home, and then raped and killed her. Some of you are thinking the girl was just stupid, and you're right. Kids are stupid. It's why they need adults around. To keep things like this from happening.

Don't even get me started on PC MMO games.

The bottom line here is that unless parents take an active role in their children's gaming, having their kids hear some bad words or a see nipple flash here or there is the very least of their worries.

Online gaming world a forum for sex predators [KOMOTV.com - Thanks Nezumi]

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Thu, 22 Feb 2007 12:20:03 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=238876&view=rss&microfeed=true
<![CDATA[ GameStop Doles Out The M-Rated Harshness ]]>

GameStop managers and employees better be on their toes the next time an 8 year-old comes in to pick up a copy of The Guy Game. In a conference call late last week, corporate explained the new policy on M-Rated game sales to minors. In short, you're fired. Not only are you fired, but your manager? Also fired. I am assuming that afterwards they send someone to your house to fire your family. Then they hunt down any one you ever loved, regardless of whether that love was reciprocated or not.

I've confirmed the new policy with a local store, at least up to the manager bit. This is meant to make sure that GameStop managers, some of which are famous for not knowing jack about video games, keep their peons who know so much they figure they can be a stand in for the ESRB in line. "This is rated M, but it's mainly just shooting aliens and a couple bad words. Here you go lil' Timmy." That sort of thing. I've seen it happen many times. Hopefully won't be seeing it happen ever again.

This policy takes a load of responsibility off of parents, who can now go back to worrying about more important things, like getting their nails done down the way after they drop their children off at GameStop for an unofficial babysitting session.

GameStop: Sell an M-rated game to a minor, enjoy unemployment [Destructoid]

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Wed, 07 Feb 2007 10:40:36 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=234662&view=rss&microfeed=true
<![CDATA[ A Special Message From Take-Two ]]>

Grand Theft Auto developer Rockstar's parent company Take-Two Interactive wants to remind parents this holiday season to pay special attention to the ESRB ratings on games they buy for their children.

"The holidays are a reminder for all of us to be aware of the ESRB rating when purchasing video games as gifts," said Paul Eibeler, Take-Two President and Chief Executive Officer. "Just as some movies are rated R, some games are rated M because they are intended for ages 17 and older - gift givers need to keep this in mind."

I thought the holidays were a reminder of the love of family and friends, good will towards men, and certain religious observances, but Eibeler heads a major gaming company so we'll run with it. The announcement is accompanied by explanations of each rating, as well as a convenient listing of Take-Two titles available this holiday season, as if to say, "We care, now buy our stuff!" Not sure how well this will reach parents, but it is an excellent press release for the next time someone accuses them of corrupting the youth of America. See for yourself, after the jump!

Take-Two Reminds Parents to Check the ESRB Rating When Purchasing Games This Holiday Season

NEW YORK—(BUSINESS WIRE)—Take-Two Interactive Software, Inc. (NASDAQ:TTWO) today reminds parents, grandparents or anyone planning to give video or computer games this holiday season to utilize both parts of the Entertainment Software Rating Board (ESRB) rating system - age ratings and content descriptors - to help them choose age appropriate titles.

"The holidays are a reminder for all of us to be aware of the ESRB rating when purchasing video games as gifts," said Paul Eibeler, Take-Two President and Chief Executive Officer. "Just as some movies are rated R, some games are rated M because they are intended for ages 17 and older - gift givers need to keep this in mind."

Mr. Eibeler concluded, "At Take-Two, we strongly support efforts to keep games intended for an adult audience away from children and encourage anyone concerned about game content to support the awareness and enforcement of the rating system. I am encouraged by the efforts of the industry, Sony, Microsoft, Nintendo, and our retail partners who are undertaking efforts to raise awareness about the changes in the video game industry and to promote a broader understanding of the ESRB rating system."

Take-Two's holiday lineup includes: Grand Theft Auto: Vice City Stories for the PSP (PlayStation Portable) system (rated M); Bully for PlayStation 2 computer entertainment system (rated T); Grand Theft Auto: The Trilogy for PlayStation 2 (rated M); NBA 2K7 for the Xbox 360 and Xbox video game and entertainment systems from Microsoft and PLAYSTATION 3 and PlayStation 2 computer entertainment systems (rated E); NHL 2K7 for the Xbox 360, Xbox, PLAYSTATION 3 and PlayStation 2 (rated E10+); College Hoops 2K7 for the Xbox 360, Xbox and PlayStation 2 (rated E); Family Guy for PlayStation 2, Xbox, and PSP (rated M); Sid Meier's Railroads! for PC (rated E); Civilization Chronicles for PC (rated E-E10+); Dungeon Siege: Throne of Agony for PSP (rated T); Stronghold Legends for PC (rated T); Deal or No Deal for PC (rated E); Family Feud for PlayStation 2, PC and Game Boy Advance (rated E); and Dora the Explorer: Dora's World Adventure! for Game Boy Advance (rated E).

About the ESRB rating system

The ESRB ratings are designed to provide information about video and computer game content, so you can make informed purchase decisions. ESRB ratings have two equal parts: rating symbols suggest age appropriateness for the game, and over 30 content descriptors indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern. To take full advantage of the ESRB rating system, it's important to check both the rating symbol (on the front of the game box) and the content descriptors (on the back of the game box).

EARLY CHILDHOOD

Titles rated EC (Early Childhood) have content that may be suitable for ages 3 and older. Titles in this category contain no material that parents would find inappropriate.

EVERYONE

Titles rated E (Everyone) have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.

EVERYONE 10+

Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.

TEEN

Titles rated T (Teen) have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language.

MATURE

Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language.

ADULTS ONLY

Titles rated AO (Adults Only) have content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity.

For a complete list of and definitions for ESRB rating categories and content descriptors, please visit www.esrb.org/ratings/ratings_guide.jsp.

For more information about the rating system, please visit the ESRB web site at www.ESRB.org.

About Take-Two Interactive Software, Inc.

Headquartered in New York City, Take-Two Interactive Software, Inc. is a global developer, marketer, distributor and publisher of interactive entertainment software games for the PC, PlayStation game console, PlayStation 2 and PLAYSTATION 3 computer entertainment systems, PSP (PlayStation Portable) system, Xbox and Xbox 360 video game and entertainment systems from Microsoft, Nintendo GameCube , Nintendo DS and Game Boy Advance. The Company publishes and develops products through its wholly owned labels Rockstar Games, 2K and 2K Sports, and Global Star Software; and distributes software, hardware and accessories in North America through its Jack of All Games subsidiary. Take-Two's common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at www.take2games.com.

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Mon, 18 Dec 2006 13:40:17 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=222563&view=rss&microfeed=true
<![CDATA[ Lieberman and Clinton Team With ESRB ]]>

Some of the most prominent figures in gaming politics are gathering today on Capitol Hill to announce the launch of a nationwide television game ratings awareness campaign. Senators Clinton and Lieberman will join ESA president Doug Lowenstein, and ESRB president Patricia Vance for a press conference today at 3PM Eastern. Also attending will be GameStop President Steve Morgan and Best Buy President Brian Dunn, both of whom will be appearing in ad campaign.

What this boils down to is politicians, retailers, and the gaming industry combining their efforts to make sure parents understand the rating system on the heels of a disappointing MediaWise Video Game Report Card. Despite Activision's recent survey results, parents either don't know about or don't care about the games their children play. While the campaign will certainly raise awareness, I'm not sure it can do anything about apathy.

BREAKING: Senators Hillary Clinton & Lieberman to Participate with ESRB Ad Blitz [GamePolitics.com]

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Thu, 07 Dec 2006 10:40:41 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=220009&view=rss&microfeed=true
<![CDATA[ Activision Surveys Parents on the ESRB ]]>

An Activision survey released today found that an overwhelming 84% of parents surveyed were very familiar with the ESRB ratings system, with 79% saying they pay very close attention to the ratings of games their children play. In other just as accurate yet completely unrelated surveys, 95% of people in prison are not-guilty, 97% of men could have sworn she was 18, and 100% of women don't have sex on the first date.

You can go ahead and read the rest of the results after the jump, but the numbers really don't mean all that much. If I believed people answered surveys truthfully that would be one thing, but what parent is going to tell complete strangers that they don't pay attention to what their children are doing? The only way you are going to get accurate reports about parents and the ESRB would be to observe them without being seen, and for that you need ninja. Unfortunately all ninja are on holiday right now, so we get stuck with reports like this one, after the jump.


Activision Survey Reveals Strong Majority of Parents Find ESRB Videogame Ratings Highly Effective and Influential

Eight in Ten Parents of Videogamers are Very Familiar With ESRB Ratings and Pay Close Attention to Them

Nearly Three Quarters of Parents Are Comfortable with Videogames as Part of Their Family's Life; Over Half Play Videogames with Their Children

SANTA MONICA, Calif.—(BUSINESS WIRE)—Parents overwhelmingly agree that the Entertainment Software Rating Board (ESRB) rating system is a highly effective and influential tool for determining what videogames are appropriate for their children to play, according to a national survey released today by Activision, Inc. (Nasdaq: ATVI) as part of Activision's "Ratings Are Not a Game " educational initiative.

With the holiday shopping season underway, the survey was conducted by The Harrison Group to help determine the awareness and influence of the ESRB rating system among videogamers and their parents.

Among the key findings:

* Eighty-four percent of parents said they are very familiar with the ESRB ratings system, compared to 65 percent of children ages 8-17 who indicated the same.
* Nearly eighty percent of parents (79%) revealed that they pay close attention to the ESRB ratings on videogames, especially those parents with children ages 8-12 (89%).
* More than two thirds of parents (68%) believe the ESRB ratings system is effective in helping them determine whether a specific game is appropriate for their child.
* A majority of parents (56%) cited a game's ESRB rating as their top purchase influencer when considering whether to buy a videogame for their children, more than any other factor.
* Parents said they actively research over half (52%) of all videogames prior to approving purchase for their children - including reading game reviews/previews or visiting gaming websites.

The study also showed that a strong majority (74%) of parents feel that videogames are part of their family's life and that they are very comfortable with this. In fact, 58 percent of parents surveyed said they play videogames themselves, and among those players, 52 percent of their videogame playing time is spent with their children. Moreover, even when playing videogames by themselves, half of that time (49%) is spent playing their children's games.

"We were delighted to learn that parents and their children are very familiar with the ESRB ratings system, but it was even more gratifying to see that such a large majority of parents are aware of, researching and active in their children's videogame purchasing and playing," said Robin Kaminsky, EVP of Publishing for Activision. "Activision strongly supports the ESRB rating system, which we believe is the most comprehensive tool parents can use to determine which games are appropriate for their children. Looking ahead, these results will help strengthen our efforts to raise greater awareness among both parents and young people of why 'Ratings Are Not a Game.'"

"Video game ratings can only be effective if consumers understand the ratings and use them when making purchasing decisions for their families, and this study shows that parents greatly rely on and value the ESRB ratings in helping them decide which games to allow their children to play," said Patricia Vance, ESRB President. "The ESRB commends Activision on its 'Ratings Are Not a Game' educational initiative and its outstanding efforts to educate consumers about video game ratings."

The Entertainment Software Rating Board is a non-profit, self-regulatory body established in 1994 by the Entertainment Software Association (ESA) that independently assigns ratings, enforces advertising guidelines and helps ensure responsible online privacy practices for the interactive entertainment software industry.

ESRB ratings are designed to provide information about videogame content to help consumers determine a game's suitability and to aid parents in making informed purchasing decisions. ESRB raters rate games part-time, are selected from a broad and diverse pool of adult applicants, tend to have experience with children, and are screened to ensure they have no ties with or connection to the video game industry.

ESRB ratings, which are found directly on the front and back of a game's packaging, have two equal parts. Six main rating categories suggest age appropriateness for a game, while content descriptors indicate a range of over 30 different potential elements that may have triggered a particular rating and/or may be of interest or concern, such as violence, sex, humor, language and the use or depiction of controlled substances.

Content ratings also take into consideration how these elements are depicted, in addition to their frequency, intensity and context. Due to the unique interactive characteristics of videogames, the ESRB rating system also takes into account elements such as the reward system and the degree of player control, both of which can affect which rating category and content descriptors are ultimately assigned to the game. For more information on the ESRB rating system, go to www.esrb.org.

In a 2001 report to Congress, the Federal Trade Commission found the ESRB rating system to be more comprehensive than the rating systems used for movies and music, noting that "there is much in the game industry's rating disclosure requirements that merits duplication by others." Additionally, in September 2004, the Kaiser Family Foundation released a national survey of parents that found the ESRB ratings system to be the most useful of all of entertainment rating systems.

Methodology

For the Activision ESRB survey, 1,014 online interviews were conducted among a nationally-representative group of videogame players ages 8 to 24 and their parents. The research was conducted between September 21 and September 28, 2006 by the Harrison Group, a strategic marketing consulting and research services firm (www.harrisongroupinc.com).

Comments from Robin Kaminsky regarding the ESRB survey results are available at www.thenewsmarket.com/activision. Media can preview and request broadcast-standard video digitally or by tape at no cost from this site.

—-—

What confuses me here is how this survey directly conflicts the 11th Annual MediaWise Video Game Report Card, which didn't even bother grading parents on following the guidelines of the ESRB for fear of getting them angry.

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Tue, 05 Dec 2006 11:40:28 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=219381&view=rss&microfeed=true
<![CDATA[ Reuters Reporter Talks SL, His Parents ]]>

Second Life is the new internet, says embedded Reuters reporter Adam Pasick, whose SL name is Adam Reuters. The news outlet is just one of many descending on the virtual landscape, which is an appealing 3D successor to the net. Pasick will be bringing in real life Reuters news as well as writing news stories for SL residents and covering the community. And what about those who are hesitant to enter? Pasick says:

I've found the best way is to get them in front of a computer and show them. My parents love it now. They have avatars and hang out in the Reuters building.

And that's a good thing?

SL Reuters Reporter [C|Net]

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Fri, 27 Oct 2006 07:22:53 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=210543&view=rss&microfeed=true
<![CDATA[ Rocky: ESRB Scores 100 Percent ]]>

It's been about a month since the Entertainment Software Ratings Board launched their Commitment to Parents initiative.

I recently spoke with board president Patricia Vance for a story I was working on for the Rocky Mountain News about how the program was going.

Vance says that more retail chains will be joining the program soon and that the ESRB is about ready to launch the first in what will become a biannual mystery shopper audit of member stores.

Right after the program was announced in June, the Rocky sent a 15-year-old boy to four stores in the Denver area and one in Colorado Springs to see how the system was working. None of the stores sold the teen a copy of Grand Theft Auto: San Andreas.

Vance said she wasn't surprised:

"When you look at the issue of how kids are getting games that are treated as being perhaps unsuitable for them, in a vast percentage, it's the parents who have purchased the game. "It all boils down to parental responsibility."

I think the system in place is a good one, but I was surprised. I really thought at least one clerk would give up the game. Vance suggested we go back to the stores and try to get the same teen to buy an R-rated DVD and CD with an Explicit Lyrics sticker on it.

Yeah, I bet he would have had no problem there.

Board Builds Its Rating Muscles [RMN]

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Fri, 21 Jul 2006 17:43:54 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=189143&view=rss&microfeed=true
<![CDATA[ Gaming: I Learned It By Watching You, Alright! ]]> Dad 'n Me!Buzzword alert! The "intergenerational market" is flourishing, according to the Philadelphia Inquirer (and some folks at Microsoft) meaning that the NES generation is growing up, making babies, and playing video games with those little runts. It seems that playing with the kids is becoming a real factor in our lives, with many gamer moms and dads logging an average of 9 hours a month spending quality frag time with their offspring.

Soon, Mario Party and Karaoke Revolution will replace those dusty old board games we were forced to play as children. You damn kids! You don't know how good you got it!

Passing the joystick to a new generation [Philadelphia Inquirer]

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Sun, 05 Mar 2006 13:33:27 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=158466&view=rss&microfeed=true