<![CDATA[Kotaku: parents]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: parents]]> http://kotaku.com/tag/parents http://kotaku.com/tag/parents <![CDATA[SOE Assures Parents It's Okay To Play Free Realms]]> In advance of the release of their family-friendly online multiplayer game Free Realms, Sony Online Entertainment has release a booklet explaining the benefits that games like Free Realms offer children.

"Let The Kids Game" is the title of the booklet, now available via SOE.com and WhatTheyPlay.com, which details all of the good that can come from playing video games such as Free Realms. It includes information from the likes of WhatTheyPlay.com's John Davidson and Cheryl Olson, Sc.D., co-author of the book Grand Theft Childhood, explaining the oft-overlooked benefits of our hobby, including improvements in vision, social interaction and visuospatial cognition. The brochure also touts the positive effects of gaming on family interaction, as well as the leadership qualities often instilled by operating in an online game guild.

In short, it's quite okay for your children to play Free Realms. The creators of Free Realms say so.

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<![CDATA[Wrestling Video Game Blamed For Child's Parachuting Death]]> Friends of 9-year-old Damori Miles of Brooklyn, New York, claim the boy was imitating moves from WWE SmackDown vs Raw when he jumped off of his apartment rooftop to his death wearing a makeshift parachute.

The boy's was found on the ground outside his apartment building at 7pm on Tuesday night, wrapped in the string and plastic he used to try and recreate a parachute in order to dive off of his thirteen story apartment building. He died an hour later at the Interfaith Medical Center. It's a tragic story, made even more upsetting by the amount of focus the video game angle is being given by the mainstream media. The source is one of Damori's friends, 11-year-old Shakar Murrel.

"He tried to do a swan dive like Jeff Harding does in 'SmackDown.' That was his favorite game. He played it all the time," Shakar said. "That was what he was trying to do. If I would have seen him up there, I would have told him not to do it."

From this we get headlines like the New York Daily News' "9-year-old Damori Miles dies in jump off Brooklyn apartment, may have been imitating video game", and "Boy fond of video game wrestler's swan dives makes plastic parachute, takes NY roof death leap" from News Channel 3 in Norfolk, Virginia. Even the wrestling news sites are picking up the story, with the Wrestling World News reporting "9-Year-Old Boy Dies When Imitating A Move Off SmackDown vs. Raw 2009; WWE Responds".

And what was the WWE's response? Along with pointing out that no WWE or RAW characters jump off of roofs wearing parachutes, WWE spokesman Robert Zimmerman had the following to say:

"The death of Damori Miles is a tragedy and our condolences go out to his family," he said. "We should allow the authorities to conduct a full investigation... including insecure roof access, before conclusions are made about this unfortunate incident."

This is the most sense the WWE has made to me in decades. The roof should have been locked. Neighbors said that an alarm should have gone off, but it had not. The boy's mother had left him alone to go to the store. A 9-year-old who had received special education instruction, left alone to his own devices.

So many other factors, yet the one aspect most of the mainstream press are picking up on is the fact that he played a wrestling video game. A video game based on a sport regularly aired on television, where the same moves are shown on a regular basis.

What I find the most telling is the fact that the New York Daily News' original story had no mention of the video game connection, simply titled "9-year-old Brooklyn boy jumps from building using makeshift parachute and dies", written by different staff writers. THe same story from two different angles.

I guess the video game angle just makes for more exciting news.

9-year-old Damori Miles dies in jump off Brooklyn apartment, may have been imitating video game [NY Daily News - Thanks Jeremy]

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<![CDATA[Microsoft: 75% Of Parents Think Gaming Is Beneficial]]> Microsoft's second annual Play Smart, Play Safe campaign survey results are in, with UK parents overwhelmingly agreeing that video games have a beneficial effect on their children and families.

Microsoft's Play Smart, Play Safe study polled children and parents in the UK on different aspects of the parent/child gaming experience. While the poll did reveal that 75% of parents feel that video games can be beneficial to their children and families, some of the other results cause me to question how many of them considered babysitting as one of those benefits. When 69% of children want their parents to be more involved in checking what games they play and 47% saying that their parents check on them either "never" or "not enough", it makes one wonder.

74% of parents feel gaming is educational. Perhaps, but not as educational as Microsoft survey results. We continue.

Parents scores have improved in several areas over last year's survey, most notably in the area of awareness of parental controls (73%) and feeling they are personally responsible for checking age ratings (94%). Of course, looking at the children's numbers above, things still don't quite add up. Add to that the fact that 96% of children are aware of parental controls, with 92% aware of rating systems as opposed to their parents 60%, there's obviously a communication issue happening here. Even with all of the parental awareness, 64% admit they sometimes let their children play games outside of their age range. Tsk.

76% of UK children are playing online games at least once a week, which has 43% of parents understandably worried that their children are interacting with people older than they are online. The fact that 95% of children say they've not encountered anything that worried or frightened them while gaming should calm parents down a bit, until they realize that the number indicates that 5% of children have encountered scary things online.

So what do all of these numbers tell us? Parents are becoming more and more aware of age rating systems and parental controls, but don't seem to be worried about them, despite knowing it's their responsibility to do so. That, and older men and women in the UK aren't doing enough to scare young children in online games.

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<![CDATA[Obama Talks Gaming During Congressional Address]]> Just because President Barack Obama is a verified gamer doesn't mean he supports irresponsible gaming. During last night's Congressional address, the President re-iterated his firm stance on parenting over gaming.

Obama's comments during last night's address closely echo comments he made during his presidential campaign, in which he urged parents to actually be parents, rather then letting outside elements such as video games and television raise their children.

In the end, there is no program or policy that can substitute for a mother or father who will attend those parent/teacher conferences, or help with homework after dinner, or turn off the TV, put away the video games, and read to their child. I speak to you not just as a president, but as a father when I say that responsibility for our children's education must begin at home.

Once again, the President's words do not condemn gaming or television, but rather parents that use the activities to keep their children occupied, rather than spending time with them. Not sure what this whole reading thing is about though. Are parents supposed to bring a laptop with them when they tuck their children in?


In First Major Address to Congress, Obama Once Again Links Video Games to Academic Underachievement
[Game Politics]

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<![CDATA[Family Gaming Awards Play The Age Card]]> UK site Game People takes a slightly different approach to video game awards, breaking games down into life stages instead of the more traditional console or genre distinctions.

The Family Gaming Awards consist of six different categories - Infants, Juniors, Students, Workers, Parents, and Seniors - along with an award given to the overall best game based on sheer number of votes. This leads to the inclusion of games you won't see represented in the more traditional awards, such as Family Ski Wii, winner of the Infants category, or Mario and Sonic at the Olympics, which was tops among Juniors. Stupid, stupid Juniors.

The big winner this year is EA's Mirror's Edge, which topped off the Workers category while garnering the most votes overall. Check out the full award listing below, where it is revealed that old people enjoy paying for their game demos.

Family Gaming Awards Results 2008

http://www.gamepeople.co.uk/paulgovan_ageawards.htm

Mirror's Edge wins the overall award in Game People's 2008 Age Awards. Having been nominated in their Workers category it managed to accrue many more reader votes than other short listed games.

These Video Game Age Awards are a little different as they look to highlight games that are best suited to specific groups of gamers by their age and stage of life.

The full run down of the winners (voted on from games nominated in 2008 - http://www.gamepeople.co.uk/paulgovan_ageawards_2008nominations.htm) is as follows:
Infants: Family Ski Wii
Juniors: Mario and Sonic at the Olympics Wii
Students: Super Smash Brothers Brawl Wii
Workers: Mirror's Edge PS3
Parents: Sing Star PS3
Seniors: Gran Turismo 5 Prologue PS3

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<![CDATA[AOL Schools Parents On Gaming At PlaySavvy]]> AOL has officially launched PlaySavvy.com, a new website aimed at informing curious parents about the games their children play and generating revenue from ads aimed at this lucrative demographic.

PlaySavvy.com will provide features such as Gaming 101, a comprehensive guide to ratings, parental controls, and online gaming, as well as reviews, pertinent gaming news, and information on how to access the tools essential to being a game-savvy parent.

"Playing video games is one of the top pastimes for children these days, almost more than watching TV. We created AOL PlaySavvy to help parents navigate through all the gaming information out there in order to decide what’s appropriate for their children," said Libe Goad, Editor-in-Chief, AOL PlaySavvy. "In addition, PlaySavvy provides advertisers the opportunity to reach this targeted user base by creating appealing campaigns around the content.”

See? The advertising emphasis wasn't ours. Hit the jump for the full press release, or just visit PlaySavvy.com to see for yourself how AOL plans to learn them parents.

AOL Launches PlaySavvy.com

New Site Serves as Gaming Resource for Parents

NEW YORK—(BUSINESS WIRE)—AOL announced the launch of AOL PlaySavvy.com, http://www.playsavvy.com, a new site that targets parents of children ages 5-17 and helps them decipher the world of games, both PC and console. PlaySavvy also helps parents stay aware of their kids’ entertainment choices including assisting them in making informed decisions about buying games for their children. The PlaySavvy.com launch is a continuation of AOL’s overall programming goal to offer consumers interactive and engaging experiences with relevant sites that target people’s passion points. This year, AOL launched several targeted sites including ParentDish.com, http://www.parentdish.com, Lemondrop.com, http://www.lemondrop.com, WalletPop.com, http://www.walletpop.com, and Holidash.com, http://www.holidash.com.

"Playing video games is one of the top pastimes for children these days, almost more than watching TV. We created AOL PlaySavvy to help parents navigate through all the gaming information out there in order to decide what’s appropriate for their children," said Libe Goad, Editor-in-Chief, AOL PlaySavvy. "In addition, PlaySavvy provides advertisers the opportunity to reach this targeted user base by creating appealing campaigns around the content.”

PlaySavvy will provide the following features:

Gaming 101 – PlaySavvy editors help parents understand game ratings and where to find them on a game box, how to use parental controls on the game systems, offer tips on what online games and web sites are safer for children, and provide advice for first time buyers on the differences between video game systems and which one is most appropriate for their family.

Parent Q&A – Consumers can ask questions about games and get real-time answers from a panel of real-life parents.

Reviews – Video game experts provide reviews ranging from how appropriate to how fun a game is for kids.

Relevant How-To Articles – PlaySavvy staff helps guide parents through the video game wasteland including common issues on hot-button topics such as content and safety.

AOL has long been a leader in the Parental Controls space, pioneering the idea of online safety for children when it began offering a robust set of tools designed to help parents keep their children safe online. In September, AOL launched SafetyClicks.com, http://www.safetyclicks.com, a new online safety education Web site, and introduced an improved version of its free, downloadable parental controls software, http://parentalcontrols.aol.com, that is designed to give parents the tools they need to help protect their children from inappropriate or dangerous online material.

AOL Games experienced 41% unique visitors growth, 62% page view growth and 54% engagement growth year-over-year, according to October 2008 comScore Media Metrix. AOL Games also runs GameDaily.com, http://www.gamedaily.com, and BigDownload.com, http://www.bigdownload.com.

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<![CDATA[MediaWise's 2008 Game Buying Guide - To Buy, Or Not To Buy?]]> Along with the NIMF Annual Video Game Report Card comes the annual MediaWise Video Game Buying Guide, which instructs parents on which games to buy for their children and which to avoid like the plague.

Basically it is a list of video games split into two categories: "Great Games for Kids" and "Games to Avoid." They've enhanced the guide this year by adding descriptive paragraphs after each title, along with further splitting the recommended games up by ratings.

The list reads as you'd expect. High School the Musical is good, Nancy Drew, Hasbro Game Night, and some sports games. They've included LittleBigPlanet, which they've obviously never played with me on the headset. The "Games To Avoid" section is totally off though. Gears 2? Resistance 2? Those are great titles! I agree that everyone should avoid Legendary and Blitz the League II, but otherwise completely inaccurate. Hit the jump for the full list, but beware - major spoiler in the Silent Hill: Homecoming listing.

GREAT GAMES FOR KIDS

Recommended E-rated Games

All Star Cheer Squad
sends players through a year in the life of a cheerleader. Players learn cheers, create routines and attend practices with the ultimate goal of being the captain of cheer camp’s champion squad. When used with the Wii console, players can use the Balance Board to incorporate movement and exercise into their game play. Available on Nintendo DS and Wii.

Animal Crossing: City Folk begins with players setting out to live life in a colorful virtual town filled with something different to do and new people to meet at every turn. Time passes in 24-hour increments and can be set up to mimic real life down to the minute. Available on Wii.

FIFA Soccer 09 has received praise for giving gamers near-perfect control over movement and feel. For example, bigger players are more likely to use their strength, while smaller players rely on quickness. Gamers can also create a custom player and develop their skills over a four-season period. Available on Nintendo DS, PC, PlayStation 2, PlayStation 3, PlayStation Portable, Xbox 360 and Wii.

Hasbro Family Game Night lets parents and children come together to play classic Hasbro board games with new age video game technology. Players can create their own game room filled with familiar Hasbro originals with a new twist. Games include: CONNECT FOUR Power Chips, BOGGLE Portal Cubes, Reverse YAHTZEE and BATTLESHIP Barrage, among others. Available on PlayStation 2 and Wii.

High School Musical 3: Senior Year DANCE! lets fans experience the energy, fun and music of the High School Musical movies. Gamers can choose to be their favorite character from the movie or create their own player. Either way, High School Musical fans will enjoy dancing to 29 songs from the movies alongside their favorite characters. Compete with friends in dance-offs or play together in dance duo. Available on Nintendo DS, PC, PlayStation 2, Xbox 360 and Wii.

LittleBigPlanet is a revolutionary game that requires both brains and teamwork to explore, collect and solve puzzles. The most anticipated feature is the ability to build entire levels, which can be shared throughout the world via the PlayStation Network. NOTE: Although the game’s included content comes with an E-rating and is suitable for children, not all player-generated content is appropriate. Parents should monitor and be aware of the levels their children are accessing on the PlayStation Network. Available on PlayStation 3.

Nancy Drew: The Haunting of Castle Malloy finds Nancy travelling to Ireland to be the maid of honor at her best friend’s wedding. The groom goes missing and Nancy has to track him down by interviewing characters, solving puzzles and collecting tokens to pay for clues from the fortune teller. This game has complex characters and plot lines without unnecessary violence. Available on PC.

NBA LIVE 09
is the fourth edition to the NBA Live line of games. The game lets players work toward their dream of becoming NBA superstars. One of the most exciting aspects is the Live Dynamic DNA. This feature allows the player to update the game to match the NBA player’s real life performance. Available on PlayStation Portable, PlayStation 2, PlayStation 3, Xbox 360 and Wii.

NCAA Basketball 09 is a new title for the popular NCAA March Madness franchise. The game offers a new feature, which challenges gamers to replicate a school’s style of play by rewarding players for accurately playing with the same method and tempo as the real-life teams. NCAA Basketball 09 will also feature Division I coaches providing real-time, in-game instruction and feedback to help players mimic their team’s style of gameplay. Available on PlayStation 2, PlayStation 3 and Xbox 360.

Samba de Amigo gives a new twist to the music game genre. Players shake maracas to the tune of catchy Latin beats with the goal of matching the designated height and patterns in rhythm with the music. Available on Wii.

Recommended T-rated games


Guitar Hero World Tour
is expanding with drums and a microphone for its latest edition of the game allowing for a complete four-piece band (previous versions included guitar and bass instruments). The new guitar has a touch pad located on the neck that allows a player to alter notes by sliding up and down the strip. It is rated T for lyrics and mildly suggestive themes. Available on PlayStation 2, PlayStation 3, Xbox 360 and Wii.

Rock Band 2 brings back everything that was popular in the original Rock Band adding 84 new songs from AC/DC, Metallica, The Talking Heads, Journey, Modest Mouse and others. Players can still enjoy their original Rock Band favorites by transferring their previously downloaded songs to the new game. Rock Band 2 also introduces a new online mode. The game is rated T for lyrics and suggestive themes. Available on PlayStation 2, PlayStation 3, Xbox 360 and Wii.

Rock Revolution
is the latest addition to the rock n’ roll game genre. Similar to Guitar Hero and Rock Band, players channel their inner rock stars by playing drums, guitar or bass. One add-on to this game is the Jam Mode that allows players to create their own music. This game is rated T for lyrics and tobacco reference. Available on Nintendo DS, PlayStation 3, Xbox 360 and Wii.

Shaun White Snowboarding*
allows players to test their boarding skills on four massive mountains. As you get better you can purchase new boards that will give you better speed and more air. The game is rated T for lyrics, mildly suggestive themes and mild violence. Available on Nintendo DS, PlayStation 2, PlayStation 3, PlayStation Portable, Xbox 360 and Wii.

Spider-Man: Web of Shadows
allows players to explore in a free-roaming, open-ended environment. Gamers can choose to play as the red, heroic, web-slinging Spiderman or the precarious and destructive black anti-hero Spiderman. Web of Shadows is rated T for animated blood, drug references, mild language, mildly suggestive themes and violence. Available on Nintendo DS, PC, PlayStation 2, PlayStation 3, PlayStation Portable, Xbox 360 and Wii.

Games to Avoid

Blitz The League II
is not your friendly football video game. Players can target which part of their opponent they wish to demolish. Steroid and drug use is encouraged, and wins are celebrated with hookers in a hotel room. The game is rated M for blood and gore, strong language, suggestive themes, use of drugs and violence. Available on PlayStation 3 and Xbox 360.

Dead Space
is one of the latest titles in the survival horror genre of video games. The setting is hundreds of years in the future after mankind has used all of earth’s natural resources. During the mission players, stranded on a crippled vessel, must destroy nightmarish creatures while trying to rescue any survivors and escape the ship. If caught the creatures will not just kill you, but dismantle your limbs and decapitate you. Dead Space is rated M for blood and gore, intense violence and strong language. Available on PC, PlayStation 3 and Xbox 360.

Fallout 3 is set in a post-nuclear world. The survivors must navigate their way through a world with giant insects, raiders, slavers and super mutants. Player’s kill whatever is in their path with guns and explosives. This game is rated M for blood and gore, intense violence, sexual themes, strong language and drug use. Available on PC, PlayStation 3 and Xbox 360.

Far Cry 2 is set in an unnamed African country being torn apart by two warring groups. The gamer’s mission is to kill The Jackal, an arms dealer who is supplying to both sides of the conflict. Blowing peoples heads off is a regular occurrence in this game. The game is rated M for blood, drug references, intense violence, sexual themes and strong language. Available on PC, PlayStation 3 and Xbox 360.

Gears of War 2 finds Marcus Fenix and the Delta Squad battling the Locust Horde for the survival of humanity. The game’s main weapon is the Lancer Assault Rifle, which combines a rifle with a chain saw. The game is rated M for blood and gore, intense violence and strong language. Available on Xbox 360.

Left 4 Dead finds the player in a city where a new and highly powerful rabies virus is quickly spreading. Victims become grotesquely disfigured and launch vicious attacks on the uninfected. In this co-operative multiplayer action game the gamers fight for survival. The game is rated M for blood and gore, intense violence, and language. Available on PC and Xbox 360.

Legendary is the story of Charles Deckard, a thief who breaks into a New York museum and opens what turns out to be Pandora’s Box, unleashing all of the world’s evil and destroying all humans in its path. Deckard must defeat the newly unleashed beasts and reseal Pandora’s Box to make society safe once again. Legendary is rated M for blood and gore, and intense violence. Available on PC, PlayStation 3 and Xbox 360.

Resistance 2 finds Nathan Hale fighting the same Chimera alien race he did in the original Resistance game. This version is set in the United States instead of Europe. The Chimera obliterates cities and kills civilians by the thousands. The game is rated M for blood and gore, intense violence and strong language. Available on PlayStation 3.

Saints Row 2 is the second edition to the open-world, gang-affiliated, shoot ‘em up game series. This game has expanded with new locations to explore and new vehicles to steal including motorcycles, boats, helicopters and planes. In the game, the player can choose to beat up strippers, slit rival game members throats, shoot cops and more. Saints Row 2 is rated M for blood and gore, intense violence, sexual content, strong language and use of drugs. Available on PC, PlayStation 3 and Xbox 360.

Silent Hill: Homecoming is a “first-person shooter” game. The gamer plays Alex Shepherd, a recently discharged soldier who returns home to Shepherd’s Glen. He finds that people are disappearing, the streets are shattered and strange creatures are roaming the town. Near the end the player is faced with a choice to shoot his mother in the head or let the rack rip her in half. The game is rated M for blood and gore, intense violence, language and sexual themes. Available on PC, PlayStation 3 and Xbox 360.

The 2008 MediaWise Video Game Buying Guide [MediaWise]

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<![CDATA[NIMF's 2008 Report Card Praises Industry, Scolds Parents]]> The Nation Institute on Media and Family have issued their annual Media Wise Video Game report card on how parents and the industry deal with game ratings, and once again the industry wins.

While the report issued an "A" to the ESRB for their new rating summaries and a "B+" to retailers for following rating policies, parents were issued an "Incomplete" grade due to them not familiarizing themselves with ratings, utilizing built-in parental controls, or basically giving a damn what their children do on the video game box as long as it lets them enjoy their gin and tonic in peace. Back when I was in high school, and "Incomplete" grade really meant that you had failed, but the teacher was afraid of you.

Interestingly enough, the official press release closes with a warning about video game addiction, citing that a growing number of experts consider compulsive gaming to be a real problem. I just don't know who to listen to anymore.

Report Credits Gaming Industry for Efforts, Tells Parents to Step-Up

National Media Organization’s 13th Annual Video Game Report Card Finds Gaming a Larger Part of Family Life, Parents Need New Tools

Minneapolis — Released today, the National Institute on Media and the Family’s 13th Annual MediaWise® Video Game Report Card highlighted the growing trend of gaming in family life, improvements made by retailers to keep inappropriate games out of children’s hands and efforts made by the gaming industry to tackle childhood obesity and academic achievement.

“For 13 years, the National Institute on Media and the Family has been asking the video game industry and retailers to take responsibility to keep mature-rated video games away from kids,” said Dr. David Walsh, president and founder of the National Institute on Media and the Family. “This year the industry has improved its ratings enforcement and given parents new tools when choosing the right video game for their child. That’s a significant step in the right direction.”

The report card showcased a recent Federal Trade Commission report that found only 20 percent of kids who tried to purchase M-rated (mature) games from retailers were successful. This shows improvement from 2003, when 55 percent were able to buy M-rated games. In addition to retailers’ efforts, the Entertainment Software Rating Board (ESRB) recently launched online rating summaries that give parents additional information, available on a mobile-phone-friendly Web site, explaining why the game received the rating.

The report issued this year’s grades to parents, retailers and the ESRB for ratings enforcement and education and graded the video game industry’s parental controls and marketing tactics. The grades include:

“Incomplete” for parental involvement as too many parents are not using information like game ratings, parental controls and screen time limits provided by retailers and console makers; “A” for the ESRB’s ratings and its new ratings summaries; and “B+” for retailer policies, as an 80 percent enforcement rate shows significant progress with some room for improvement.

“Now that we parents have the information and tools we need we have to step up and do our jobs. There are still too many kids playing M rated games and too many kids playing for too long. That’s why this year’s report card assigns a grade of ‘Incomplete’ to parents,” continued Walsh.

To help parents, this year’s report card features a Parent’s Guide to Video Games along with the annual list of recommended games for kids as well as games to avoid.

“Video games have become a staple in most American households as games like Wii Fit, Guitar Hero World Tour and Hasbro Family Game Night replace traditional board games and family movie nights,” continued Dr. Walsh. “But too much video game playing can lead to an unhealthy lifestyle and can be a contributing factor to childhood obesity and sliding school grades, and, in some cases, may cause video game addiction.”

Excessive, compulsive video game play bears all the hallmarks of an addiction. A growing number of addiction experts consider compulsive gaming as a real problem. In fact, there have been calls for the American Psychiatric Association to add video game addiction to the list of official mental disorders.

About the National Institute on Media and the Family
The National Institute on Media and the Family is an independent non-partisan, non-sectarian, nonprofit organization. The Institute’s mission is to maximize the benefits and minimize the harm of media on the health and development of children and families. For more information, visit www.mediawise.org.

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<![CDATA[Parents.Com's Kid-Friendly Holiday Games List]]> The folks at Parents.com have just issued their list of the Best Kid-Friendly Video Games of 2008, a quick and dirty guide to games that aren't...quick and dirty.

There are five titles on the list right now, and all of them are relatively safe choices. Kung-Fu Panda, Lego Indiana Jones, and We Ski certainly fit the bill nicely. Guitar Hero On Tour for the DS is a bit of an odd choice, seeing as the inclusion of Skid Row's "Youth Gone Wild" could possibly make youth go wild, but I suppose as long as parents are willing to take the risk. Rounding out the list is NCAA Football 2009, because every list of family-friendly games needs a football title for some odd reason, perhaps in hopes that children will drop this video game nonsense and become multi-millionaire pro athletes.

I'd list my personal choices for games to be included in the list, but let's face it - if you're on Kotaku looking for shopping ideas for your child, someone has played a horrible prank on you.

The Best Kid-Friendly Video Games of 2008 Holiday V, Toys of the Season

—(BUSINESS WIRE)—By Mike Bruno, Parents.com Contributor

We played until our fingers ached, but it was all worth it — we found five of the best kid-friendly video games (no violence or mature themes here). Whatever your kid's age or interest, you'll find the perfect gift for this holiday season.

We Ski- Wii

Age: 5+

Finally, a second game that uses the Balance Board you bought to use on Wii. We Ski uses the device to navigate the game's snow-covered mountain playground.

Why We Like It

“We Ski does an admirable job mimicking the arm movements (pull the numchuk and remote toward your body to tuck poles and increase speed) and balance techniques you actually use on the slopes,” says Bruno contributor, for Parents.com. “Plus, it supports up to four players with a split-screen multiplayer mode.”

Kung Fu Panda- Wii, Nintendo DS, Xbox 360, PS3, PS2

Age: 6-12

Po, the imaginative young panda from the computer-animated movie, takes you along on his daydream journey in which he is a kung fu warrior wielding "mad skills."

Why We Like It

A fighting game without violence, if you can believe it. Detailed graphics aptly reproduce the fanciful world that was so beautifully rendered in the film. And the Jack Black imitator is pretty spot on, too.

LEGO Indiana Jones: The Original Adventures- Wii, Nintendo DS, PS2, PS3, Xbox 360

Age: 10+

Our favorite archaeologist — in LEGO form! — runs through adventures from the first three Indy movies. Why We Like It

Once you've racked your brain figuring out the decently challenging puzzles, you're rewarded with humorous asides from the movies, like a cocky Dr. Jones reaching back for his fedora, nearly being crushed by a giant stone door in the process.

Guitar Hero on Tour- Nintendo DS

Age: 10+

The Guitar Hero franchise hits Nintendo's portable DS console without sacrificing too much of the fun game play that made the original game.

What We Like About It

The appeal is definitely in part the novelty of a shrunken-down Guitar Hero you can pull out of your pocket. The hand-sized strap-on Guitar Grip controller slips right into the DS console, enabling you engage in the same challenging rock-alongs as the original.

NCAA Football 2009- Xbox 360, PS3, PS2, Wii, PSP

Age: 7+

Just like fans of real-life football, there are gamers who insist EA Sports' college pigskin game is superior to their pro-football Madden franchise.

What We Like About It

In addition to some very cool additions to game play, '09 has also made some nice tweaks to the Dynasty mode, including an ability to enter a dynasty online and compete with up to 12 other players for the same pool of prospective students for over 60 seasons.

For more helpful tips on picking the right video game for your kids this holiday season, visit Parents.com.

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<![CDATA[New Gamestop Ad Preys On Your Worst Fears]]>

It is an advertising truism that Sex Sells, but so does fear. Whether it is fear of human odours fuelling deodorant marketing or fear of Terror selling a war, manipulating our darkest fears is a surefire way to get the public to sign on the dotted line.

Full marks then for Gamestop's latest ad which is all about the terror, with just a hint of sex underneath some TV-friendly pixellation. The horror.. THE HORROR.

The take home message is that you should always tell your relatives what you want for Christmas/Chanukah/Kwanzaa/Festivus although in this case 'new parents', 'a padlock' and 'a quantum of dignity' will doubtless edge out games consoles and gift tokens.

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<![CDATA[Study - Violent Video Games Makes Kids More Aggressive]]> It's been a while since we've had a really good "video games make our children violent" study, and I was beginning to fear we've given up on the idea, but then the story "Violent video games linked to child aggression" showed up on CNN.com this morning and my fears were completely assuaged. The story is about a study conducted by Dr. Craig A. Anderson, Ph.D., of Iowa State University, who studied three groups of children in both the United States and Japan to gage their violence levels three to six months after playing violent video games, versus children who did not play violent video games. The results may not surprise you at all.

The study found that children who played violent video games were more aggressive than those that did not, even taking into account children who were aggressive in the first place. The odd thing is the results were determined not so much through observation, though comments from parents and teachers were taken into account, but rather by asking the children about their own aggression levels.

The three groups of students involved in the testing consisted of 181 Japanese students ages 12 to 15; 1,050 Japanese students aged 13 to 18; and 364 U.S. kids ages 9 to 12, with initial information gathered in three different ways. The U.S. students were asked their three favorite games and how often they played them. The younger Japanese group was polled on how often they played games from specific violent genres, which included adventure...probably one of the least violent genres out there. The final group of older Japanese children were gaged on how often they played versus the violence levels contained within their favorite genres.

See any massive holes in the study so far? How about relying on children for accurate, truthful answers, or the fact that they are assigning violence levels to game genres?

The only way I see we'll ever get a truly accurate report on this subject is to find a child somewhere that they have no exposure to violence in television, the news, the internet, etc., expose that child to violent video games and then see what happens. Unfortunately that child is in the 1950's, and by now is probably a scientist somewhere doing violence studies because the world is a darker, grittier place than he remembers growing up.

To CNN's credit, they do offer an alternative viewpoint in the form of one Dr. Cheryl K. Olson, co-director of the Center for Mental Health and the Media at Massachusetts General Hospital in Boston. Cheryl argues that the label "violent video games" is too vague, and that researchers need a strict definition of said term as well as what constitutes aggressive behavior before any study can truly have merit.

"I think there may well be problems with some kinds of violent games for some kinds of kids," Olson said. "We may find things we should be worried about, but right now we don't know enough."

Violent video games linked to child aggression [CNN - Thanks David!]

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<![CDATA[Grand Theft Auto Helps Preteen Rescue Family From Crashed Car]]> While we've seen countless story regarding children using Grand Theft Auto as their inspiration to do wrong, it's extremely rare that we see news about GTA being cited as a cause for good. It happened on August 27th around 9pm, as the Norris family of five was heading to Diamond, Illinois to visit relatives. Their 2000 Jeep Grand Cherokee swerved off the road, hitting a guardrail and flipping four times before coming to a stop, caving in the roof and smashing out the back window. With her mother hanging upside down and her father pinned against the steering wheel, 11-year-old Audrey Plique climbed out of the back window and helped her parents and two younger siblings escape the car. The motivation for her heroic act, according to her mother Karen Norris?

"She just knew, from playing 'Grand Theft Auto.' She saw on there that when a car rolls over, it can blow up. She knew that could happen to us"

I know, I had to make sure the story was true as well, going so far as to call the story's writer, Craig Wieczorkiewicz, to verify the details. "It's amazing the sort of information that comes out when you ask the right questions," he offered, after I commented on the rarity of such stories.

So yes, the Grand Theft Auto series can easily become the scapegoat for any number of crimes, but it can also inspire heroism in the heart of a preteen girl with an unrealistic grasp on automobile physics. Of course this will be discounted as a freak occurrence by those that choose to believe violent games cause violent children, but for us the story can serve as an example of video games teaching us helpful, if relatively inaccurate things.

Preteen girl helps family escape crashed vehicle
[MyWebTimes]

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<![CDATA[MadWorld Violence Concerns Worry Mediawatch-uk]]> It's about damn time the media watchdog groups got around to blasting Sega and PlatinumGames' upcoming Wii-slaughterfest MadWorld. I was worried they were losing their touch, but galloping to the rescue on his bright and shining white stallion comes John Beyer, director of pressure group Mediawatch-uk.

'This game sounds very unsavoury. I hope the British Board of Film Classification (BBFC) will view this with concern and decide it should not be granted a classification. Without that it cannot be marketed in Britain. What the rest of world does is up to them. We need to ensure that modern and civilized values take priority rather than killing and maiming people.

Beyer goes on to worry that the game will spoil the family-friendly image of Nintendo's console in the same way that Manhunt 2 completely managed not to. By far the most interesting thing about the Mail Online Article is the title, "Parents horrified as most violent video game ever to launch on 'family friendly' Wii", especially when the article doesn't seem to mention other horrified parents whatsoever. Oh well, it's a start.

Parents horrified as most violent video game ever to launch on 'family friendly' Wii [Mail Online]

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<![CDATA[Parents Fear GTA More Than Sex And Alcohol]]> Back in my days as a teen, my parents weren't afraid of anything as far as I was concerned, but not all 15-year-olds are 6'6" with a goatee. Today's parents have plenty to worry about in fact, though a recent survey performed at the family-focused consumer game site What They Play seems to indicate their priorities are a bit out of whack. They asked a series of asked over 1,600 respondents what they’d fear the most if their 17-year-old were to participate in a sleepover. The results, picked from single answers only - no multiple choice here - indicated that while 16% were concerned about pornography and 14% about beer, 19% voiced concerns that their child might end up playing Grand Theft Auto.

Proving that parents haven't gone completely crazy, the vast majority - 49% - were worried that their child would smoke a little chronic with their pals and then...I dunno, giggle for 8 hours straight, like we did back when i was a teenager. That's the real danger folks.

What They Play™ Finds Parents More Concerned About Video Games Than Alcohol and Pornography; Violence More Acceptable Than Sexual Content
Polls Reveal Parents Have Attitudes Toward Video Games and Social Issues That May Surprise

SAN FRANCISCO—(BUSINESS WIRE)—Parents are more concerned about their children’s exposure to video games than alcohol, violence and pornography, according to recent polls conducted by What They Play (www.whattheyplay.com), the parents guide to video games. Nearly 3,000 respondents in two separate What They Play polls concluded that drinking beer and watching pornography were less objectionable activities for children than playing certain video games. Further, viewing violence was more acceptable than seeing content involving sex and sexuality within games.

“These poll results demonstrate that parents are as apprehensive about their children’s media diets as they are about traditional social issues such as alcohol, drugs, violence and sex,” says John Davison, president of What They Like, Inc. “When it comes to video games, parents should know that What They Play is a resource that helps demystify one of the most popular – and challenging – forms of entertainment their kids are into.”

“Although these findings seem surprising at first, they hint at fears parents have about video games,” says Cheryl K. Olson, Sc.D., co-author of Grand Theft Childhood. “To some parents, video games are full of unknowable dangers. While researching for Grand Theft Childhood, parents we spoke with in focus groups often bemoaned the fact that they didn’t know how to use game controls - and felt unequipped to supervise or limit video game play. Of course, parents don’t want their children drinking alcohol, but that’s a more familiar risk.”

The results of the initial What They Play online poll, conducted April 4-10, 2008, found that the 1,266 participants were most offended by the following in a video game: a man and woman having sex (37%); two men kissing (27%); a graphically severed head (25%); and multiple use of the F-word (9%).

The second poll, which ran August 1-6, 2008, queried parents on what they’d be most concerned about their 17-year-old child indulging in while at a sleepover. More than 1,600 respondents revealed they’re more apprehensive about their child smoking marijuana (49%) and playing the video game Grand Theft Auto (19%), than watching pornography (16%) and drinking beer (14%).

Additional What They Play poll results and insight into parents’ attitudes toward video games and other forms of entertainment in which their children engage can be found at www.whattheyplay.com/polls/

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<![CDATA[Christians Getting Serious About Gaming]]> This month sees a big push among Christian publications around the country towards educating parents and families about the growing influence of video games in our culture. The focus of the push is a lengthy article by Christian journalist Steve Rabey titled "Getting serious about gaming - Impact of video game industry raises concern", and quite frankly it isn't at all what I expected. Instead of being a religious rant about the dangers of video game, Rabey's article offers varied points of view on the subject, especially when discussing video game violence and the effect it has on children.

Some researchers are convinced that repetitive play of violent games instructs kids in violence, making violent acts more likely. But others argue that video violence is a cathartic replacement for real violent crime, which has gone down since the advent of video games.

While the article does spend a great deal of time dealing with the issues of violent video games, calling out the usual suspects - Grand Theft Auto, Manhunt, etc., it also addresses the fact that there are constructive games out there like SimCity, social games that let you play sports like golf and baseball, and even games that are "just plain fun" like Guitar Hero. These are all titles you hardly ever see mention in writings dealing with the negative aspects of gaming, since so many choose to stick with the negative and forgo the positive completely.

Of course the article isn't without some more sensationalist speak, such as this tidbit from Pastor Kody Kirchhoff of the LiveWire Youth Ministries at Calvary Lutheran Church:

“Aside from the violence, obscenity and negative themes, the larger and greater problem lies in the fact that video games control many people’s hearts and minds, creating a monotonous, zoned-out new reality,”

But even an accusation like this is quickly brought into focus by the follow up.

“God, family and friends do not exist in many games,” he says. “Activities like camping, playing catch with Dad, swimming, or just being a kid have vanished.”

The man has a point. I seem to remember a lot more children outside playing when I was a kid. After school you couldn't throw a rock without hitting a child, a fact that used to make my after school times truly special. While I don't think video games are to blame for the lack of kids screaming at each other outside my window every afternoon, I do think they make a very convenient babysitter for parents who don't have time to play with their children and are too terrified by the concept of child predators to let their babies go outside unattended. If anything, the mainstream media - who often target video games themselves - are to blame, scaring parents out of their minds with special reports about the dangers their children face crossing the street every day.

I digress. This isn't about my opinion. This is about the opinion being distributed to Christian newspapers this month, and the final message from Center for Fathering CEO Carey Casey is one I can really get behind.

“Parents should place limits on children’s media use, including when, where, and how much they can participate. And we should be ready to address common myths that are often portrayed in the media: such as the myths that to be worthwhile you have to be beautiful, that money buys happiness, that sex is merely recreation and has no consequences, and that violence solves problems.”

Getting serious about gaming [ChristianExaminer Online]

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<![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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<![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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<![CDATA[UK Mother Blames Nintendo For Badly-Behaved Kids]]> momandbrats.jpgYou 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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<![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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<![CDATA[Video Games Can Be A Rich And Magical Experience]]> 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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