With the launch of the Xbox One in November, 2013 has finally finished giving birth to the newest generation of video game consoles. Wii U, PlayStation 4 (PS4) and Xbox One are sure to be on many children’s wish lists for the holidays this year, but these new consoles are anything but child’s play. Far from being simple machines for playing video games, these new consoles are more connected to the Internet than ever and have lots of new social features.
In January, American Vice-President Joe Biden met with video game industry representatives in the wake of the tragic events at Sandy Hook to discuss the possible relationship between video games and gun violence. Five days later, President Barack Obama asked the United States Congress to fund more research to study the potential link between violence and video games, noting that “We don’t benefit from ignorance”.
In this lesson, students are introduced to the idea that their gaming experiences may compromise their personal information.
Understanding the Rating System - Tip Sheet
It’s important to know what the ratings mean on the video games your children play. The Entertainment Software Rating Board (ESRB) is an industry organization that has developed a rating system for computer, Internet and video games. Most games sold in North America are rated using this system.
Managing Video Game Playing in the Home - Tip Sheet
The best way to manage games in the home is to get involved in what your kids are playing. Your kids will be much more likely to follow your advice if you show them you are genuinely interested in their games.
In this lesson, students consider the positive aspects of video games as well as the ways in which games may take time away from other activities they enjoy. Students are introduced to the idea of balancing game and screen time with other parts of their lives and learn about the reasons why they may be tempted to spend more time playing games or find it difficult to stop playing. They then keep a diary of their game play (or another screen activity if they do not play video games) that prompts them to reflect on their gaming habits. Partway through that process, they are introduced to techniques that will help them moderate their game play and deal with the difficulties they may feel reducing game time. Finally, students reflect on the experience and develop a plan to make their game play more mindful.