Concerns about video games include the time children and teens spend playing them, the physical effects of an inactive lifestyle, and the violent or sexist content of many games. Playing video games can be a positive experience if we understand the issues involved, choose games wisely and control screen time.
It’s important to understand the real risks young people face on the Internet, especially in regards to sexual exploitation. Who is at risk of sexual harm and why? What activities are markers for higher risk and how can we protect those youth who are most vulnerable. This section explores these topics.
In this lesson, students explore the issues surrounding violent video games. The lesson begins with a review of the Entertainment Software Rating Board’s rating codes for video and computer games, and a class discussion about the appropriateness of these ratings for children and teens.
The recently released Pew Report Teens, Video Games and Civicshas revived the question about whether video games can be a worthwhile activity. Another recent entry in this debate is Jim Rossignol’s This Gaming Life, a survey of computer gaming culture and a chronicle of its role in the author’s life.
Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.
Video and computer games have become a basic part of kids’ lives: nearly all youth play electronic games at least occasionally. Many parents, though, feel they don’t know enough about the games their children are playing, and worry about the role gaming plays in their children’s lives. Fortunately, there are steps parents can take to make sure that video games are a healthy part of their kids’ lives, and a fun part of family life as well.
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.
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.
Teens and preteens are at the heart of the social Internet interacting with others through chat, instant messaging, social networking sites, in virtual worlds and online multi-player games. It is inevitable that at an age where young people are starting to explore their sexuality offline, they will do so online in these interactive environments as well.
As adults, we want to foster resilience in young people, starting when they’re young. This can be done by teaching them how to handle harassing messages or requests that make them feel uncomfortable – on the Internet or in the schoolyard – and, as they get older, by teaching them how to spot and respond to emotional manipulation. The good news is that most teens are effectively handling online requests from strangers – the bigger challenge is helping them handle sexual advances from people they know.