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Gaming

Online gaming has never been so popular. According to an Ipsos Reid survey, more than half of young Canadians say they visit gaming sites and play online games several times a week.

Parents have concerns about online gaming which are mainly related to multi-player games. These include the amount of time kids spend playing these games, problematic content such as violence and sexual stereotyping, and exposure to nasty behaviour from other players.


Multi-player games

Gaming

Multi-player role-playing games (also referred to as "virtual worlds") like Club Penquin, RuneScape and World of Warcraft allow players a shared gaming experience. Players interact with others and share adventures in real time (through their avatars) with people from around the world. (For more information see the Virtual worlds section.)

Violence

Over the past decade there has been considerable debate on violence in video games. Notwithstanding, during this period, video game popularity and real-world youth violence have been moving in opposite directions. Research shows that not all children are affected and for those who are, not necessarily in the same way.

When multi-player games contain violence, the most important aspect is how violence occurs within the game-playing scenario. Even though there is debate about the effects of video game violence generally, research is pretty conclusive that gratuitous and inexplicable violence is more psychologically damaging than violence that occurs as a response to a situation.

Where violence is a logical part of the storyline, players need to consider whether or not the game provides opportunities to avoid or limit the use of force. Discuss this with your kids and talk to them about how media sometimes trivializes violence. Even though youth may understand the differences between real world and virtual world aggression, it's been shown that violent games may desensitize gamers.

Some parents have found creative ways to help their kids think this through: for example, one father agreed to let his 13-year-old son purchase the war game Call of Duty, but only on the express condition that his son fight according to the rules of the Geneva Convention when he played.

Sexual stereotypes

Sexual stereotypes are another aspect of video games parents find worrying. The bad news is that physical appearance is often stereotyped for both male and female characters but the good news is that female characters are getting much more diverse. Presumably, this is the result of a demographic evolution in gamers. In Japan and the United States, the percentages of male and female players are virtually the same when it comes to multi-player online games (like World of Warcraft).

Excessive playing

Online multi-player games such as World of Warcraft can become habit-forming, and excessive playing is an issue even with very young kids. The social aspect of these games is attractive to introverted children or teens because they can assume roles that are different from their offline personalities and interact with others in ways they can't offline. However, when playing becomes excessive, kids run the risk of becoming further isolated from friends and peers. These games can also have a serious impact on kids'; health by depriving them of sleep and replacing more active, physical play. (For more information see the Excessive Internet use section.)


Parent tips

Multi-player online games are a particular concern in terms of violence and sexual content because players who do not necessarily know one another communicate through chat mode and and represent their characters as they please. Unlike regular games, which have ratings to guide parents, players drive the storylines in multi-player online games, making it very difficult to gauge the amount of sexual content and violence a game will have.

While some online games such as EverQuest have an Entertainment Software Rating Board (ESRB) rating, the ESRB notes that since game content is provided by users, it is difficult to evaluate. However, some publishers have agreed to moderate or filter shocking or illicit content that could be shared by the players. In Europe, this code of behaviour is symbolized by the PEGI Online Safety Code (POSC) distinction.

  • Parents should read the "Terms and Conditions" and "Game Policies" and "Parents" sections on their kids'; game sites to see whether or not chat is moderated, how to report inappropriate conduct, how to block harassing players, if personal information is collected and how it is used.
  • Many online role playing games are designed to encourage gamers to continue to play more (in some games, the avatar disappears if the player hasn't clocked a certain number of hours per week). It's a good idea for parents to check whether there are a minimum weekly number of hours of play required before their child registers with an online game.
  • When your children start playing online games join them (even if it's just sitting and watching them play) so you can understand the rules and evaluate the risks involved.
  • Check out the video games review section of the Common Sense Media site for the content and age appropriateness of specific games.
  • Look for games that have the appropriate Entertainment Software Rating Board (ESRB) rating for your child's age. Keep in mind that the ratings are guidelines and every child is different. Even games with the "Everyone" rating may contain content that some children find frightening.
  • For free online games not rated by the ESRB, check the "Terms and Conditions" (usually the link is found at the bottom of the page) to see what the recommended age is for using the site.
  • For information on the product-branded games kids play on commercial Web sites (also known as advergames), see the Marketing aimed at kids section.

This video from the Entertainment Software Association of Canada offers a step-by-step guide for using parental controls features for online games.




Teens are two to four times more likely than adults to develop compulsive gaming habits.

(Source: International Centre for Youth Gambling Problems and High-Risk Behaviours, 2004)

Online gambling

Young people are increasingly turning to online gambling, which is anonymous and convenient. In fact, one in ten high school students reported having gambled for money online.

You don't need to gamble with money online however, and kids from a young age are learning that online gambling is a fun and harmless activity. For example, many young people bet on sporting events on sites that offer prizes to the best players. The Internet also provides free gambling sites, and many social networking sites geared to youth such as Facebook include free gambling applications.

These kinds of sites train young people how to gamble, in the hope that when they get credit cards, they will be more likely to move on to sites where real money is used. In many cases these practice sites have a higher win rate than the pay sites, to more effectively encourage young gamblers.

Gambling training begins very early online. For example, Neopets is an immensely popular site among Canadian preteens, where users create virtual pets and take care of them. Many of the games on the site, such as "The Neopian Lottery" and "Fruit Machine", have gambling themes inspired by casinos games.

Research shows that less than 20 per cent of parents discuss gambling with their children; this issue is seen as minor, mainly because parents are generally unaware of their child's participation in these sorts of activities.

Online games of chance may seem innocuous, but with the gambling industry expected to grow tenfold over the next few years, it's a good idea to start conversations with your kids at an early age about online gaming.

  • Discuss gambling and the risks involved: from compulsive behaviours to financial problems.
  • Remind your kid that there are so many gambling sites on the Internet because they make much more money than they give away to players.
  • Take the opportunity to teach your kids about probabilities – an Ontario study found that most youth have vague or erroneous ideas on what their chances really are. (For example, they believe they have a better chance of winning if they use random numbers instead of numbers that are in a sequence.)
  • Examine your own habits in this area and remember that kids model themselves after their parents more than anyone else.
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