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 The Effect of Video Games on Our Children:Bank Street School for ChildrenMarch 2, 2011,[object Object]
Objectives,[object Object],[object Object]
  Review both sides of the research on the effects of video games on children’s behavior
 Share tips for taking advantage of the opportunities and avoiding the risks associated with video game and interactive media play,[object Object]
Who Am I?,[object Object],Anne Schreiber – ,[object Object],Vice President ,[object Object],of Education Content; ,[object Object],Common Sense Media,[object Object],Educational media and,[object Object],publishing professional,[object Object],Parent of three NYC,[object Object],teens!,[object Object]
Who is Common Sense Media?,[object Object],Rate:Library of over 13,000 Common Sense Media ratings and reviews,[object Object],Educate:Advice and issue education for parents, educators, and young people,[object Object],Advocate:Respected nonpartisan voice - to national policymakers, the media industry, legislators and thought leaders,[object Object],CommonSenseMedia.org/Educator,[object Object]
Common Sense Media,[object Object],Education Programs,[object Object],Digital Literacy & Citizenship Student Curriculum,[object Object],Parent Education Program,[object Object],Teachers implement with students; includes student/parent activities,[object Object],Educators  implement with parents,[object Object]
My media life is like a…,[object Object],http://registrarism.files.wordpress.com/2009/06/globe-europe.jpg,[object Object],http://static.guim.co.uk/sys-images/Environment/Pix/pictures/2007/10/15/WaitroseFrankBaron.jpg,[object Object]
What exactly are kids doing with video games and interactive media?,[object Object]
The average American child, 8 to 18, spends 53 hours per week (7.5 hours per day) using technology.,[object Object],99% of boys and 94% of girls play video games.,[object Object],83% of children, 8 to 18,  have at least one video game console in their homes, and of that group, 25% keep a game console in their bedrooms.,[object Object],Female gamers comprised 28% of the market in 2009.,[object Object],More Americans play video games than go to the movies each year.,[object Object],Source: Kaiser Family Foundation, 2010,[object Object]
Hours Spent on Game Play,[object Object]
Most gamers do not limit themselves to one genre.,[object Object],80% of teens play 5 or more different game genres.,[object Object],40% play 8 or more different game types.,[object Object],Most popular game genres:,[object Object],	Racing         (74%),[object Object],	Puzzle          (72%),[object Object],	Sports          (68%),[object Object],	Action          (67%),[object Object],	Adventure   (66%),[object Object],	Rhythm       (61%),[object Object],	Strategy       (59%),[object Object],Source: Kaiser Family Foundation, 2010,[object Object]
Most popular games  for teens: (2008 data),[object Object],	Guitar Hero,[object Object],	Halo 3,[object Object],	Madden NFL,[object Object],	Solitaire,[object Object],	Dance Dance Revolution,[object Object],One of the top five (Halo 3) is rated M (mature) while two (Solitaire & DDR) is rated E (everyone).,[object Object],Source: Kaiser Family Foundation, 2010,[object Object]
Top Ranked Games - Boys,[object Object]
Top Ranked Games - Girls,[object Object]
Media Landscape Video,[object Object]
Some national data on parent perspectives… ,[object Object]
Impact of Media on Children is Among Top Parenting Concerns,[object Object],2,[object Object],4,[object Object],1,[object Object],3,[object Object],Source: Common Sense Media Parent Survey 2010,[object Object]
Parents’ Biggest Concerns are: TV, the Internet and Movies,[object Object],Source: Common Sense Media Parent Survey 2010,[object Object]
What does the research say about the effects of video games on children’s behavior?,[object Object]
The Situation is Complex,[object Object],“Much of what we found surprised us. The data were both encouraging and, at times, disturbing. The more we analyzed our own data and looked at other research, the more we realized that we -- parents, politicians, researchers and child advocates -- probably worry too much about the wrong things and too little about more subtle issues and complex effects that are much more likely to affect our children.” ,[object Object],(from Harvard researchers Kutner and Olson, 2009),[object Object]
What are Parents Concerned About?,[object Object],Will playing video games…,[object Object],lead to aggression and violent behavior?,[object Object],blur the line between fantasy and reality?,[object Object],lead to social isolation and less pro-social behavior?,[object Object],lead to addictive behavior?,[object Object],lead to obesity/sedentary lifestyle?,[object Object],take time away from other, healthier, activities?,[object Object]
What Does the Research Indicate?,[object Object],Will playing video games…,[object Object],[object Object]
blur the line between fantasy and reality?
lead to social isolation and less pro-social behavior?
lead to addictive behavior?
lead to obesity/sedentary lifestyle?
take time away from other, healthier, activities?,[object Object]
Social Isolation vs. Collaboration,[object Object],Much video game play is social:,[object Object],[object Object]
 33% play with siblings or parents
Just 18% of boys and 12% of girls always play games alone. Even single player games are often played socially.,[object Object], The majority of new and popular games are designed for multiple players.,[object Object]
Obesity and Life Balance,[object Object],Spending large amounts of time playing video games can lead to: ,[object Object],time away from family, school-work, hobbies ,[object Object],lower grades and reading less ,[object Object],less exercising and becoming overweight ,[object Object],aggressive thoughts and behaviors ,[object Object],( - AAP, 2006),[object Object]
And There are Other Issues…	,[object Object],Racial and gender stereotypes,[object Object],Increase in bullying behavior,[object Object],Reinforcement of aggression as a potential means to solving conflict,[object Object],Some children may be at risk – we need ways to identify them,[object Object]
What’s the Good News?,[object Object],“Many current games are designed to be ethical testing grounds. They allow players to navigate an expansive and open-ended world, make their own choices and witness their consequences…we can be encouraged to examine our own values by seeing how we behave within virtual space.”,[object Object]
Community,[object Object],Collaboration,[object Object],Social justice,[object Object],Intrinsic motivation,[object Object],Deep understanding,[object Object],Active learning,[object Object],Taking kids seriously,[object Object],(borrowed from “Bank Street’s Progressive Education in Context”, Alfie Kohn, 2010),[object Object],Hallmarks of Progressive Education,[object Object]
[object Object]
Collaboration
Social justice
Intrinsic motivation
Deep understanding
Active learning
Taking kids seriouslyHallmarks of Popular Video Games,[object Object]
Games as Vehicles for Deep Understanding and Active Learning,[object Object],Games are powerful vehicles for learning,[object Object],Provide an environment for working out ethical decisions,[object Object],Highly collaborative (many games require forming an effective team),[object Object],21st Century skills - great skills for job market,[object Object],Motivation, engagement and critical thinking,[object Object],“Learning to be” rather than “learning about” – based on trail and error,[object Object],	(-John Seely Brown, USC, Xerox Corp, 2006),[object Object]
Games as Vehicles for Social Justice,[object Object],Teens who take part in social interaction related to the game, are more engaged civically and politically. ( - Pew, 2008),[object Object],67% stay informed about current events,[object Object],63% are interested in politics,[object Object],74% are committed to civic participation,[object Object],Teens who played games with pro-social themes engaged in more pro-social behaviors ( - Anderson & Gentile, 2010),[object Object],Teens who played games with more civic learning are more likely to raise money or volunteer for charities. (- Pew, 2008),[object Object]
What can a parent do to help their children safely navigate the world of online- and video- games? ,[object Object]
Tips for Elementary-age Children,[object Object],Establish time limits ,[object Object],Encourage balance between game play and other activities,[object Object],Choose good (and developmentally appropriate) games,[object Object],Monitor use as much as you can – try to keep game play in common spaces,[object Object],Talk about Internet rules and safety,[object Object],Talk about violence and its effects,[object Object],Be aware of multi-player options,[object Object]
Tips for Tweens and Teens,[object Object],Discuss what you think is appropriate. Help your child choose good games.,[object Object],Beware of addiction. Set time limits and encourage self-regulation. Take advantage of natural breaks in the game.,[object Object],Review multi-player options. Discuss Internet safety.,[object Object],Watch language. Use monitoring tools if needed.,[object Object]
Tips for All Ages,[object Object],Talk to your kids about what they’re playing (even if you don’t like it). Acknowledge the positive aspects of their game play and content.,[object Object],Buy the games you want them to play.,[object Object],Encourage “active gaming” (e.g. wii, kinect) – they are calorie burners.,[object Object],Play with your kids. There’s no substitute for an engaged parent!,[object Object]

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Bank street csm presentation.v2

Editor's Notes

  1. Most boys are playing at least 6 hours or more per week.Most teens play on multiple devicesData on playing alone contradicted by Pew information which indicated far more kids playing with friends in the same room and a smaller percentage with friends on line.
  2. Note that if you add together video games and computer games, the concern is much larger.
  3. Much information comes from this study – which also debunked much of the previous work
  4. Violent behavior – most studies indicating this have either been poorly produced or rely on a “gaming effect” which looks at aggression right after or within the game. Many studies have shown no link. And some have even looked at some pro=social reasons to blow off steam in a fantasy world. Some studies out of Iowa indicate an effect based on long term aggressive game play and There is a neurological link and there is a short-term causal relationship.Jenkins - I believe that media is most powerful in our lives when it reinforces our existing values and least powerful when it contradicts them.“Violent video games frequently have been criticized for enhancing aggressive reactions such as aggressive cognitions, aggressive affects or aggressive behavior. On a neurobiological level we have shown the link exists.”Emotional memory is a really important part of your cognitive functioning. If you don't remember negative or harmful situations, you can't learn from them and avoid them in the future," said Bowen. Fantasy v realityAddiction: most addiction research not coming out of US. Most games do have natural breaking points. Mobile apps. Much smaller. Be most careful for young children.Obesity – need to make sure kids have a balance; WII and now other moving games burns 400cals in ½ of play Same as hereSocial isolation – in fact, many games give common ground for conversation or playProf. JENKINS: I am not saying "Grand Theft Auto Three" is good for young kids. But what I am saying is some kinds of violent play allow kids to play with fantasies of power and to rebuild self-esteem that is being destroyed by real verbal and physical violence at our schools. I think it may be healthy within limits. The challenge is how to set those limits, and that requires informed parents.
  5. Young children are more susceptible to confusion over fantasy and realityFrom huge Kutner and Olson study, these are anecdotal but borne out in the research. TIP – monitor the games and start by worrying about those issues that are most transferable to reality. Kids do know the difference. The brief quotes one of the scholars, Celia Pearce, who sums up the humanist understanding of violent fantasy games: "Most of the alarmism about violence," she writes, "is based on a profound misunderstanding about the social and emotional function of games. Games allow people who are midway between childhood and adulthood to engage in fantasies of power to compensate for their own feelings of personal powerlessness. This role-playing function is important for children of all ages."
  6. Jenkins
  7. American Association of Pediatrics, 2006
  8. At risk for social isolation, for relying on video games for self esteem, for not understanding fantasyvs reality, for violent or aggressive behavior, usually have a variety of other risk factors
  9. Henry Jenkins, MIT
  10. We as parents may feel uncomfortable with specific imagery, but in fact, kids are involved with all these skills and practices when playing immersive games…Community – many games are played with friends and MMOG are played with large groupsCollaboration – complex teamwork and collaborationSocial Justice – research on kids who play certain games participate in more charity workIntrinsic motivation – moving up in levels, solving more and more difficult challengesDeep understanding and Active learning – this is training for 21st century. Learn rules, make decisions, change information and actions flexibly according to system, collaborate, very complex intellectual demandTake kids seriously – this is a world they know a lot about and are master of
  11. Find research from pew on WHICH games.
  12. .-Keep computers in public places for younger kids-     Very young children do not need to chat onlineOlder kids can talk to friends and familyMultiplayer options – very young kids should not talk to others online, older elementary can talk to people they know, teens can use multiplayer options, but monitor and discuss these interactions
  13. Recommendations for parents: -Acknowledge that there can be cool aspects of violent games, even if they are inappropriate-Find GREAT games for kids that don't involve violence and foster build civic participation. See Common Sense.-Keep computers in public places for younger kids-Talk to kids about the violence in games and its potential impact       Multiplayer options – very young kids should not talk to others online, older elementary can talk to people they know, teens can use multiplayer options, but monitor and discuss these interactions
  14. -31% of parents say they always or sometimes play games with their kids-46% of parents say they always or sometimes stop their kids from playing a game, which means there is room for more education and advance discussionYahoo survey, 2008 – 87% of parents say they play video games with their kidsParenting is parenting – be an active parent.83% of game purchases for underage kids were made by a parent or parent and child together. Parents control the purchasing. Girls who play video games with their parents are generally better behaved and showed lower rates of depression than those who don’t - feb, 2011 reported in Journal of Adolescent Health – Brigham Young University
  15. Kutner & Olson; NPD Group, 2008
  16. Some problems with ESRBDon’t use educators as reviewersReviewers had formerly looked at videos, not played games, that’s now changingDon’t look at things in context Issue around showing consequencesFunded by software industryThere isn’t a rating system for games downloaded on the internetNo actual law against selling to minors, though it is self regulated
  17. - Craig Anderson
  18. CRISP began as predator protection software, now part of many virtual worlds. Built in technology for monitoring unsavory communication.