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Family video game guide "See ya, Dad! I'm going to play video games with Dan!"

Video games. Now that brings back memories. But can it really be nearly two decades since Mattel brought out the Intellivision and I bought the first one I could get my hands on? Many generations of games have come and gone over those years, but I really wasn't paying any attention to them until my own children started to explore this world of three-dimensional wonder-boxes.

So what exactly are my children looking at when they go to their friend's homes to play games? And what kind of effect can this form of recreation have on them?

It was those questions that prompted us to introduce a video game review feature to Grading the Movies. However this was not a decision without obstacles.

The biggest hurdle was time. Unlike a CD or movie that can be completely listened to or viewed in two hours or less, assessing every piece of content in a video game could easily require 40 hours or more. We knew we couldn't spend that much time with each title (we typically spend about two hours with a game), but we recognized that many children, predominantly boys1, do invest a lot of their lives into this activity.

It didn't take long for us, a couple of joystick-impaired adults, to appreciate the skill involved in attempting to master these silicone worlds. Enthusiasts for this sport would likely claim patience and determination as positive by-products of this endeavor. Perhaps there is some creativity involved too, although in popular "role playing" games, the player is merely following a trail of clues along a path plotted by a programmer. One thing is for certain, just picking up the joystick has the ability to fast forward time.

I remember how enthralling those 1980's "high resolution" two-dimensional games were. So it's no surprise to me that today's ever-increasing technologies, promising even more enticing photographic three-dimensional experiences in the future, have had such a hypnotizing effect. After all, I spent the equivalent of a nice Hawaiian vacation purchasing my Intellivision.

But what about children who begin immersing their minds in these artificial worlds at an early age? Are there consequences? Gloria DeGaetano, M.Ed. brings together research in her article "Visual Media and Children's Attention Spans," and argues that the fast pace of the action and rapidly changing images of video games and television promote the development of some brain systems, but at the expense of others. This implies permanent developmental modifications especially in regards to the length of a child's attention span for those children who play or watch more than two hours per day.

Speaking of paying attention, another challenge we faced was choosing games from a huge selection, which a trip to any local video rental shop or electronics store will attest to. It didn't take more than a glance to realize they don't build 'em like they used to. For instance Lara Croft, the little woman on the front of the Tomb Raider box was nothing like the damsel in distress on my Intellivison version of Donkey Kong. When they said three-dimensional, they really meant it.

Today's video games look more like Saturday morning cartoons, with the best ones resembling the movies from which they are often based. You can also judge a lot about video games from their covers, especially if you study the packaging to find the industry rating provided for all video games sold in North America (check www.esrb.org for more information).

For our reviewing purposes, it seemed logical to adopt a similar process to the one we use for selecting our movies. Products labeled EC (Early Childhood), E (suitable for Everyone) or T (Suitable for Teens -- 13 years and over) will be our focus. Anything designated M (Mature -- 17 years and over), or AO (adults only) is considered by the industry to be unsuitable for young people, and we can't imagine we would contradict their opinion on this matter.

Despite the diverse assortment, we discovered all games fell into one of three categories: Educational, simulation, or entertainment. There are virtually no educational games available for stand-alone platforms (like the Sony Playstation or the Nintendo), although there are many made for the PC and Mac platforms. Simulation games are available for either system, with sport games being the main genre. But without question the largest variety of games are those classified as entertainment, which dominate the options for stand-alone platforms.

While the boxy graphics on my Intellivision only held my interest for a couple of years before it was stowed in a closet, a whole new generation of children have grown up with these high resolution surround sound entertainment games as their playmates. Typically they are based on scenarios of "find the token, redeem the token, move to the next level." or, "shoot the bad guy, blast the door, shoot the bad guy, blast the door". Unfortunately some titles go far beyond cute dragons and cartoon characters, allowing humans to live their most ugly fantasies.

Milton Chen (Ph.D.) as Director of the Center for Education and Lifelong Learning at KQED in San Francisco made the following comment in 1994. "Most video games have little redeeming social or educational value"2. He also quotes Dr. Eugene Provenao of the School of Education at the University of Miami, "We need to eliminate the violence, destruction, xenophobia, racism, and sexism that are so much a part of the world of Nintendo."3 Remember that was six years ago, and the Playstation was just entering the marketplace.

My biggest regret over the video game craze was the day I sold my Intellivision for only $50, but there are a growing number of people who have paid a far greater price.

In a March 22, 2000 interview on ABC Television's 20/20 entitled "The Games Kids Play", lawyer Jack Thompson, alleges the killers at Columbine High School in Littleton Colorado scanned yearbook pictures into the video game Doom. This allowed them to shoot at images of their classmates within the game -- a simulation that turned into a tragic reality. Jack Thompson represents families who are suing Id Software Inc. and other companies for being accessories to mass school shootings.

Meanwhile game manufacturers remain just as adamant that their products cause no harm. In the same ABC interview, Todd Hollinshead, CEO of Id Software Inc., the corporation behind the groundbreaking shooter game Doom, and its many other variations since says, "It's just a game"4. He feels, "Our games are like computer versions of cowboys and Indians". When questioned about the graphic nature of his games compared to the childhood example, he suggests Doom be taken in the same context as Warner Studios' classic Wile E. Coyote and the Roadrunner cartoons. He also points out that "Tens of millions of people have played Doom," inferring that only a small fraction have gone onto mimic the game play in real life.

Yet other consumer products are routinely pulled from our marketplace, even if they have only effected a small portion of the population. Baby cribs, children's aspirin, cars, and saccharin are all examples. So should violent media--especially video games--go untouched?

Obviously not all games are as violent as Doom or another Id classic titled Quake. But many families struggle with questions regarding the safe use of video games. Opinions range from banning them to allowing consumers to decide.

For the present at least, it's up to families to establish limits. DeGaetano suggests games should be used in moderation. She suggests that, ideally, life in the two-dimensional world of TV and video be limited to seven hours per week.5

We urge parents to pay close attention to the industry warnings on games, even if they feature scenarios that appeal to young players. For those games the industry approves as suitable for teens and children, we hope our reviews will be a valuable resource to your family, and assist you in making informed choices with these difficult issues.

Being aware of the contents of popular games, and discussing our concerns together as families, should help to take some of the fear out of that phrase, "See ya, Dad! I'm going to play video games with Dan."

Rod Gustafson
Rod Gustafson


©
2001 One Voice Communications. All Rights Reserved

Footnotes...

1 Donald F. Roberts, Ph.D., "Kids & Media @ the New Millennium," Henry J. Kaiser Family Foundation, November 1999, [http://www.kff.org/content/1999/1535/] (May 1, 2000). This report indicates boys under 18 years of age play video games between 3 to 4 times longer each day than girls of the same age.

2 Chen, Milton Ph.D., The Smart Parent's Guide to Kids' TV. KQED Books, San Francisco, CA., 1994, pg. 178.

3 Provenzo, Eugene F., Jr., Video Kids: Making Sense of Nintendo, Cambridge, MA, Harvard University Press, 1991, quoted by Chen, Milton Ph.D., The Smart Parent's Guide to Kids' TV. KQED Books, San Francisco, CA., 1994, pg. 177-178.

4 John Stossel, "The Games Kids Play," 20/20, ABC Television News, March 22, 2000.

5 Gloria DeGaetano, M.Ed., "Visual Media and Children's Attention Spans," n.d., [http://www.growsmartbrains.com/pages1/article1.html] (December 1999)



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