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Gaming

GAMING
Introduction


Gaming is a huge phenomenon, with 70% of children in the UK playing online games. World of Warcraft alone boasts 8 million registered players. According to Wikipedia, "a computer game is a computer-controlled game where players interact with objects displayed on a screen for the sake of entertainment." Games can be made for a variety of platforms: PCs, consoles (e.g. Nintendo Wii, Sony Playstation 3), handhelds (e.g. Nintendo DS Lite) and mobile phones.

They can range from the most simple, e.g. the classic Tetris, where the player re-aligns blocks to complete lines, to the most complex massively multiplayer online role-playing games (MMPORGs) e.g. Star Wars Galaxies where the user plays the role of a character in the Star Wars universe, builds a career and can even become a mayor of a virtual city. In many ways, games are also social networking platforms, particularly in the case of Second Life, a 3D game-like environment which has few of the typical game objectives.

Games often receive negative press, particularly due to their violent content but sales data indicates that strategy games are typically the highest sellers. Educators and cultural commentators argue that games encourage analytical thinking, flexibility, problem-solving, spatial awareness and adaptability, and can be a useful component of the learning process. They allow parents and children to interact on an equal level, and encourage children to learn to act within a given rule-set and acquire self-discipline to reach their goals.

Examples of online games include:
  • World of Warcraft – online fantasy game, one of the most popular games worldwide.
  • Sims 2 – highly popular on and offline role-playing game simulating life of a family in a wider community.

PEGI Online

PEGI Online is a new EC funded project that aims to address risks associated with real time interaction between players of online games. Game providers who meet the standards set out in the PEGI Online Safety Code will be licensed to use the label. The label will appear on packaging and websites with a hyperlink to a dedicated information site for parents and children.
Safety Issues

  • Contact: most game environments now include chat elements, and many have additional forums and other communication tools. There is little or no control of age of players. Also, 3D environments mean that avatars can be used for virtual physical harassment of other players.
  • Addiction: Gaming rarely meets the six criteria for addiction (salience, mood modification, withdrawal symptoms, tolerance, conflict and relapse): excessive behaviour is not to be confused with addiction (Mark Griffiths). Game addiction in the UK is probably less than 0.0001%, to be compared with 1% for gambling addiction (Guy Cumberbatch). Source: PEGI Online (Addiction, Game conference proceedings, ISFE 2005 Consumer study).
  • Piracy: computer games are often expensive and so are often hacked and cracked to be distributed illegally at lower cost (or free). Such pirated games may contain malicious software, spyware and viruses.
  • Appropriateness: games, like movies, are appropriate for different age ranges and can contain violence, sex and abusive language. Labelling systems such as PEGI can help young people and parents to understand which are best for them.
  • Virtual theft and cheating: virtual items (e.g. special weapons) are incredibly valuable to players and are now being sold on websites such as eBay at profit. This encourages in-game cheating and theft, which as yet is not well protected by the law.

Statistics


92% of Greek children aged 4-17 play computer games
EKATO survey

The average game player is 33 years old and has been playing games for 12 years
Entertainment Software Association Top 10 Industry Facts

A recent UK survey highlighted that 82% of nine to 19-year-olds have at least one games console and 70% play computer games online.
BBC News article

47% of the most frequent gamers play computer and video games with friends
Entertainment Software Association – Essential Facts About the Computer and Video Game Industry

40% of respondents had to finish their homework and chores before playing
Video Game Culture: Leisure and Play Preferences of B.C. Teens

Articles & Links


Insafe articles:

Launch of online safer internet game in the Netherlands

Iceland launches computer games campaign

Soon to come...PEGI ONLINE!

Online games: addictive or just plain fun?

Young People and MMORPGs: socialisation and shared moderation

December 2005: Insafe newsletter on gaming

Other sources:

Spanish node: Video game Campaign and Guide for Parents An in-depth study on Spanish minors' videogame consumption habits, a printed commented guide including the most relevant survey figures, information about the PEGI system, comments about new videogame releases and a link to the relevant website created by PROTEGELES.

eMapps: The use of ICT, games and mobile technology in the New Member States Futurelab Literature Review in Games and Education

Council of Europe Internet Literacy Handbook: Games Factsheet

Playing with Fire: How do computer games affect the player?

Can games be used to teach?

Games and Learning: a handbook from Futurelab

Relevant organisations

Pan-European Game Information: PEGI

Interactive Software Federation of Europe

PEGI Video Clips: Bad Language, Violence, Fear

BuPP: Austrian federal test centre for positive labelling of computer and console games (in German)
 
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