Bank street csm presentation.v2
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Transcript of Bank street csm presentation.v2
© 2010 by Common Sense Media. Proprietary and Confidential.
The Effect of Video Games on Our Children:
Bank Street School for ChildrenMarch 2, 2011
Objectives
• Explore today’s video game and interactive media landscape
• 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
Introductions…
Who Am I?Anne Schreiber – Vice President of Education
Content; Common Sense
Media
Educational media and
publishing professional
Parent of three NYCteens!
Rate: Library of over 13,000 Common Sense Media ratings and reviews
Educate: Advice and issue education for parents, educators, and young people
Advocate: Respected nonpartisan voice - to national policymakers, the media industry, legislators and thought leaders
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Who is Common Sense Media?
Teachers implement with students;
includes student/parent
activities
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Curriculum
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My media life is like a…
http://static.guim.co.uk/sys-images/Environment/Pix/pictures/2007/10/15/WaitroseFrankBaron.jpg
http://registrarism.files.wordpress.com/2009/06/globe-europe.jpg
What exactly are kids doing with video games and interactive media?
The average American child, 8 to 18, spends 53 hours per week (7.5 hours per day) using technology.
99% of boys and 94% of girls play video games.
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.
Female gamers comprised 28% of the market in 2009.
More Americans play video games than go to the movies each year.
Source: Kaiser Family Foundation, 2010
Hours Spent on Game Play
Most gamers do not limit themselves to one genre.
80% of teens play 5 or more different game genres.
40% play 8 or more different game types.
Most popular game genres:
Racing (74%)Puzzle (72%)Sports (68%)Action (67%)Adventure (66%)Rhythm (61%)Strategy (59%)
Source: Kaiser Family Foundation, 2010
Most popular games for teens: (2008 data)
Guitar Hero
Halo 3
Madden NFL
Solitaire
Dance Dance Revolution
One of the top five (Halo 3) is rated M (mature) while two (Solitaire & DDR) is rated E (everyone).
Source: Kaiser Family Foundation, 2010
Top Ranked Games - Boys
Top Ranked Games - Girls
Media Landscape Video
Some national data on parent perspectives…
Impact of Media on Children is Among Top Parenting Concerns
62%
56%
55%
55%
51%
50%
46%
41%
29%
Peer pressure
The impact of media and technology
Drugs
Your family's finances
Bullying
Sex
Stress
Celebrity culture (i.e. role models, etc.)
Obesity Source: Common Sense Media Parent Survey 2010
1
2
3
4
TV 26%
Internet 20%
Movies 18%
Social networks 15%
Video games 15%
Music/audio 13%
Computer games 9%
Text messaging 8%
Parents’ Biggest Concerns are: TV, the Internet and Movies
Source: Common Sense Media Parent Survey 2010
What does the research say about the effects of video games on children’s behavior?
The Situation is Complex
“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.”
– (from Harvard researchers Kutner and Olson, 2009)
What are Parents Concerned About?
Will playing video games…• lead to aggression and violent
behavior?• 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?
What Does the Research Indicate?
Will playing video games…×lead to aggression and violent
behavior?×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?
The Line Between Fantasy and Reality
• "Really violent games, like in Vice City where you can just go around killing anybody, they're less realistic. The environment, the people are real, but not the actions.” (- middle school student)
• “For the most part, it was not the violence that these children wanted to protect their younger brothers and sisters from. It was the language…It was the use of language that most easily bridged the gulf between their fantasy game worlds and reality.” (Kutner & Olson)
Social Isolation vs. CollaborationMuch video game play is social:• Almost 60% of frequent gamers play with friends• 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.• The majority of new and popular games are designed for multiple players.
Obesity and Life BalanceSpending large amounts of time playing video games can lead to: • time away from
family, school-work, hobbies
• lower grades and reading less
• less exercising and becoming overweight
• aggressive thoughts and behaviors
( - AAP, 2006)
And There are Other Issues…
• Racial and gender stereotypes
• Increase in bullying behavior
• Reinforcement of aggression as a potential means to solving conflict
• Some children may be at risk – we need ways to identify them
What’s the Good News?
“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.”
• Community• Collaboration• Social justice• Intrinsic motivation• Deep understanding• Active learning• Taking kids seriously
– (borrowed from “Bank Street’s Progressive Education in Context”, Alfie Kohn, 2010)
Hallmarks of Progressive Education
CommunityCollaborationSocial justiceIntrinsic motivationDeep understandingActive learningTaking kids seriously
Hallmarks of Popular Video Games
Games as Vehicles for Deep Understanding and Active Learning
• Games are powerful vehicles for learning– Provide an environment for working out
ethical decisions– Highly collaborative (many games require
forming an effective team)– 21st Century skills - great skills for job
market– Motivation, engagement and critical
thinking
• “Learning to be” rather than “learning about” – based on trail and error(-John Seely Brown, USC, Xerox Corp, 2006)
Games as Vehicles for Social Justice• Teens who take part in social
interaction related to the game, are more engaged civically and politically. ( - Pew, 2008)
– 67% stay informed about current events– 63% are interested in politics– 74% are committed to civic participation
• Teens who played games with pro-social themes engaged in more pro-social behaviors ( - Anderson & Gentile, 2010)
• Teens who played games with more civic learning are more likely to raise money or volunteer for charities. (- Pew, 2008)
What can a parent do to help their children safely navigate the world of online- and video- games?
Tips for Elementary-age Children
• Establish time limits • Encourage balance between game play
and other activities• Choose good (and developmentally
appropriate) games• Monitor use as much as you can – try
to keep game play in common spaces• Talk about Internet rules and safety• Talk about violence and its effects• Be aware of multi-player options
Tips for Tweens and Teens
• Discuss what you think is appropriate. Help your child choose good games.
• Beware of addiction. Set time limits and encourage self-regulation. Take advantage of natural breaks in the game.
• Review multi-player options. Discuss Internet safety.
• Watch language. Use monitoring tools if needed.
Tips for All Ages
• 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.
• Buy the games you want them to play.• Encourage “active gaming” (e.g. wii,
kinect) – they are calorie burners.• Play with your kids. There’s no
substitute for an engaged parent!
37
Questions?
Panel Discussion:
Bank Street School for ChildrenMarch 2, 2011
Violent Crimes are DownVideo Game Sales are Up↓Violent juvenile crime in the US has
been steadily declining since its peak in 1993.
↓Murder arrests, peaked at 3,800 in 1993 and dropped to 1,400 by 2001. – At the same time…
↑US video game sales rose from $3.2 billion in 1995 to almost $18 billion in 2007.
How to Help Your Kids Self-Regulate• Set an example.
Do you keep the TV on during dinner, or check your email constantly? Model what you want to see.
• Set limits. Help kids create a schedule with all they need to do. Hobbies and learning comes first. Down time develops self-awareness.
• Get involved. Not all screens are created equal – so make sure you know what your kids are doing. Take the time to sit down and play their favorite game with them. Then you can help them make better decisions about what they watch, play, and do.
How to Tell the Good From the Bad From the Ugly
Some Market Statistics• 62 % of the game market and 66% of
the PC market is 18 years old+• 25% of children age 11-16 identify an M
(mature) rated game as one of their favorites
• 80% of retailers will not sell M-rated content to a minor
• Huge discrepancy on data about whether or not parents pay attention to ratings (from 10% - 72% reporting difference)
• 83% of games purchased for children are purchased by the parent. Parents have power!
Entertainment Software Rating Board
Common Sense Media Ratings
What to Ask When Choosing a Game
• Does the game involve some characters trying to harm others?
• Does this happen frequently, more than once or twice in 30 minutes?
• Is the harm rewarded in any way?• Is the harm portrayed as humorous?• Are nonviolent solutions absent or less
"fun" than the violent ones?• Are realistic consequences of violence
absent from the game (- Craig Anderson, Iowa State, 2006)
A Game Primer
• Console games (Play Station, X-Box, Wii, etc)
• Online games – four types:– Casual games found on most kid Web sites– Online game portals (e.g. Miniclip)– MMPOG - need to purchase and download– Online environments (e.g. Club Penguin)
• CRISP Thinking – tool for monitoring unsavory online communication
• Apps– The “app” market for Smart Phones and
tablets is creating new opportunities for educational gaming
The Market is Changing
• In the 90’s, the software game dollars went to game consoles. – Game consoles expensive to produce for >– difficult to publish educational games
because the demand is not great enough
• Now mobile apps are gaining in popularity. – Easier to create > many new educational
games– Natural breaking points, smaller chunks– Beware of “in game purchases”!
• Mobile technologies make parental monitoring even harder.