There are probably few adults these days who don't remember the excitement of playing early video games such as Pac Man, Space Invaders and Frogger. The ability to interact with a machine in a game situation was thrilling-and still is. Today, the little yellow dot-eater and the highly pixilated spaceships have evolved into seamlessly animated characters, graphic images of demons, and lifelike humans complete with lifelike weapons and lifelike blood.
Video games were a $6 billion industry in 2000 and sales are projected to reach as high as $8 billion in 2001. Over 280 million units were sold in 2000 alone, and it is estimated that 60% of all Americans, or about 145 million people, play video games on a regular basis. This level of market penetration, combined with the high levels of realism makes it important to investigate the messages video games send children.
There are some benefits to video games. Studies have found that playing video games can improve children's visual attention skills, their spatial skills, their iconic skills and their computer literacy skills. In addition, the use of educational games, which are almost exclusively sold for the PC, have been shown to help improve academic performance.
However, many more studies have shown relationships between playing video games and unhealthy outcomes, such as isolation and loneliness, obesity, belief in gender stereotypes and increased aggressive behavior. In fact, video games' unique interactive capabilities may make them even more likely to influence children's attitudes, beliefs and behaviors than more traditional forms of media. So
Seems moderation on behalf of the parent should be used. Use the video game for good, but watch how long they spend on it, dont fall for the ohhhh mom one more game!
girls favor computer games that…
eschew the conflict between good and evil;
center on storylines and character development;
are not competitive in nature;
use real-life locales;
feature strong female characters in charge of decisions and actions;
enable users to play the role of main character, either through self-identification or through the power to make decisions;
focus on human relationships;
offer some educational value, as opposed to those designed purely for entertainment;
contain nonviolent action; and reflect girls’ common play patterns.
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