Gaming and Children; Age Ratings Matter

Last week was every gamers favourite week; E3. E3 is the entertainment expo that allows gaming companies to showcase their upcoming titles and for console companies to reveal their latest hardware/software developments. Gamers of all ages love a chance to see the next thing in gaming being revealed at these shows. Yet little consideration is taking into account that the games shown are not suitable for all ages.

Games, just like films, have age ratings which are determined by the content of the game. Violence, sex, horror and drugs are just some of the factors taken into account when rating a game. The Pan European Game Information (PEGI) was launched in 2003 as a single system used throughout Europe to rate games according to age appropriate content. The age ratings are 3, 7, 12, 16 and 18 and include warnings on the labels to warn of particular content to make both gamers and parents aware of what the game consists of and why it has been given the particular rating it has. PEGI was only to be used as a guideline until 2012 when it was accepted as law in the UK, making it illegal to sell an 18 rated game to anyone under that age.

Research has shown that children are influenced by playing games. It mostly centres on skills such as visual attention, reaction times, the development of cognitive skills such as spatial perception or strategic thinking, planning or hypothesis testing. Video gaming could be used to enhance skills of flexibility (ability to shift from one task to another) and behavioural inhibition (ability to prevent oneself from doing something inappropriate) in children. This would have a significant impact on their ability to regulate their own thoughts and behaviour, which is one of the developmental challenges of childhood and could be of great benefit to children. There are other potential benefits of video games in terms of offering the chance to open up the imagination and explore other worlds, conquer fears and develop a sense of identity. There are many potential areas where games could have great positive potential for the mental and physical health of children and for education”

However, there is also a chance for gaming to have a negative impact when parents ignore age ratings and buy their children 18 rated games. ‘Grand Theft Auto’, ‘Left for Dead’, ‘Mortal Kombat’ and ‘Saints Row’ are all games that have high levels of violence, sex, gore and sexism, yet are often played by children as young as 8. Games are not just aimed at children any longer and those targeted at adults have content that can be potentially damaging to a child’s development.

I am not saying that playing ‘Grand Theft Auto’ will make a child go and kill everyone but I am concerned that these games can foster a view of the world that is unhealthy and can stunt a child’s emotional development. A common criticism of games is that they are extremely sexist; women are often there for sexual gratification, either of the characters or the players through the female characters (often skimpy) clothes. A young child playing this could form a harmful perception of women and see violence towards them as acceptable.

Most parents would not let their child watch a film that is rated 18 as they would not want their child to be exposed to the scenes, yet, arguably, gaming is more harmful as it is an interactive experience where the child chooses to commit the acts on screen instead of passively watching it, like a film.

Parents need to be more involved in their children’s gaming choices or at least educate themselves on the content of the game before purchase. Gaming can and is meant to be harmless fun but parents need to consider the age rating on games as important as those on films.

Female leads can kick ass

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Video games are a massive part of life these days for most of the population; whether you’re a diehard console player or a casual Angry Birds fan while on your train to work you are still a ‘gamer’. My husband is training to be a games programmer so it’s probably a larger part of my life than most. I love playing games (Xbox girl here), or even watching my husband play the ones I suck at. Therefore the issues in games are quite often a topic of discussion between us.

The latest big topic in the gaming world is the lack of lead female characters. Earlier this year pop culture critic Anita Sarkeesian tweeted about this issue. The replies she received were less than pleasant. “Shut up”. “Hey there! Can you just stop. Stop being retarded and bitchy. No?” “Women don’t belong in video games.” “What did you expect? Cooking and cleaning games at a console launch?” “Maybe if women were more interesting and capable at life there would be more female led games, like super floral arranger.” “Games with female protags don’t sell. Maybe if more women started getting into the game market then they would make more, dumbass.”*

However, she has a point. Lara croft was rebooted this year and thankfully became less of a sex symbol of more a believable lead character. This is rare though. Most games are dominated by white male lead characters, the argument being that the roles they play require them to be men. Mass effect three gave the player a choice of gender and sexuality but was considered controversial for this reason.

Modern video games have elvoled and the reasons for leaving lead female characters out of them have become weak.  Most combantant games have no female characters unless they are a love interest. Male characters vary in shape, size and looks yet when female characters are included they are often beautiful and frail or hard-lined and display masculine traits. Having unattractive females seems unspeakable as does have a strong but feminine character.

Vidoe games are beocming more complex and their audience more wide ranged. Female gamers are on the rise and having female protagonists could appeal to an even larger female audience. Being able to relate to a character incites you to play it more therefore strong female leads should in theory attract more female players.

The new Lara Croft game has opened the way and shown that a female protagonist, who isn’t just a sex symbol, can sell a game successfully. With any luck this trend will continue giving players greater choice and freedom in their gaming.

 

Also my dearest husband has written a similar piece http://nickfarman.wordpress.com/2013/12/15/single-white-grunt/ 

 

 

 

*http://www.theguardian.com/lifeandstyle/the-womens-blog-with-jane-martinson/2013/jun/12/games-industry-problem-female-protagonists