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Video games are a unique form of entertainment because they encourage players to become a part of
the game's script. Although video games have been available for more than 30 years, today's
sophisticated video games require players to pay constant attention to the game. Players engage on
deeper levelphysically and emotionallythan people do when watching a movie or TV.
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Know the rating of the video games your child plays (see below).
Set limits on how often and how long your child is allowed to play video games.
Monitor all of your child's media consumptionvideo games, television, movies, and
the Internet.
Supervise your child's Internet usethere are now many "video games" available for
playing online.
Take the time to discuss with your children the games they are playing or other media
they are watching. Ask your children how they feel about what they observe in these
video games, television programs or movies. This is an opportunity to share your
feelings and grow closer with your child.
Share with other parents information about certain games or ideas for helping each
other in parenting.
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Everyone (E)
Content suitable for persons ages 6 and older. The game may contain minimal violence
and some "comic mischief."
Teen (T)
Content suitable for persons ages 13 and older. Content is more violent than (E) rating
and contains mild or strong language, and/or suggestive themes.
Mature (M)
Content suitable for persons ages 17 and older. Content definitely has more mature
sexual themes, intense violence and stronger language.
The ESRB Web site has more details about this rating system, as well as the "content descriptors" that are used in
conjunction with the ratings on game packaging. The site is also useful for parents who want to search for the rating
of a particular game.
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References
Gentile, D. A. & Anderson, C. A. (2014). Long-Term Relations Among Prosocial-Media Use, Empathy, and
Prosocial Behavior, Psychology Science, vol. 2, 358-368.
"Essential Facts about the Computer and Video Game Industry," Entertainment Software Association website, May
2009.
Generation M2: Media in the Lives of 8- to 18-Year-Olds. Kaiser Family Foundation, Jan. 20, 2010.
Gentile, D. A. & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A.
Gentile (Ed.), Media violence and children. Westport, CT: Praeger Publishing.
Anderson, C.A. & Sakamoto, A. (2008). Longitudinal Effects of Violent Video Games on Aggression in Japan
and the United States, Pediatrics.
http://www.pamf.org/parenting-teens/general/media-web/videogames.html