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Gaming
This section deals with computer and video games. It introduces different gaming platforms and genres, and describes the potential risks associated with this form of entertainment.
What are computer and video games?

Computer and video games involve interaction with characters and objects in a virtual universe. Gamers could play as a cartoon superhero like Mario or Sonic the Hedgehog, or could become a virtual WW2 soldier or modern day hitman. The content and nature of games vary hugely, and games can often have adult themes. Because of this, it is important to have a thorough understanding of what kind of games and platforms (game machines) are available, and are used by children and young people.

Computer and videogames are no longer the hobby of just a small number of adolescents and the videogame industry itself is massive. In 1999 in the UK alone videogame hardware and software sales almost reached £1 billion, outstripping sales of videos for the first time (Newman, 2004: 3). Growth has continued at a phenomenal rate, and by 2005 sales of videogame software alone in the UK had surpassed that figure, reaching £1.35 billion (ELSPA, 2006), even before factoring in hardware sales. Estimates for global videogame hardware and software sales are expected to exceed £25 billion within the next 5 years (NPD Group, 2006).

Platforms

PCs (Personal Computers)
Many homes have computers and children often have access to PCs to play videogames. A significant number of games for PC are made for adults or young adults, but there are still many games available for younger children. These include Sonic 3D, Scrabble Junior and Dance Mat games. However, many of the most popular PC games tend to be online games, strategy games and FPSs (First-Person [Perspective] Shooters), some of which contain high-degrees of violence.

Consoles
Traditionally videogame consoles have been solely about playing games, however, in the past few years many have begun to include other functionality and features such as DVD players and multimedia capabilities (Media Centre on Xbox 360 and Blue-Ray discs on Playstation 3 for example). It's important to be aware that these consoles can also play other forms of media such as films, and with current generation technology the consoles can also be used to download media such as music and films that may have minimum age ratings, just like on a PC. However, the latest generation of videogame consoles often provide 'Family Settings' which provide parents with tools to disallow children access to games that are rated too violent or have adult themes. In addition, these settings can usually be used to prevent access to Internet content and online gaming.

There are generally three main videogame console manufacturers: Sony (Playstation 1, 2 and 3), Nintendo (Gamecube and Wii) and Microsoft (Xbox and Xbox 360). A wide variety of games are available for all consoles, with target audiences ranging from 3 to 18+. Traditionally, Nintendo aims for a family audience, and so many games developed for their consoles are targeted at younger children, whereas games for Playstation and Xbox consoles may have more adult themes. However, these barriers are blurring, and with the latest consoles (Playstation 3, Wii and Xbox 360) there are many videogames that are released across multiple consoles and platforms including PCs.

Coin-Op/Arcade
Although less popular than in previous decades, many arcade videogames are stand-alone machines that are coin-operated and can be found in videogame arcades such as those in theme parks or arcades throughout many British seaside resorts. Coin-ops require a player to 'insert credits' in order to play the game; usually a £1 fee or similar. The player then has a certain amount of time, or 'lives' to use up before the game ends, or the player inserts further credits. Such games normally house only one game within the cabinet, though the game is often superior in graphics and animation than a similar console game because it is built to play only one game, whereas consoles can play hundreds of different games. Space invaders and Pac-Man were two of the most popular coin-op games, and pinball machines continue to this day.

Handheld
Handheld devices like the Nintendo DS and Sony PSP allow the playing of games on the move, and at any time. Handhelds aren't as powerful as most PCs and consoles for playing games, but they are smaller, lighter and more practical to carry around. Many games are released specifically for the handheld in question, but many are also scaled down versions of console games.

Mobile
Games on mobile phones are becoming more and more popular. Although most phones aren't as powerful as handhelds, there are still lots of games available, most via download from the service provider or third-party for a one time fee, although there are also a lot of Java games available for free.

Online Gaming

A significant number of computer and video games are multiplayer games that allow you to play with and/or against other people via the Internet. Many of these games allow you to play against another human player, in a football match or car racing game for example. These games can be played on a PC or a games console such as an X-Box 360 or Playstation 3, and are very similar to playing the game with a friend at home. A player would load the game, and connect to the game network via the Internet to setup a game with someone. The player can often choose to play with a friend they know in real life (if they are also online) or with a stranger who is looking to play the same game. With a PC, and particularly a modern games console, it is straightforward to find other players for games that have online functionality built-in.

Xbox Live and Online Gaming Networks
Xbox Live allows owners of Microsoft's Xbox and Xbox 360 consoles to connect to the Internet and find players with whom they can play games. The service is integrated directly into the console's menu systems. A player can connect to the Internet via a broadband Internet connection, and within minutes be playing online with friends or strangers. Both Sony and Nintendo are also planning similar online systems for the Playstation 3 and Wii consoles.

Although many online games are quick affairs (one football match or car race will typically last no longer than 10 minutes), players often play many times over in competition, and accumulate points and scores over a longer period of time, which encourages repeat play. Xbox 360 for example, has an 'achievements' system which acts like a player's score. The more games a player has played and progressed in, the higher their score will be; which can lead some players to play for extended sessions and repeatedly. Furthermore, a recent trend in games is 'co-operative play', where players will help each other in order to progress further and more easily in a game than if playing alone, which can also lead to longer individual sessions.

With modern consoles, and broadband Internet connections, online systems such as Xbox Live also allow players to communicate with voice chat whilst they arrange and play games. Although such systems have been available via PC for some time (such as Teamspeak), this technology is quite new to games consoles. Chat is direct and in real time, like a normal telephone call, or conference call if there are more than two players. Because players can play with both friends and strangers, it is important to follow the advice given for text chat and instant messaging (see Session 2, Technologies: Basic), as well as exploring and understanding the systems available to block nuisance players or other users with ill-intent. Furthermore, because these systems are global in nature, it is necessary to be aware of the possibility of racism and bullying.

MMORPGs and Persistent World Games
There is a genre of game known as the Massively Multiplayer Online (Role-Playing) Game, abbreviated to MMO, or MMORPG. MMORPGs typically have hundreds of thousands (if not millions) of players that play together at the same time in a virtual world, usually via PC. In such games the game world does not 'stop' when a player leaves the game - other players continue playing and the game world continues; it is a 'persistent-world'. Partly because of this, many players find it difficult to stop playing these games, or play for extremely long sessions, because there are always other people playing, and there is almost always the opportunity to progress.

MMORPGs are usually set in science-fiction or medieval fantasy worlds where each player controls one or more 'characters' that they use to explore the world. Many players also act out the personality of these characters; speaking and acting as they believe such an inhabitant of the fantasy world would.

Unlike most games, MMORPGs have no set goal. You are launched into the world free to do what you will. However, most players settle into the goal of making their character as powerful as they can, yet there are many different ways of playing, and many people enjoy some aspects of the game (e.g. trading) more than others (e.g. socialising). Nevertheless, it is often necessary to 'group' with other players in order to acquire experience and improve the abilities of your character. You need to work together to defeat tough foes and co-operating with other players is a skill a player will almost certainly have to learn in order to succeed.

Most MMORPGs require a monthly fee to play, somewhere in the region of $10. The monthly fee is paid to the company that own the game who provide dedicated servers, support staff and the development of new content.

There are guidelines about chatting with Instant Messaging (IM) and in chat rooms that should also be followed in online games:

  • Turn on the chat log. Most MMORPGs have an option to record all the text and messages sent and received. If the chat log is on, there will be a record to give to moderators if there are problems with other players;
  • Don't reveal personal information. Players may act out their character, but should remember that it is just a game, and that other players should realise this too. If other players keep asking for personal information (real name, address etc) they should be ignored or reported;
  • ers might pretend to be different people in real life, just as they pretend to be their characters in the game. A player should not assume that any personal information others divulge is necessarily true;
  • Keep it in game! MMORPGS have everything needed to play within the game itself. There is no need to IM with other players or swap any information that is outside the game. There are measures in game to keep players and their characters safe as long as no personal details are divulged, including passwords and user names.
Potential Problems

Game Addiction
The amount of time that some children and young people spend playing computer games has raised concerns about addiction to this activity. Although there is debate as to whether playing videogames can be considered an addiction, it is certainly possible that some children may spend a disproportionate amount of time playing videogames. Some consider video game addiction a form of psychological addiction related to a compulsive use of computer and video games, particularly Massively Multiplayer Online Role-Playing Games, or MMORPG's (with some of the most popular titles being World of Warcraft, Everquest 2 and Lineage II). It is claimed that people suffering from this form of addiction experience intense cravings to play games, leading to long periods of self-imposed social isolation while they satisfy these cravings. They may also suffer symptoms of withdrawal when they stop playing the game and experience problems with homework and friends.

Inappropriate Contact
Many online games include a socialising aspect, and use chat facilities or forums/message boards. This exposes users to the same risks as any chat activity. These include potential exposure of young people to 'grooming' by adults posing as children, as well as cyberbullying.

With modern consoles, voice chat is also built-in, so players have access to real-time voice chat with both friends and strangers whilst they arrange and play games. Although many of the dangers of traditional PC-based text-chatting apply to voice chat, there are additional concerns due to the fact that modern online gaming environments often encompass a wide variety of different technologies. For example, just as a child should be encouraged not to accept a request from a stranger to be buddies when using IM, nor should they accept friends' requests from strangers on Xbox live.

Please see the session on Chat and Instant Messaging for further information and guidance.

Viruses and Malware
Many online PC games require the user to download certain software or add-ons in order to be able to play. Furthermore, some unscrupulous websites offer players extra software that can help them gain an advantage in the game (often through cheating or hacking). By downloading such files there is a definite risk of contracting viruses or installing spyware. Most online games install updates and expansions either directly through the game, or through software expansion packs which can be purchased through reputable vendors. In order to ensure a safe gaming environment, and PC, only download updates and expansions from trusted sources, and whenever possible ensure they are downloaded within the game environment itself.

Exposure to unsuitable content
Another problem associated with playing videogames is that young children and adolescents may be exposed to content that is not suitable for their age group. Videogames are given age ratings which reflect their content and the age group they are intended for, and it is important that parents find out about and use these guidelines. Many games are aimed at adults, and have very adult themes such as violence, sex and serious crime which are not suitable for young people. However, in some environments such as arcades, age ratings are not in place, and it can also be difficult to enforce age ratings on downloadable content or content on the Internet.

Research suggests that young people exposed to such inappropriate content may be at risk of negative effects on their attitudes and behaviour, such as making them scared and upset, or desensitizing them to violence and criminal behaviour. Guidelines regarding game content and age ratings, such as the PEGI system, can be found on the packaging of any game purchased through a retail outlet.

PEGI

The PEGI (Pan European Gaming Information) system classifies games by age rating and content. Age ratings are normally set at 3+, 7+, 12+, 16+ and 18+. The seven descriptions of content are: Language, Discrimination, Drugs, Fear, Sexual Content, Violence and Gambling.

It is worth noting that some children view the labelling as an indication of how difficult the game is, as opposed to the intended age range, and this is also noted on www.pegi.info. It's important to ensure children understand that these ratings should be viewed in the same way as those applied to films by the BBFC, insofar as that they are the minimum age you must be in order to purchase or play the game. The difficulty of the game is not in any way related to these ages, nor the content descriptors.

PEGI icons:

Age Ratings

Content Descriptions


Language

Discrimination

Drugs

Fear

Sexual Content

Violence

Gambling

How are Videogames Assessed and Rated in the UK?
Initially game producers complete an online assessment of the game content (). In the UK videogames are classified under one of two ratings systems; either the voluntary PEGI system, or the legal BBFC (British Board of Film Classification) system. The majority of videogames are considered exempt from legal classification (classification by the BBFC) under the Video Recordings Act 1984, subsection 2(1). However:

1. If the game in question contains realistic moving images from any of six specific criteria (such as sexual activity or certain aspects of violence) or is likely to encourage or stimulate activity of any of those criteria, then it loses its exemption and must be submitted to the BBFC for legal classification. The game cannot then be classified under the PEGI rating system - it is not considered exempt from legal classification.

If the game producers believe the product does not lose its right to exemption from legal classification (i.e. they believe it does not depict the criteria such as sexual activity, certain kinds of violence, etc.) then assessment moves to the next stage.

2. If the online assessment indicates a 16+ or 18+ rating, then the game is assessed by the VSC (Video Standards Council). They determine whether legal classification is necessary or not.

a. If the game is not considered exempt from legal classification it is submitted to the BBFC for legal classification (see 1. above).
b. If the game is still considered exempt from legal classification then it passes to NICAM for assessment using the PEGI system (see 3. below).

3. If the online assessment indicates a 12+ or lower rating, then the game is assessed by NICAM (Netherlands Institute for the Classification of Audiovisual Media), using the PEGI system.

Although this system seems complicated, it can be represented clearly by a flowchart:

Between April 2003 and November 2006, 3702 games were classified under the PEGI system, and 238 were given classification by the BBFC.

Further information
http://www.videostandards.org.uk/sections/games/game1.html
http://www.pegi.info
http://www.bbfc.co.uk
Sources: Cyberspace Research Unit
© 2006 Cyberspace Research Unit, member of insafe, unless otherwise stated. Special thanks to Microsoft for providing resources to internet safety zone.