My Game Done Me WrongDevelopmental Stage Select
My Game Done Me Wrong - RSS 2.0In adolescence (roughly ages 12-18), pressure mounts. This is where it helps for children to have tried on a few different hats. The more activities kids have foundations for, the more likely they are to find satisfaction in many diverse parts of their lives, and the less likely calculus, composition or hormones are to slow or scuttle their ship. While parents rightfully vary a lot in what kinds of content and themes they allow in their kids' media, self-regulation is another matter. Even healthy adults sometimes have trouble regulating how much they play - it's essential for them to manage their children's play habits, even when their kids get fussy when they take away their games. Games are designed to be a fun release, not the only venue a child has for finding fulfillment.

For parents, there's also value in understanding what your kids are playing, not just how much they're playing it. Websites like What They Play and Common Sense Media tell you what's happening in the complex world of interactive entertainment. Modern consoles also include parental controls that allow parents to regulate what their kids play, though those aren't exactly uniform. While grasping games, let alone moderating them, is an uphill battle for some parents, the variation between the games kids can play, online and off, violent or tame, adds another layer of complexity to the issue.
"Ultimately, it's not about the games - it's about being an aware parent, knowing your own kids' personalities and needs and being involved in their lives on a day-to-day basis," says Poisso, who has raised both of her kids around MMOGs. For her, using games as babysitters is simply bad parenting."I don't understand it at a personal level. You love your daughter, but you don't care enough to take a look at or talk to her about what she's doing all afternoon?"
No study or article can singlehandedly vindicate or decimate videogames. Attempts to do so flag their authors as poorly-read, if not disingenuous and self-serving. But this conversation won't move toward a middle-ground on its own - it takes many small steps. Many more authors will inject unwarranted values judgments on scholarship and journalism. Those interested in either preserving or questioning games would do well to seek information as layered and value-judgement-free as possible.
The above examples skim a very small surface of a very deep pond. Children pass through stages, and their brains are constantly growing. They're all different. Parents, in their knowledge of development and of games, in their skills and in how they ply them, are all different. The people debating this, whether they treat addictions or represent the games industry, are all different. All games are, of course, identical. You might step into this conversation certain that anything challenging gaming is baseless rhetoric. You might be a diligent parent on a quest for answers. You might be a pediatrician with hurting patients. But what's important is that you've stepped in. Thanks.
Neils Clark researches media health, is the co-author of Game Addiction: The Experience and the Effects, and has lectured at the DigiPen Institute of Technology. His opinions are his own.
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