Byron Review – Video Games

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    Byron Review – Video Games - Presentation Transcript

    1. Byron Review – Video Games
    2. What are the Risks of Video Games?
      The amount of time spent playing games was a worry raised by children and parents.
      A recent report found that over a third of 10-year-olds in England said they were spending more than three hours on school days playing video games.
      Some parents are worried about levels of violence, saying that it might make violent behaviour seem more acceptable, but others are less concerned about this.
      Some parents are just not aware that some games are only suitable for adults. In my discussion groups, it was quite common for children and young people to have played 18+ age rated games, even when their parents would never let their children watch 18+ rated films.
    3. Video Games Recommendations
      Be aware of the classifications system BBFC symbols are for films and PEGI are for video games. Both these systems are good at rating film and games, however they can be rather confusing.
      To solve this problem Byron suggests that both organisations (BBFC and PEGI) work together to devise one set of symbols that are backed up by the law. The Government should then consult the public on the changes made. This can be done through a large information campaign.
      Furthermore, Bryon proposes that advertising for video games do not include unsuitable material.
      Bad Language
    4. Games Consoles and Computers
      Bryon found that most games consoles and computers have settings which allow parents to control their children's’ game usage. She discovers that some work better than others. There are many options available to parents such as being able to set time limits on game play, different settings for different children and finally they allow parents to edit safety settings according to the game classification.
      These settings are integral to making sure children are using games responsibly especially if there are children of varying ages in a family.
      However, many parents are unaware that these settings are available to them.
      Bryon outlines one way in which these safety tools can be used to there full extent. This can be done through better warnings on the consoles as well as the games, clear instructions provided for parents highlighting what they are, how important they are and encouragement on using them. A key idea to encourage parents to use the safety tools is a prompt on the screen at the beginning of games.
    5. Online Gaming
      Playing games online is becoming increasingly popular, particularly the big ‘Massively Multiplayer Online Role Playing Games’ (MMORPGs) and games played online through consoles.
      Playing games online allow children to socially interact with friends, family, peers. It becomes a multicultural experience as they can play with people who are just down the road or on the other side of the world.
      Of course this type of game playing come with many risks that are associated with access to the internet such as:
      • Material in games created by other players
      • Giving away personal details
      • Bad or abusive behaviour and language – the opportunities for this happening are ever more frequent due to the ability to talk through microphones while playing games.
      • Playing too long
      These risks are being managed through the use of monitors on the game and report buttons. Bryon suggests that the Government should become more involved in promoting internet safety.
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