The Manningham YMCA has developed a video games program to help balance the benefits and risks of video game playing for children. The program began in 2012 and has expanded to include presentations, workshops, gaming events, and a website to provide information and resources on using video games positively. The program founder, Steven Dupon, has shared the framework with other YMCAs internationally and many have expressed interest in collaborating on the project.
4. WORLD TOP TEN COUNTRIES
4456
52
%
%
9
%
12
21
16 3220 %%
%
%
11
(%) showing in circles is sales per capita
SPENDING MOST ON COMPUTER GAMES
%
5. 0
20
40
60
80
100
age 0 - 1 age 1 - 2 age 3 - 4 age 4 - 5
use a computer
or tablet
use the internet
use a mobile
phone
tv in own room
owns a games
console
Kids start playing younger and younger
85% of 4 year olds use a computer or tablet
6. What is the impact of video game playing on our children?
Let’s look at the benefits first and then some risks and concerns
7. Gaming can develop cognitive skills
• Problem solving skills
• Decision making skills
• Memory
• Analysing challenges
8. Gaming can improve your emotional wellbeing
• De-stress after a busy day
• Gaming is fun, having fun is good for you
• Games can regulate your mood effectively
• Games designed to improve mental health
9. Video games are a form of art and provide
an avenue for creative expression
10. Video games can be educational
• Games are used in classroom settings
• Games specifically developed to have a positive impact
on people or community
• Games are used widely in rehabilitation
12. ADDICTION
VIDEO GAME
• Between 2 and 10 % plays obsessively and excessively
• Co-morbidity with mental health issues
• No consensus on definition of video game addiction
13.
14. IN-GAME GAMBLING is not regulated, has unrealistic odds and
makes gambling look like harmless and innocent fun
21. In 2012 Manningham YMCA started a program that finds
a balance between the positives and the negatives
22. After a year of study
Manningham YMCA published
‘the video games report’.
The report provides
recommendations on how to
use video games in youth
work
23. Soon after we started
delivering presentations and
training workshops to parents,
teachers, professionals and
young people.
In 2014 we presented to over
2000 people.
24. In 2013 we ran our first
video games event.
400 people attended a
night which provided safe,
social and positive gaming
experiences
25. In 2013 we started skill
development groups.
We teach kids with
Autism and aspergers
how to develop games
26. In 2014 we launched
www.videogames.org.au
The website provides
information about the
impact of video games on
young people
27. This is the Framework
for the Video Games
Program.
29. Steven Dupon presented the video games program at the
YMCA World Urban Network in November 2014.
30. If you’re interested and wish to receive more information on what
collaboration can look like
steven.dupon@ymca.org.au
Many YMCA’s expressed interest in collaborating on this project