Tag Archives: gaming

Video Games and Your Child or Young Person: A Parent’s Guide

Last year, Parenting NI wrote an article on video games and your children, which is available here. In that article, we spoke about the impacts of video games on children. We also spoke the positive and negative effects games might have on your child or young person, and went thorough where you might get more information.

However, due to consistent calls on the topic to the Regional Parent’s Helpline, we realised that it would be useful if we gave parents an overview of the games their children are playing.

Photo by Jessica Lewis

So, do you know your Battle Royales from your MOBAs? Do you know how much 100 “Vbucks” cost? Is your child or young person in a “clan” online? If you don’t know what any of this means – don’t worry! This article will go through three of the most popular games as of August 2018, and explain a few mechanics that are common in many games that parents should be aware of.

Roblox – PEGI rating “7”

If you have quite young children (particularly if they are still in primary school) you may have heard of Roblox. Launched in 2006, Robolox is what is called a “Massively Multiplayer Online Role-Playing Game” or MMORPG for short.

So what makes Roblox different, and what makes it particularly popular with younger children? Well, firstly, like all three games on this list Roblox is “free to play”. That means that in order to download and play the game, no money is required. This makes it accessible for children. Secondly, the unique element of Roblox is that is functions somewhat like an online version of LEGO. Players can develop their own games, which are hosted in a social media style list.

In fact, it is easier to understand Roblox not as a single, large game, but as a collection of many hundreds of smaller mini-games. You keep the same “character” in each of these games, and players can pay real money to customise their character. There are a wide range of “games” to play on Roblox. Unlike a typical game the quality, length and style of these games is varied. Many are copies of more popular games.

The appeal, particularly to younger children is the opportunity to play a sort of off-brand version of games that they may otherwise be unable to afford or that their parents are unwilling to purchase. For example, one of the most popular games is “Mining Simulator” based on Minecraft.

Gameplay – or what exactly players do in game – can vary widely. In one game, they may be building collaboratively, or attempting to work together to escape a maze. They may be pretending to be the manager of a company, or they may be fighting one another. Because of the simplistic and child-like graphics of Roblox, even potentially violent imagery is unlikely to be considered very offensive according to video games rating organisations.

Parents should be aware that while most games are harmless and the variety means that children have an opportunity to play many different types of games, there are issues with quality control. There have been incidents of inappropriate or obscene content and games. While Roblox attempts to keep this to a minimum, the volume of games (there are thousands of game types) makes this difficult. Not all games are free – some require a user to pay a fee (usually small) to access the game. However, because these games are user-created there are no specific rules about what must or must not be paid for.

Photo by Soumil Kumar

If you have a child or young person who plays Roblox, then you have most likely been asked to purchase “ROBUX” before. As previously mentioned, Roblox is free to play the basic game. However, the game earns money by selling in-game items for your in-game character. These are often user-generated and have an enormous variety. These items are bought using in game money called “Robux”. There are a number of ways in which a player might earn ROBUX, but the primary method is purchasing for real money.

Keeping in mind that there are more than 6000 items) it is easy to see how Roblox can become an expensive hobby quickly, despite being “free to play”. In addition, the items for sale may or may not be suitable for younger children. Because of the exclusivity of the paid for items, there is prestige associated with having them in game. This contributes to the appeal for players, particularly young players who have limited access to the money to buy the items themselves.

A strong component of Roblox popularity is the social aspects of the game. While most online games will have some form of interactivity, the “massively multiplayer” aspect of Roblox is one of the primary draws for players. Each game type will have multiple separate games playing called “servers”. Servers are listed and players can join if they are open and have spare slots.

A player will not necessarily know the other players on their server. Each server (and game type) will be different, and as such may have different rules and regulations. Some basic rules apply over all servers, which Roblox have collected in their community guidelines. These are fairly extensive and ban things like swearing, sexualisation and bullying. It is important for parents to keep in mind that much of this moderation requires the behaviours being reported, and therefore can be inconsistent or slow.

Players can add others to a “friends list”, if they both have a Roblox account. While this is helpful for children or young people who wish to play together, there is no requirement that that they know each other in real life. Parenting NI would recommend parents get to know who is on their child’s “friend list”.

Fortnite – PEGI rating “12”

If you have heard of any of the games on this list, you have probably heard of Fortnite. Fortnite is a shooter game, played in either first person (looking “though” the eyes of the player) or third-person (looking over the shoulder of the player) perspective.  Fortnite was first released in 2017, reaching 125 million players by June of 2018.

While there are two main game “styles”, by far the more popular is “Battle Royale”. This mode pits up to 100 individual players into a last-man standing battle. Players can play alone (called Solos) or in squads of twos (Duos) or fours (Quads). Players start in a “battle bus”, a literal bus pictured above which flies over the playing field. Players jump (or “drop”) at a chosen point. Upon landing, they scavenge for items such as guns and armour and seek to be the last person (or team) alive. At this point, the game is over and a winner is announced. They can also build structures or defences in the game in real time.

Photo by Jamie McInall

Like Roblox, Fortnite is free to play the base game. Those seeking “skins” (costumes for player characters), “emotes” (animations such as dances) or other cosmetic items must purchase these with in-game money called “Vbucks”. VBucks range in price – because Fortnite can be played on the Xbox, a computer, on a phone or other platforms. They can be spent in-game on a rotating selection of items.

There are a number of subtle marketing tactics that are in play with in-game purchases as opposed to using real money. Firstly, any given item is only available to purchase in a random rotation. When a player sees a costume they want, there is an urgency to buy right away – or else they may have to wait an undetermined period of time for another chance.

Secondly, the fact that Vbucks are bought in blocks of hundreds, players usually have left over in-game currency. This creates a feeling that unused currency is “money wasted” and encourages further purchases of Vbucks to “make use” of the remainder.

In this way, the game makes buying items quickly and repeatedly very appealing to a player. It also helps to explain why a child may be insistent on day that a parent provide money, and seem relatively disinterested the next. Those who do not (or cannot afford to) buy items are sometimes mocked as “no-skins” or “nobodies”.

The popularity of Fortnite is intrinsically linked to “streaming”, this is the practice of sharing video in real-time of your game play with others. The two most popular websites for streaming are Youtube and Twitch. As of writing, there are more than 121,000 people watching Fortnite on switch and the most popular “streamers” are casting to an audience in excess of 29,000 viewers. The appeal of watching their favourite “streamers” is similar to watching a professional sport match. Those watching a stream can communicate with each other and with the person casting via a “chat” system. A sub-culture often sprouts up around a particular streamer. This can include in-jokes, common slang terms and other elements that are easily identifiable to those in the know, and unintelligible to those without.

Popular streamers are able to earn significant sums of money from donations, brand deals and advertising. The prospect of making money playing video games, along with having loyal fans explains why many children have begun to see “streamer” or “youtuber” as an exciting potential career. If a group of children or young people at school all follow the same streamer, it can become an important part of their social life. However, it is very important for parents to understand that while the video game is providing the background and content for the stream, the stream itself is not regulated in the same manner.

League of Legends – PEGI rating “12”

League of Legends, or LoL is a free to play Multiplayer Online Battle Arena or MOBA game. In this game, and others like it (Defence of the Ancients 2, Smite and Heroes of the Storm for example) two teams of 3-5 each players choose “champion” characters and battle for control of a map. League of Legends is arguably the most popular MOBA – with around 100 million active players per month. Like Fortnite or Roblox, League of Legends is free to play, and makes money by selling in-game items and characters.

Photo by Hitesh Choudhar

There are around 140 different “champions” in League of Legends. Each has a slightly different play style –for example, one may be effective at long range or may be able to heal friends of damage. League of legends is an older game, first released in 2009. Its game play is also arguably more complex and challenging than Roblox’s most popular modes and Fortnite’s battle royale. As a result of both of these factors, the player base for League of Legends tends to be a little older. In all likelihood, if your child or young person is playing league of legends or another MOBA they will be in their mid to later teens. If they are playing League of Legends or other MOBA games, and are younger, parents should be particularly cautious.

Not every champion is available to play at all times. Each week, a different selection of champions will be available to play for free. If a player wishes to play as a champion who is not in the current rotation, they have to purchase them.  In League of Legends, there are two types of currency, a standard and premium. These are:

“Riot Points” – this is the premium currency. These must be bought and can be used to purchase cosmetic items and champions.

“Blue Essence” – This is the standard currency, and is earned via playing the game.

By having some items available to purchase with points rather than only for real money, the developers can argue that they are not as exploitative as normal free to play games. One of the issues with this is that the quality and range of items available for purchase with premium currency is much more than with standard.

One of the major concerns that parents may have about League of Legends and other MOBA games is the toxicity of the community that their child is playing with. While all online games will have a level of unpleasant behaviour, League of Legends is renowned for having a particular problem with this. While the developers of the game have made consistent efforts to address this, the gameplay loop of league of legends is uniquely susceptible to problem behaviour.

If your child or young person is having strong reactions to their performance in video games, the best step a parent can take is to talk to them. Parents may justifiably feel that their child or young person is overreacting to a loss in a game, but should take the time to consider why they may be acting in this way. It is possible that they are simply upset about the game, but equally it may be a sign of more general frustration in life.

Asking your young person why they feel so emotionally invested and get so upset is an opportunity to talk about feelings and how to deal with emotions. Simply shutting them down and telling them to “get over it” may inadvertently cause more stress.

Payment and Parental Controls

You may have read stories in the media about parents who have gotten stung with large, unexpected bills because of their child’s in-game purchases. The main manner by which this happens is parents accidentally letting the game “save” their credit card details. In the same way that Tesco, Amazon or any number of online businesses can save details to make payment easier, so to can video games.

From there, it is relatively easy for children or young people to make further purchases. They may do this intentionally, but it is equally likely that they will click assuming that it will not work. The best way to combat this is to ensure that you do not tick “save my payment details” when making a purchase. Alternatively, many games allow you to make physical purchases of vouchers that can be redeemed online. If you use this method, no payment details are ever processed by the game.

Photo by George Becker

Another important aspect of video gaming, particularly for younger children are parental controls. Some games have specific parental controls built in, but the easiest way to implement them is via the platform that your child or young person uses to play the game. In the case of the three games that are listed here, the “platform” is a PC, Xbox or PlayStation. Each has its own method of implementing parental controls. For a PC, this is a little more complicated, as parents will often need to install third-party programmes to monitor and restrict access to individual websites, games or programmes. Rather than suggesting a particular company, Parenting NI would advise parents to ask someone in their life who is comfortable with computers to help, or to ask for help from an expert.

For PlayStation and Xbox, setting up parental controls involves going into the settings on the consoles. On the Xbox, head to “Settings > Account > Family” and choose your child or young person’s username. From there, you will be presented with a number of options to restrict games based on age rating. On a PlayStation, go to “Settings > Parental controls/Family Management > Parental Controls”. Again, you will be presented with a number of individual options to restrict games and features.

Conclusion

Video games are a fast evolving medium. By the time that you are reading this article, it is entirely possible that all of the above games will have waned in popularity. Equally, there are thousands of games available, and your child or young person may be playing any of them.

It is important to try to know the names of the games that your child is playing. Games are regulated by the Pan European Game Information (PEGI) system, and are rated. Parents can go on to the PEGI website here, and can search for any game. This will give an overview of the content of the game, and help parents to determine if the game is suitable for their child. This system works like movie ratings, and Parenting NI would strongly encourage parents to check the ratings of every game that they know their child is playing.

The most effective step that a parent can take is communicating with their young person. While taking an active interest in the games your child or young person plays may be challenging, having a general understanding of what they play and what is involved will help allay fears and catch problems. It is unreasonable to expect a parent to have an in-depth understanding of every video game that their child may play. However, rather than seeing them as mystifying sources of concern, parents should see their children’s interest in gaming as an opportunity.

Instead of saying “this is a waste of your time” or “go outside and play”, which may lead to an argument, ask “what do you like about that game?”. Children will appreciate the chance to talk about their interests, and parents may learn more about what their child enjoys.

Call our Helpline - 0808 8010 722

Parent’s Guide: Children & Video Games

Is your child a gamer? Would you like to know more about what your children are playing?

In this special feature, we look at the research and offer some guidance on things to be aware of when it comes to your children’s gaming.

Playing video games has been a popular form of entertainment since the 1970’s. However, has technology has developed and advanced so too has the impact and influence of video games.

Video games can address and explore a wide range of issues just as other forms of media like books, television and films do. But parents are rightly concerned when the content of games like Call of Duty or Grand Theft Auto include theft, terrorism and murder. Additionally, there are new and emergent problems such as simulated and real gambling and online gaming with strangers.

“Do video games have a negative impact and should I stop my child from playing them?”

There have been a wide range of studies on video game content, however as technology moves at breakneck speed it is easy to get left behind when it comes to advice and guidance. This puts parents in a difficult situation when weighing up protecting their children from potentially harmful content or inhibiting on their children’s social life. 

The Facts… 

Violence
There is no absolute consensus regarding the impact of video games on children’s health and development. Some studies suggest that children who are exposed to violence in media may become numb to it and show more aggressive behaviour. They also say that younger children and those with emotional, behavioural or learning difficulties may be more influenced by violent images.

On the other hand, many researchers dispute this idea that there is a link between violence in video games and violent behaviour in children. Instead, they suggest that the link between violent content and aggressive behaviour is reliant upon the child’s character. Author and clinical psychologist Eileen Kennedy-Moore noted:

“People with a personality constellation of being 1) easily upset (high neuroticism), 2) showing little concern for other people’s feelings (low agreeableness), and 3) having a tendency to break rules or act without thinking (low conscientiousness) are particularly susceptible to the negative effects of violent video games”

Additionally, a 2017 study in the Netherlands found that:

“Exposure to ‘violent’ video games at age 9 was not predictive of aggression or reduced prosocial behaviors one year later. Overall gaming, likewise, was unrelated to most mental health issues including attention problems or reduced social functioning, or total mental health difficulties”

It is difficult for parents who are not gamers or have little understanding of it to know whether the games their children ask for are age appropriate from the titles alone. With names that only make sens in context, such as “Elder Scrolls V: Skyrim” or “Mario & Rabbids: Kingdom Battle”, it is unreasonable to expect parents to know if the content contained in these titles would be suitable for a 7, 10 or 15 year old child. Additionally, every child is different which therefore makes it even more challenging to decide on suitability. Just as with films, what one 12 year old might find exciting or funny may make another anxious or frightened. Truthfully, with regards to violent content in video games only the parent themselves knows their child well enough to make a choice.

Spending

While the majority of concern regarding video games relates to violent imagery, as games have matured the problems they present have developed as well. Recently, there has been a great deal of concern regarding the use of real money in video games to simulate gambling. The most recent example of this was exhibited in “Star Wars Battlefront II”, while Star Wars has a PEGI rating of 16, the use of Star Wars characters makes it popular and much desired by very young children. While the content of the game is fairly tame (mild fantasy violence), worries have been raised regarding “lootboxes” in game.

The concept of “lootboxes”, or extra paid content in games is a difficult subject for parents to understand, even when they have some experience of video games themselves. Lootboxes are a form of “Downloadable Content”, or “DLC”. DLC can take the form of major changes or additions to games, or minor cosmetic upgrades, and is released separately from the core game. It must be paid for separately, and is designed to prolong the life cycle of the game.

The issue with DLC like lootboxes is the manner in which it simulates gambling, in particular slot machines. A player pays real-money for a lootbox (in the case of children, this is typically parents money) and receives a number of randomised items. The issue is that the item which the player wishes to get – a character or weapon, for example – is not guaranteed to be in the box. An example is shown below:

The problems with this system can be seen for adults, but the effect of promoting such pseudo-gambling behaviour to children is potentially dangerous. The addition of popular children’s characters such as Luke Skywalker or Yoda to the mix only increases the issue. The game’s publisher, Electronic Arts has vigorously denied that these mechanics are gambling, stating:

“Creating a fair and fun game experience is of critical importance to EA. The crate mechanics of Star Wars Battlefront 2 are not gambling”

However, this has been contested by a number of jurisdictions. In Belgium, The Netherlands and the US State of Hawaii, formal investigations have opened into whether these mechanics are gambling.

Regardless of the exact legal nature of specific mechanics, the simple existence of the potential to spend vast sums of money (Star Wars Battlefront II, for example, could potential cost a whopping £1,600 to unlock every aspect of the game) is deeply worrying for parents. Whereas in the 80’s and 90’s, a child might at worst ask for a £60 or £70 game, today’s children potentially could end up spending much larger sums. This concern is particularly acute for children or young people who have their own money (such as teenagers).

Strangers

Much like the internet at large, video games which are played online offer a number of exciting opportunities. Children could benefit from playing with friends, especially when they are far away geographically. Team-building and co-working can help to foster good behaviours and strategies in children. A report by RMIT University in Australia found that children who played online games every day score 15 points above the average in maths and 17 points above the average in science.

Nonetheless, there is danger of so-called “grooming” by adults of children playing online games. This process operates similar to groom on social media platforms. Children are connected to strangers and adults online via video games, and this allows a potential for abuse. In January 2017, Adam Isaac was convicted of a range of criminal activities involving children he met through popular online game “Minecraft”.

The Good News…

Despite the concerns regarding video games, it is important for parents to recognise that there are distinct and unique benefits for children of playing video games. These are especially pronounced in games that have an educational aspect to them. Research professor Peter Gray Ph.D wrote that:

“Repeated experiments have shown that playing fast-paced action video games can quite markedly increase players’ scores on tests of visuospatial ability, including tests that are used as components of standard IQ tests. Other studies suggest that, depending on the type of game, video games can also increase scores on measures of working memory (the ability to hold several items of information in mind at once), critical thinking, and problem solving. In addition, there is growing evidence that kids who previously showed little interest in reading and writing are now acquiring advanced literacy skills through the text-based communication in on-line video games.”

The American Psychological Association published an extensive report in 2013 which identified a litany of potential benefits for children associated with the playing of video games. Video games were linked to improvements in spatial navigation, reasoning, memory and perception in children.

Additionally, video games can help children socially, as up to 70% of gamers play with friends in the same room and this co-play activity helps to improve prosocial activities that help with social development. In an increasingly isolated and anti-social environment that children operate in, video gaming often provides an outlet for social play.

Help is at hand

Ratings
Thankfully, parents are not alone in this. In addition to voluntary services (such as the Parenting NI helpline), video games in Europe are rated by PEGI. This rating, which must be listed on the box of a game, or on the store page if the game is listed online, gives an idea of what sort of content is included. The criteria are listed below:


PEGI 3: The content of games given this rating is considered suitable for all age groups. Some violence in a comical context (typically Bugs Bunny or Tom & Jerry cartoon-like forms of violence) is acceptable. The child should not be able to associate the character on the screen with real life characters, they should be totally fantasy. The game should not contain any sounds or pictures that are likely to scare or frighten young children. No bad language should be heard.

PEGI 7: Any game that would normally be rated at 3 but contains some possibly frightening scenes or sounds may be considered suitable in this category.

PEGI 12: Videogames that show violence of a slightly more graphic nature towards fantasy character and/or non graphic violence towards human-looking characters or recognisable animals, as well as videogames that show nudity of a slightly more graphic nature would fall in this age category. Any bad language in this category must be mild and fall short of sexual expletives.

PEGI 16: This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. More extreme bad language, the concept of the use of tobacco and drugs and the depiction of criminal activities can be content of games that are rated 16.

PEGI 18: The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence and/or includes elements of specific types of violence. Gross violence is the most difficult to define since it can be very subjective in many cases, but in general terms it can be classed as the depictions of violence that would make the viewer feel a sense of revulsion.

PEGI also lists a number of reasons for their rating, including drug use, discrimination or violence. Reading and understanding the ratings for the games your children are playing is highly recommended. PEGI is a legal mechanism, which is backed up by the government. This means that retailers must make every attempt to prevent children under the suggested age from buying the games – however, it is not illegal for children to play a game they are underage for.

Parental Settings
In addition to regulation and ratings, many game companies and publishers have installed parental settings and controls built into games consoles or games themselves. The best example recently is the parental control on the Nintendo Switch. The Switch has a sophisticated array of controls, including:

  • Control of total play times;
  • Deciding which games to allow, and which are blocked entirely;
  • Which online features are allowed

You can control this via an app installed on a tablet or phone. While Nintendo has been particularly proactive in this regard, most games consoles have at least some level of parental controls.

However, these features are almost never on by default. As such, it is essential that parents seek advice and familiarise themselves with parental controls before giving the console to the child.

Talk
As with almost every parenting issue, the single most effective tool to combat the negatives of video games is good parent to child communication. Particularly with older children, it is important that parents take the time to talk about the games their children are playing. Talking to your child about games can help you understand more about their content and voicing your concerns ensures that your child understands the risks. 

It is important that your child feels that they can come to you if something happens that worries or frightens them. They are less likely to do so if they think that you will not “get it”. By chatting about what they are doing before something happens a parent can build their child’s resilience and ensure that they talk to you when things go wrong.

In conclusion, there is no settled opinion regarding the risks versus benefits of children playing games. There are certainly issues, relating to the appropriateness of content for children, potential spending of money and online activity. However, there are equal and opposite suggestions that playing of video games can be highly beneficial for children.

Like many parenting problems, there is no simple one-size fits all solution to video games. The best and only manner in which parents can take a level of control is by taking a proactive interest in the games that their children play. While the world of video games can be particularly opaque and difficult for parents to access, particularly if they are not tech-savvy themselves, taking a level of interest is the best way to protect children.