Thinking with Hats

White Hat
  • Some parents buy inappropriate games for their children
  • Children's behaviour can be affected by these games
  • Some parents are not engaging with their children
  • Online play often results in children picking up bad language and behaviour
Red Hat
  • It upsets me that parents aren't engaged enough with their children
  • I don't like it when I play online and kids are swearing at me because there's no repercussions if they do
Black Hat
  • Even if we do something about this issue, kids will still get access to the games at their friends' houses
  • Kids will pick up bad language and behaviours on the playground anyway
  • Parents will continue to buy inappropriate games for their kids no matter what gets done about it
Yellow Hat
  • Removing kids from online play will result in more pleasant communities
  • Parents engaging with their kids will help the kids learn and grow into decent people
  • Parents will be teaching kids that they can't always get what they want.
Green Hat
  • See previous blog posts for the ideas I've thrown around.

How can we communicate with parents? (Brainsteering)


Internet
  • Facebook
    • Advertising
    • Chain letters
  • YouTube
    • Advertising
    • Educational videos
  • Spotify
  • Advisories on internet shopping
  • Infographics
  • Online news articles
  • Twitter
  • Tumblr

TV
  • Feature the issue in popular soaps
  • Talk about the issue on current affairs shows
    • Needs to be factual
    • No overdramatisation
    • A certain amount of fear mongering may be useful in prompting action from parents
  • Documentaries
  • Feature the issue in kids' shows
  • Ratings advertisements mention that the code of practice applies to video games as well

Physical Media
  • Fliers in mailboxes
  • Door-knocking
  • Surveys
  • Parent-teacher interviews
  • Parent committee through the school
  • School sends notes home about it
  • Stores advertise the ratings system
  • Teach parents how to discipline their children to resist tantrums
  • Parent-Child counselling, allowing the child to talk without their parents present with guarantee of confidentiality

Categorised Assumptions

I've categorised my assumptions into 7 categories:
  • Interaction - The way the user interacts with the game
  • Social - The social implications and aspects of gaming
  • Distribution - How to buy games and what their formats are
  • Properties - Properties of video games
  • Content - Common themes and mechanics in games
  • Types - Some different types of games (hardly exhaustive)
  • Consequences - Some consequences of playing video games. Some of these are proven by studies, some not.



Assumptions on Video Games

Some assumptions about video games:
  • Joysticks
  • Controllers
  • Guns
  • Violence
  • Pinball
  • Visual
  • Hand-eye co-ordination
  • Reward-oriented
  • Quests
  • Multiplayer
    • Online
    • LAN
    • Physical
  • Computer
  • Console
  • Arcade
  • Arcade games cost money
  • Arcade games are more interactive/physical
  • Come in a case
  • Controller could be voice or musical instrument
  • Button pressing
  • Puzzle games
  • Auditory games
  • Playable movie
  • Keyboard and mouse
  • Online shopping
  • Input device is necessary
  • Output device is also necessary
  • A sort of feedback loop
  • Sense of accomplishment from achieving things in games
  • Relating to characters
  • Emotional attachment
  • Not overly advertised in mainstream media
  • Department stores and specialty stores sell them
  • Games are for all ages/genders/races
  • Certain games aren't suitable for everyone
  • Micro transactions
  • Facebook games
  • Smartphones
  • Tablets
  • Augmented reality
  • Virtual reality
  • Racing games
    • Steering wheel peripherals
  • Can involve physical activities (like Dance Dance Revolution and Wii Sports)
  • Controllers can be used on PC
  • Steam platform for PC
  • Game mechanics
    • Dodging
    • Jumping
    • Puzzles
    • Bosses
  • Soundtracks
  • Mixture of genres
  • Ratings system (ESRB)
    • G
    • PG
    • M
    • MA
    • R
  • Simulations, are they games?
  • What constitutes a game?
    • Reward system
    • Goal/Purpose
    • Enjoyable to someone
    • Story
    • Competitive elements
    • Challenging
    • Chance
  • Unpaid except for competitions and professional players
  • Action games are uneducational
  • Some games are educational, though not often very engaging
  • Rules
  • Challenges
  • Interaction
  • Goals
  • Not a clear cut distinction between art, work and games
  • 2D or 3D images
  • Haptics
  • Blu-Ray
  • Memory cards
  • Storage media
  • Downloaded games
  • Tamagotchis
    • Life simulation
  • Casual games
    • Facebook
    • Smart phones/tablets
    • Handheld gaming devices
  • "Hardcore gaming"
    • Consoles
    • PC
  • Modifications
  • Downloadable content/Add-on content
  • Gives you better hand-eye co-ordination
  • Gives you better motor control
  • Resistance to distraction (contrary to popular belief)
  • Sensitivity to information in peripheral vision
  • Video games make people violent
  • Improves dexterity and problem solving
  • Often leverage fantasy worlds/scenarios

Brainstorming Ideas


Here are some ideas my partner and I came up with:
  • Plain game packaging, like cigarettes.
  • Change parental perception of the medium.
  • Consoles/PCs need better and more accessible parental controls.
  • Parents need to be playing/learning about these games with their kids.
  • Extra verification for online purchases.
  • Vendors offering PG versions of games.
  • Ability to turn off adult content in games. Eg. Blood, gore, swearing and sexual content.
  • R-Rated games should be segregated further in game stores.
  • Kids games need to be more prominent in game stores.
  • Order games by rating or genre rather than alphabetically.
  • Section for kids/kid-suitable games in stores.
  • Age recommendations for games, as on board games and toys.
  • Educate kids about what they're seeing in these games.
  • Get the media to stop dramatising video game-related violence.
  • More psychological help for kids that are struggling with mental illness.
  • Encourage parents to engage with their children rather than using TV/gaming as a babysitter.
  • Time restrictions on video games, like they do with TV.
  • Parents shouldn't play adult content while the kids are around.
  • Advertising for adult games should be in adult time slots on TV.
  • R-Rated games should not be publicly advertised. Eg. On sides of buses, in magazines, etc.
  • Ban kids from playing games altogether.
  • Make consoles that read the age of the player before they are allowed to play.
  • Make consoles more friendly to parents, and encourage them to set them up for their children first and put parental controls in place.
  • Limit childrens' screen time.
  • Make it punishable by law to allow your kids to view adult content.
  • Make the games "uncool" among kids.
  • Unlock violent features of the game by requiring an adult-level question to be answered.
  • Scan ID cards to access adult content on consoles.

The R18+ Law changes nothing.

In January, 2012, the R18+ classification for video games was passed in Senate. Unfortunately, this has changed nothing in the way that parents are buying video games for their children.  I became upset reading an article written by a knowledgeable shop assistant; he didn't feel the ratings had discouraged parents from buying inappropriate content for their children, despite his advice. I feel like these attitudes are threatening the freedom of adults to access adult content.

Why do parents seemingly consider an R-rated game any different from a movie? Why do they just not give a damn that their kids are watching increasingly realistic graphics of people being blown to pieces or borderline pornography? Some comments on the article, speculate that it is because parents give in to their children too easily. That is an issue that needs to be questioned too - why are parents so easily swayed? I remember when I was a kid - if my mum said 'no' it meant 'no', and I didn't get the thing I wanted. If I pushed the matter, I'd be punished.

I don’t think that we need less sex and violence in games. What I think we need are parents who are better educated about games and pay closer attention to what their kids are playing.
This quote is from Gabe, the co-author of Penny Arcade Comics (Penny Arcade created PAX, one of Australia's largest gaming conventions). He often works with children in the capacity of a comic artist, however, during these times, he has become concerned about what the kids are being exposed to after a 7 year old girl asked him to draw Slender Man (the main antagonist from a first person survival horror game). Although it's not officially rated by the ESRB, I did find this website and this one on another Slender Man game. It seems like the commenters may not be aware of what level of trauma that a child can handle, every child is different, after all, but the intended audience, certainly is not children.

In recent years a lot of media attention has been brought toward a link between violence and video games, despite studies to the contrary. Many of these sensationalist articles fail to look at the root causes of these incidents. Often, the video game is merely a trigger for a pre-existing problem and if it weren't the video game, it would be something else. It's too easy to blame video games than to actually find a solution or provide support to the victims and perpetrators alike.

Here is a breakdown of a video game scare as analysed by gaming website, Kotaku.

Outline

I'm using this first post to outline my question:

"How can we educate parents about the types of video games that they buy for their children?"

This question is relevant to my personal interests in the video gaming industry and my dream job in concept art for said industry. It is relevant to current affairs, as the R18+ classification was recently passed in Australia, however, it has done nothing to prevent children from consuming mature content. The classification hasn't done very much to allow new adult content to be released, as in the case of Saints Row IV; which was censored by the Australian Classification Board.
Popular opinion seems to be that gaming is for children and teenagers, however, increasingly, the majority of the gaming population is over 18, in part due to 1980s children being the first generation of gamers. These gamers should be allowed access to the content that the rest of the world (and especially, the US) has access to. Parents need to be better educated about the ratings system and how to set parental controls on the console or PC that their children have access to.