Donate Now
 
Dr. David Walsh
Columns
Video Games Video Games
Television & Movies Television & Movies
Computers & Internet Internet & Computers
General General
Adolescents Adolescents
Literacy & School Success Literacy & School
Obesity Obesity
Violence in the Media Violence in the Media
MediaWise® With Dr. Dave   Print this page

Watching Video Games for 10 Years

I've been keeping a close eye on video and computer games for the past decade. That's because, for the past ten years, the National Institute on Media and the Family has released the annual Video Game Report Card, available at mediawise.org. Each year, the Report Card has given parents and lawmakers a look at the latest trends in the gaming world.

After a decade of working on this issue, I'm proud of the positive changes we've helped bring to what was once a largely unmonitored and unchecked industry. But at the same time, I'm dismayed to find the industry still up to what I can now call their old tricks. Specifically, killographic and sexually explicit games are still finding their way into the hands of millions of underage players. With literally billions of dollars at stake, it probably shouldn't come as a surprise that the people who make mature games are failing to do all they can to protect our kids.

You've heard me lament in these very pages that the video game rating system overseen by the Entertainment Software Rating Board (ESRB) has failed to do its job. The past summer's Grand Theft Auto scandal involving secret pornographic content in the year's most popular and, arguably, most irresponsibly violent game is simply one of the reasons we gave the ESRB an F grade this year. In response to the ESRB's failure, the National Institute on Media and the Family will convene a summit next year on video game ratings with the leading national organizations dedicated to children's health and welfare. We hope for the creation of an independent rating system uncompromised by the ESRB's obvious conflict of interest.

Nearly every year over the past ten, the Report Card has noted retailers' refusal to keep mature games out of the hands of kids. This year, unfortunately, is no different. Though we have seen slight improvement, our sting operations found that kids could still purchase M-rated games about half the time.

Perhaps the most important finding of the year concerned parents. Fewer than half of the parents we surveyed said they understood the rating system, and nearly two-thirds said they had M-rated games in the house. In the light of the video game industry's growing power, and its recent lack of concern for its customers, parents have a greater responsibility than ever to be aware of their kids' video game habits.

Ten years ago, video games were, by today's standards, primitive and simple. They were gimmicky toys for kids. Today, the video game industry takes in more money than the movie business and nearly everyone, kids and adults alike, has played one of these games. They're not going away, and why should they? They're great entertainment, used in moderation. In the next ten years we'll need to work harder than ever to make video games a safe and healthy part of young people's lives.

David Walsh, Ph.D. is the president and founder of the National Institute on Media and the Family. For more information on media and to find KidScore® ratings of popular video games, visit www.mediafamily.org.

 
 
 
© National Institute on Media and the Family.