June 30, 2023

Categories: Other, Parenting

Video Game Use and Safety

By: Angel Mims, M.A., TLLP & Janelle Schenk, LMSW

Introduction

Gaming has become a popular form of entertainment for millions of all ages, that many enjoy on a daily basis. With the rapid advancement of technology, it is becoming increasingly popular and a more frequent topic of conversation. Video games can be not only entertaining, but even educational. While potentially beneficial in moderation, it is also important to understand the potential risks associated with excessive video game use which may have lasting effects. In this blog post, we’ll take a closer look at some of the key safety issues associated with video games and provide tips and advice on how to stay safe and healthy while gaming. Whether you are a gamer yourself or a parent who is interested in gaming safety for your children, this guide will give you the tools you need to make the most of gaming experiences while staying safe.

Recommended Screen Time 

The American Academy of Pediatrics (2016) among other research supports restrictions on how much time kids should spend using devices or watching TV. This is typically far below the amount of screen time children actually get.

How to Select Video Games?

Selecting age-appropriate video games is important for promoting healthy development and preventing potential negative consequences. Parents may use video game rating systems (eg. ESRB and PEGI) to identify content themes that are appropriate based on your child’s developmental level. Active parental involvement in selecting and monitoring video games can promote healthy video game use and prevent potential negative consequences for children (Olson, Kutner, Warner, & Almerigi, 2008). For example, understanding game features such as parental control, violence and gore settings embedded within the video game, as well as online play with the ability to connect with strangers through conversation. We also recommend that parents play games together with their children when possible, to gain a better understanding of these in-game features, general content, and overall appropriateness based on developmental level.

Online Play: Safe and Unsafe Connections 

 If the video game includes online play, parents should be aware of the potential risks of online interactions and take steps to ensure their child’s safety (Subrahmanyam & Šmahel, 2011). There are several things to consider if a game features an online play feature. 

For example, online play may require children to provide personal information such as their name, age, and location, which can put their privacy at risk. This information can be used by hackers or other malicious individuals to commit identity theft or cybercrimes (Livingstone, 2014). Cyberbullying involves using technology to harass, embarrass, or intimidate others, and it is a prevalent issue in online play. Children who experience cyberbullying may suffer from emotional and mental health problems such as depression, anxiety, and low self-esteem (Kowalski, Giumetti, Schroeder, & Lattanner, 2014). Online predators are individuals who use the internet to exploit and prey on children. They may use social media, chat rooms, or online games to gain access to children and engage in inappropriate conversations or activities (Mitchell, Wolak, & Finkelhor, 2013). Online play can expose children to inappropriate content such as violence, sexual content, or language that may be harmful to their development (Baranowski & Jenkins, 2014). 

Of note, some gaming consoles (e.g., PlayStation 5/PS5) have a microphone and speaker built-into the device, meaning that children may more easily access online play features and access to strangers. These devices do not need a headset to engage in online play. It is important to understand which version of gaming device you or your child has to ensure proper limits when necessary. 

Potential Benefits of Gaming

Healthy video game use in children has been associated with several positive outcomes, including:

Improved cognitive skills: Studies have found that playing video games can improve cognitive skills such as attention, memory, behavioral inhibition, and spatial reasoning (Green, Bavelier, & Daphne, 2010; Feng, Spence, & Pratt, 2007).

Enhance creativity and problem-solving: Video games can provide a platform for children to exercise their creativity and problem-solving skills, which can have positive effects on their academic performance and future career prospects (Gee, 2003). Games may teach children behavioral inhibition, promote planning and goal-setting, as well as patience and delayed-gratification to complete those goals.

Social benefits: Video games can also provide opportunities for children to socialize with others, either online or in person, and can promote teamwork and cooperation with peers (Ducheneaut, Yee, Nickell, & Moore, 2006; Kowert et al., 2014). It is suggested that parents coordinate gameplay with peers to ensure your child is playing with age-appropriate peers rather than adults or potentially harmful predators online.

Stress relief: Some research has found that playing video games can help children manage stress and anxiety, providing a healthy outlet for emotional regulation (Russoniello, O’Brien, & Parks, 2009).

Improved mental health: Research suggests that video games can have positive effects on mental health outcomes such as reducing symptoms of depression and anxiety (Primack et al., 2018).

Cultural learning: Video games can be an effective tool for cultural learning, helping children to develop an understanding of other cultures and histories (Steinkuehler & Duncan, 2008).

Language learning: Some games feature different languages, which can help children learn new vocabulary and phrases. For example, the game “Assassin’s Creed Valhalla” allows players to experience Viking culture and language, which can help children learn about Old Norse words and phrases.

Historical knowledge: Some video games are based on historical events or cultures, which can teach children about different time periods and societies. For example, the game “Civilization VI” allows players to build and manage their own civilization throughout history, which can teach children about different historical events and cultures.

Diversity and inclusivity: Some video games can promote diversity and inclusivity by featuring characters from different cultural backgrounds. This can help children learn about and appreciate different cultures and perspectives. For example, the game “Overwatch” features a diverse cast of characters from different countries and backgrounds.

Geography: Some video games can help children learn about different countries and regions of the world. For example, the game “Geoguessr” challenges players to guess their location based on Google Street View images, which can help children learn about different landmarks and geography.

Cultural values: Can teach children about cultural values such as respect, teamwork, and empathy. For example, the game “Journey” encourages players to work together and help each other on their journey, which can teach children about the value of cooperation and kindness.

Physical activity: Some video games, such as exergames, require physical activity and can contribute to a child’s daily exercise routine (Biddiss & Irwin, 2010). Healthy video game use in children has been associated with several positive outcomes

Potential Risks Associated with Excessive Video Game Use 

Research has shown that excessive video game use can have negative consequences, including depression, anxiety, and decreased academic performance (Anderson et al., 2010). Similarly, “gotcha games” (see below) can lead to problematic spending and financial strain, particularly for players who are more susceptible to addiction. The heightened risk for the onset of mental illness can be caused or worsened by the following factors: Becoming “friends” with strangers, cyberbullying, and exposure to explicit content.

When Does Gaming Become a Concern?

The American Psychiatric Association (APA) does not currently recognize video game addiction as a formal disorder. Research has suggested that problematic video game use shares similarities with other addictive disorders, such as substance abuse and gambling (Király et al., 2015). Symptoms of concerning video game behaviors in children may include: preoccupation with video games, neglect of other activities (e.g., schoolwork, social interactions, and hygiene), withdrawal symptoms (e.g., irritability, restlessness, and mood swings) when not playing video games, and continued use despite negative consequences (Gentile et al., 2011).

Appropriate Levels of Parental Involvement 

With that being said, it can be confusing as to how much parental involvement is appropriate. Fortunately, appropriate parental involvement can be demonstrated in a few ways. 

One way is by modeling good technology behaviors, such as limiting screen-time and engaging in other activities to show that you can have a healthy balance between video games and other tasks and activities. Another way to get involved is by encouraging the importance of privacy when it comes to video game use by teaching your child how or what is appropriate to share online regarding private (e.g., address) vs. public information. You also can remind your child not to share anything online that they wouldn’t be comfortable with the entire world reading or seeing. Another great way to get involved while respecting your child’s boundaries is becoming friends with them on gaming platforms to see when they may be playing and what games they are playing, rather than spying on them. A good level of trust is key to maintaining open communication.

So, how can you or a loved one make use of video games in a safe and healthy manner? 

  • Modeling healthy video game and media use within the household 
  • Adjusting your video game settings in a way that limits inappropriate content within games (e.g., blood/gore)
  • Refraining from sharing your location or other personal information (e.g., public vs private)
  • Reporting inappropriate and dangerous accounts and content you come across 
  • Abstaining from accepting follow or direct message requests with strangers, especially if you don’t share any mutual friends with that person.
  • Limiting video game use via parental control timing features or using a timer

Gacha Games (“Gotcha Games”)

Gacha games, also known as “gotcha” games, have become increasingly popular in recent years, especially when it comes to mobile gaming. These games typically involve collecting virtual characters or items through random in-game purchases or rewards. These games are designed to keep players engaged and coming back for more by offering new characters, items, or events on a regular basis. 

While they can be enjoyable, they can also lead to problematic spending and gambling-like behavior, making them addictive by nature. Events or limited-time offers may be advertised in the game, leading players to feel like they need to spend money or play continuously in order to not miss out. This can be particularly problematic for players who have a limited budget or who are vulnerable to addiction. Gotcha games can create a sense of pressure and a fear of missing out on an opportunity among players. Players are essentially “gambling” on the chance to obtain rare or valuable in-game items. This can be particularly dangerous for young players who may not understand the risks involved in such activities. In fact, a study found that adolescents who played simulated gambling games were more likely to develop problematic gambling behavior later in life (King et al., 2010). 

It is important for players and parents to be aware of the potential risks associated with gotcha games and to set limits on their spending and playing time. In conclusion, gotcha games can be a fun and enjoyable pastime, but they also have the potential to lead to problematic spending and addictive behavior. Families should be aware of the risks and take steps to protect themselves.

Conclusion

As mentioned in the introduction, with gaming being such a prominent part of many of our lives, the topics addressed above are important to be aware of in order for you or anyone you know to navigate video game use in a safe and healthy manner. Video games can be not only entertaining, but even educational, and provide a way to connect. They may provide improved cognitive skills, encourage creativity and problem-solving, social benefits, stress relief, among many others.

While gaming can be beneficial in moderation, it is also important to understand the potential risks associated with excessive video game use which may have lasting effects. There are some key safety issues associated with video games, such as depression, anxiety, and decreased academic performance. Similarly, “gotcha games” can lead to problematic spending and financial strain, particularly for players who are more susceptible to addiction. 

Children and gamers in general can stay safe and healthy while gaming with the right tools. Video game settings, parental control, and timers are a great way to set limits. Users should also refrain from sharing personal information. Whether you are a gamer yourself or a parent who is interested in gaming safety for your children, these skills will give you the tools to make the most of gaming while staying safe.

Common Gaming Devices

Gaming consoles: Devices such as the PlayStation, Xbox, and Nintendo Switch are popular gaming consoles. The PlayStation 5 has a built-in microphone and speaker in its controller to allow players easy access to online gaming.

Personal computers: Many play video games on personal computers or laptops, which can be equipped with gaming-specific hardware.

Smartphones and tablets: Mobile devices are increasingly used for gaming, with many popular video games being available as mobile apps.

Handheld consoles: Portable gaming devices such as the Nintendo 3DS and PlayStation Vita are still popular among children who prefer gaming on-the-go.

Virtual Reality (VR) devices: VR devices such as the Oculus Quest and PlayStation VR are becoming more common, allowing children to immerse themselves in virtual worlds.

Game Rating Systems

References

Anderson, D. R., Subrahmanyam, K., & Cognitive Impacts of Digital Media Workgroup (2017). Digital Screen Media and Cognitive Development. Pediatrics, 140(2), S57–S61. https://doi.org/10.1542/peds.2016-1758C

Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251 

Baranowski, T., & Jenkins, L. W. (2014). Gaming for health: Introduction to the special issue. Games for Health Journal, 3(1), 1-3. https://doi.org/10.1089/g4h.2013.1513 

Common Sense Media. (2017). The Common Sense Census: Media Use by Kids Age Zero to Eight. https://www.commonsensemedia.org/sites/default/files/research/report/csm_zerotoeight_fullreport_release_2.pdf 

Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Alone together? Exploring the social dynamics of massively multiplayer online games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (407-416). ACM. https://doi.org/10.1145/1124772.1124830

Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855. https://doi.org/10.1111/j.1467-9280.2007.01990.x 

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Gentile, D. A., Swing, E. L., Lim, C. G., & Khoo, A. (2011). Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychology of Popular Media Culture, 1(1), 62-70. https://doi.org/10.1037/a0021769

Green, C. S., Bavelier, D., & Daphne, B. (2010). Action video game modifies visual selective attention. National Library of Medicine, 423(6939), 534-537. https://doi.org/10.1038/nature01647

Hill, D., Ameenuddin, N., Chassiakos, Y.R., Cross, C., Hutchinson, J., Levine, A., Boyd, R., Mendelson, R.,  Moreno, M., Swanson, W.S. (2016). Media and Young Minds. Pediatrics, 138(5). e20162591. https://doi.org/10.1542/peds.2016-2591  

King, D. L., Delfabbro, P. H., Griffiths, M. D., & Gradisar, M. (2010). Assessing clinical trials of Internet addiction treatment: A systematic review and CONSORT evaluation. Clinical Psychology Review, 30(6), 794-805. https://doi.org/10.1016/j.cpr.2010.06.011 

Király, O., Urbán, R., Griffiths, M. D., Ágoston, C., Nagygyörgy, K., Kökönyei, G., & Demetrovics, Z. (2015). The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: An online survey. Journal of Medical Internet Research, 17(4), e88. https://doi.org/10.2196/jmir.3510 

Kowalski, R. M., Giumetti, G. W., Schroeder, A. N., & Lattanner, M. R. (2014). Bullying in the digital age: A critical review and meta-analysis of cyberbullying research among youth. Psychological Bulletin, 140(4), 1073-1137. https://doi.org/10.103

Olson, C. K., Kutner, L. A., Warner, D. E., & Almerigi, J. B. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. Simon & Schuster.

Radesky, J. S., et al. (2019). Association between screen time and children’s performance on a developmental screening test. JAMA Pediatrics, 173(3), 244-250.

Subrahmanyam, K., & Šmahel, D. (2011). Digital youth: The role of media in development. Springer Science. https://doi.org/10.1007/978-1-4419-6278-2

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