Video gaming

Overview.
This wiki was created as a companion resource for Digital Community, Digital Citizen by Jason Ohler (Corwin Press, 2010), as well as a general resource for anyone interested in the issues of digital citizenship. Resources on this site relate to the concerns and opportunities surrounding kids and video gaming.

Invitation to readers: please add your resources to this page. Please add any resources here related kids and video gaming. Also, feel free to add links to any of the pages you see in the navigation column a t the left. When in doubt about where to add something, please add it to the "Other" category and I will sort it out later.

To add to this wiki you need an invitation from me. Although anyone can view this wiki, if you want to add to it you will need an invitation from me to join as a collaborator. Just email me (jasonohler@gmail.com) and I will make it so. Thank you for your contributions.



General interest sites
  • Game Ratings and Descriptor Guide, by the Entertainment Software Rating Board (ESRB). From the website: "The ESRB is a non-profit, self-regulatory body that independently assigns ratings, enforces advertising guidelines, and helps ensure responsible online privacy practices for the interactive entertainment software industry." The ESRB also provides a number of resources, including a searchable database and educational outreach resources." Click here for a brief overview of the rating system.
  • Games for Change. From the website: "Games for Change (G4C) is a non-profit which seeks to harness the extraordinary power of video games to address the most pressing issues of our day, including poverty, education, hu
    man rights, global conflict and climate change. G4C acts as a voice for the transformative power of games, bringing together organizations and individuals from the nonprofit sector, government, journalism, academia, industry and the arts, to grow the sector and provide a platform for the exchange of ideas and resources."
  • Managing Video Game Playing in the Home, from the Media Awareness Council. From their website: "Studies show that parents rarely play video games with their kids and have little knowledge of the themes, characters or ratings of the games their kids play. Your kids are much more likely to follow your advice if you show them you are genuinely interested in their video game playing."
  • Parents Television CouncilFrom the website: "When graphic sex, extreme violence, and the glamorization and codification of disrespect for the most basic of norms that make up human decency are involved in a product that children can use and learn from, parents need to be a part of the decision making process."
  • Reality Bytes: Eight Myths About Video Games Debunked, by Henry Jenkins, MIT Professor. From the website: "The overwhelming majority of kids who play do NOT commit antisocial acts. According to a 2001 U.S. Surgeon General's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester."
  • Video Game Controversy, from Wikipedia. From the wikipedia site: "Similar to other forms of media, video games have been the subject of argument between leading professionals and restriction and prohibition. Often these bouts of criticism come from use of debated topics such as video game graphic violence, virtual sex, violent and gory scenes, partial or full nudity, portrayal of criminal behavior or other provocative and objectionable material. Video games have also been studied for links to addiction and aggression. Several studies have found that video games do not contribute to these problems. Furthermore, several groups have argued that there are few if any scientifically proven studies to back up these claims, and that the video game industry has become an easy target for the media to blame for many modern day problems."
  • Video Game Revolution, by PBS. From the website: "Over the past 30 years, video games have become an integral part of our culture, and the video game industry has become a multi-billion dollar behemoth. Follow the journey of video games from university laboratories to our living rooms."



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