Kids and MMOs
I've been working with Qwest lately as part of their online safety program (www.IncredibleInternet.com). They brought me on board to talk to parents, teachers, high-school students, government officials, and law-enforcement officials in local communities about online games--both the potential benefits and the risks. So this has gotten me to think a lot more about key messages to tell people who want to know more about kids and MMOs. As a part of this, I created a survey targeted at MMO players who were themselves parents.
I thought that this would be an interesting group to survey because they have to balance their own understanding of online gaming with their roles as parents and guardians. It's easy for non-gaming parents to overstate the downside of games just as it is easy for gamers without children to understate it. So parents who themselves play online games offer a unique perspective on the issue of potential benefits and risks. And their own strategies in terms of online gaming access for their children would certainly be interesting to explore.
Altogether, 314 online gamers who were also parents (specifically those that had at least one child under the age of 18) responded to the survey. There are three parts to this article. We'll first look at the main risks that respondents associated with online games and their assessment of the amount of risk. Then we'll look at the main benefits respondents associated with online games and their assessment of the amount of benefit. Finally, we'll turn to a collection of advice that these parents gave in terms of managing their children's online gaming access.
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Risks
Respondents were asked to describe what they thought were the main risks associated with allowing their kids to play online games. Their responses were coded by category. If a respondent described multiple risks, each was coded separately. Thus, the following percentages add up to more than 100%. We'll go through these risks in order of descending frequency. For each, I'll provide some typical responses.
Exposure to Inappropriate Language and Themes (42%)
Online Predators (32%)
The sharing of personal information such as addresses, phone numbers and such by people preying on the gullible and inexperienced. [M, 29]
Spending Too Much Time Playing (25%)
Abusive Behavior (13%)
Social Immaturity (10%)
The concern about this risk was its impact on other players (rather a direct impact on the child).
Also concerned about the adults not being able to enjoy being adults because of the presence of the child. [M, 34]
Being Taken Advantage of (6%)
The remaining risks were described by 5% or fewer of the respondents and I will list them briefly here:
Thinking of Violence as a Solution (5%)
Lack of Social Skills (4%)
Lack of Exercise (3%)
Inability to Distinguish Reality from Fantasy (3%)
Learning Incorrect Grammar / Spelling (1%)
Developing Inappropriate Online Relationships (1%)
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When asked to rate the overall amount of risk they felt was associated with allowing their kids to play online games, the majority of respondents felt that there was a small to moderate amount of risk involved.
Parents were also asked to compare the risks associated with online games with other activities their teenage children are engaging in (or might engage in) and rate the relative risk of online games. Here, the majority of respondents felt that MMOs had lower risks than other activities their children were engaged in.
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Benefits
The responses regarding potential benefits to playing online games were coded in a similar way to the responses regarding risks. Below are the benefits that respondents brought up and example responses.
Working in a Diverse Group (53%)
The biggest benefit is learning what other people with very different world views are like and how to work with them. [M, 45]
Problem Solving Skills (25%)
He has to think and follow through with the quest and turn it in. I believe that this helps him with problem-solving and critical thinking skills. [M, 34]
Reading / Writing / Typing (23%)
My son is learning disabled, I allowed him to play and his reading levels went up and his thought processes increased. [F, 50]
Social / Communication Skills (20%)
Computer / Internet Literacy (9%)
Hand-Eye Coordination (9%)
Understanding of Systems (8%)
Learning how to organize and describe simple social and economic systems. How to operate in simple value systems (auction house, resource scarcity, etc) [M, 50]
Leadership Opportunities (7%)
My youngest at 17 has been the raid leader for most of the guilds he has been associated with in WoW demonstrating his logic and leadership skills nightly. [M, 47]
The remaining benefits were described by 5% or fewer of the respondents and I will list them briefly here:
Math Skills (5%)
Family Time (5%)
Setting Long Term Goals / Deferred Gratification (5%)
Building Imagination and Creativity (4%)
Learning English (from an ESL Standpoint) (3%)
Safe Space for Learning from Mistakes (2%)
Spatial / Map Skills (2%)
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When asked to rate the overall amount of benefit they associated with allowing with their kids to play online games, about half of respondents felt that there was a moderate amount of benefit involved, with the other responses falling in a fairly normal distribution around the midpoint. In comparing this chart with the earlier one on perceived risks, it seems that respondents rated the perceived benefits to be slightly higher than the perceived risks.
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Advice from Parents
When asked what advice they might give other parents in terms of managing the risks involved in playing online games, a fairly consistent set of guidelines emerged.
Set Limits and Expectations
Many parents talked about setting expectations early and sticking to them. And whether these are limits to time use, who they can chat with online, or who they can group with, it helps to figure out what tools the game provides that can help maintain these expectations (e.g., WoW's time control tools, or turning off general chat).
Make it very matter of fact. After a preset amount of time the MMO goes off and the real world goes on. Period. And enforce it, even though it may get unpleasant. [F, 27]
Keep an Eye on Them
Equally important was keeping tabs on their experiences and social interactions in these environments.
Be adamant about being able to read their screens, or loose the priviledge to be on the computer at all. [M, 33]
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Learn About the Game
Given that there are many online games currently on the market and the game mechanics in these environments differ, many parents suggested learning about the game (even if only a basic understanding) before allowing kids to play it.
Parents should not only 'sit down and try' the game, but learn what the basic unit of time is where something can be accomplished. [F, 33]
While it may seem daunting to non-gaming parents to have to learn about video games, many websites provide this information specifically using a parental perspective. For example, see www.gamerdad.com or www.whattheyplay.com.
Keep Computers in Public Area
Related to being able to keep an eye on what kids are doing online, many parents keep computers in public areas so that kids can't play alone in their bedrooms.
Put the computers in the room where your family spends most of it's time - NOT IN A PRIVATE BEDROOM. This will help with many issues, not only MMO's. It DOES inconvenience you some, however that is what being a parent means to me - I sacrifice some of my conveniences for the protection of my children. [M, 47]
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Maintain a Balance of Activities
Some parents stressed the importance of balancing a variety of activities in a kid's life. Spending time online and in online games is appropriate as part of a mix of activities the kid is engaged in.
Be Involved and Stay Involved
Above all, many of the advice parents gave revolved around being involved and staying involved with their kids. And along with this was showing genuine interest in the activities a child is engaged in to maintain an open channel of communication.
Always try to maintain an interest in your child's life, really. Learn about their friends, who they think is cute at school, what happened to them in 3rd period today. If you keep the lines of communication open for the mundane things, they'll feel more comfortable coming to you when a real problem arises. [M, 36]
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While it may seem surprising that more parents were concerned with exposure to inappropriate themes rather than time spent playing, it must be remembered that the sample of respondents had children spanning a large age range. Thus, while time spent online is probably the main risk for college students, parents of younger children are often more concerned with exposure to adult themes.
Overall, the respondents felt that there were more benefits than risks associated with online games, although the risks are clearly not negligible. On the whole, many respondents noted that being involved with kids mitigated risks while boosting the benefits. And as we've seen before, parents can play with kids productively.
In talking to parents and teenagers during my Qwest trips, involvement and setting up expectations are the two themes I stress. We've done informal surveys at high schools and it's often surprising how many young teenagers have internet-enabled computers in their own room without any clear rules or limits about internet use. Whether it's spending too much time online or misunderstanding the nature of online relationships, parental involvement is the key to mitigating many of the risks present when kids play online games.