<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Trends with Games</title>
	<atom:link href="http://www.elearnspace.org/blog/2008/12/23/trends-with-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.elearnspace.org/blog/2008/12/23/trends-with-games/</link>
	<description>learning, networks, knowledge, technology, community</description>
	<lastBuildDate>Sat,  4 Feb 2012 22:56:23 -0500</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.4</generator>
	<item>
		<title>By: Morgan</title>
		<link>http://www.elearnspace.org/blog/2008/12/23/trends-with-games/comment-page-1/#comment-3845</link>
		<dc:creator>Morgan</dc:creator>
		<pubDate>Wed, 31 Dec 2008 00:36:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.elearnspace.org/blog/?p=3694#comment-3845</guid>
		<description>Hi - I found this post to be very interesting. I love to play video games, but I also have a good balance and mindset dealing along with school and m social life. However, what some people don&#039;t understand is that people play video games for a long time because they take time to do stuff. Sometimes there is no pause switch and you can&#039;t stop without losing all you&#039;ve come to accomplish. It&#039;s not always the gamers&#039;  fault.</description>
		<content:encoded><![CDATA[<p>Hi &#8211; I found this post to be very interesting. I love to play video games, but I also have a good balance and mindset dealing along with school and m social life. However, what some people don&#8217;t understand is that people play video games for a long time because they take time to do stuff. Sometimes there is no pause switch and you can&#8217;t stop without losing all you&#8217;ve come to accomplish. It&#8217;s not always the gamers&#8217;  fault.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: David</title>
		<link>http://www.elearnspace.org/blog/2008/12/23/trends-with-games/comment-page-1/#comment-3657</link>
		<dc:creator>David</dc:creator>
		<pubDate>Sat, 27 Dec 2008 02:50:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.elearnspace.org/blog/?p=3694#comment-3657</guid>
		<description>
&lt;b&gt;Effects Of Video Game Playing On Children&lt;/b&gt;
&lt;b&gt;Positives&lt;/b&gt;

	Video game playing introduces children to computer technology.
	Games can give practice in following directions.
	Some games provide practice in problem solving and logic.
	Games can provide practice in use of fine motor and spatial skills.
	Games can provide occasions for parent and child to play together.
	Players are introduced to information technology.
	Some games have therapeutic applications with patients.
	Games are entertaining and fun.

&#160;
&lt;b&gt;Facts&lt;/b&gt;

	The U.S. video game market reached nearly $10.5 billion in sales in 
	2005. with the projected world-wide market expected to grow to $46.5 billion 
	by 2010 (BusinessWeek Online, 2006).
	A recent report showed that 45% of heavy video game players and nearly a 
	third of avid gamers are in the 6 to 17 year old age group (NPD Group Inc., 
	2006).
	The most recent (May 2008) mystery shop study conducted by the U.S. 
	Federal Trade Commission (FTC) found that national retailers enforced their 
	store policies by refusing to sell M-rated video games to minors 80% of the 
	time.
	M&quot; rated video games from retailers (Federal Trade Commission, 2004).
	Of computer and video games purchased in 2007, as reported by the NPD 
	Group, 45% were &quot;E&quot; rated games, 12% were &quot;E10+&quot;, 28% were &quot;T&quot; rated games, 
	and 15% were &quot;M&quot; rated games (Entertainment Software Association, 2008).
	A study of over 2,000 8 to 18 year-olds (3rd through 12th graders) found 
	the 83% of them have at least one video game player in their home, 31% have 
	3 or more video game players in their home, and 49% have video game players 
	in their bedrooms (Roberts, Foeher, and Rideout, 2005).
	In the same study only 21% of kids reported that their parents set rules 
	about which video games they can play, 17% reported their parents check 
	warning labels or ratings on video games, and 12% reported they play video 
	games they know their parents don&#039;t want them playing (Roberts, Foeher, and 
	Rideout, 2005).

&lt;b&gt;Negatives&lt;/b&gt;

	Over-dependence on video games could foster social isolation, as they 
	are often played alone.
	Practicing violent acts may contribute more to aggressive behavior than 
	passive television watching. Studies do find a relationship between violent 
	television watching and behavior.
	Women are often portrayed as weaker characters that are helpless or 
	sexually provocative.
	Game environments are often based on plots of violence, aggression and 
	gender bias.
	Many games only offer an arena of weapons, killings, kicking, stabbing 
	and shooting.
	Playing violent video games may be related to aggressive behavior 
	(Anderson &amp; Dill, 2000; Gentile, Lynch &amp; Walsh, 2004). Questions have been 
	raised about early exposure to violent video games.
	Many games do not offer action that requires independent thought or 
	creativity.
	Games can confuse reality and fantasy.
	In many violent games, players must become more violent to win. In &quot;1st 
	person&quot; violent video games the player may be more affected because he or 
	she controls the game and experiences the action through the eyes of his or 
	her character.
	Academic achievement may be negatively related to over-all time spent 
	playing video games. (Anderson &amp; Dill, 2000; Gentile, Lynch &amp; Walsh, 2004)

Questions to ask: Is the violence rewarded or punished? What are the 
consequences? How graphic is the violence? Is the violence against humans or 
inanimate objects? Is the violence sexual?
&lt;b&gt;Reasons children give for playing video games:&lt;/b&gt;

	It&#039;s fun
	Like to feel in control
	Releases tension
	Relieves boredom
	Develops gaming skills
	Feel a sense of mastery

&#160;
&lt;b&gt;Bottom line&lt;/b&gt;

	Many video games are fun and appropriate.
	Violent video games may be linked to an increase in aggressive behavior.
	There are many questions about the cumulative effect of video games, 
	computers, and television.
	Parents are urged to monitor video game play the same way they need to 
	monitor television.

&#160;
&lt;b&gt;What to look for in choosing a game&lt;/b&gt;

	Be aware of advertising and marketing to children. Advertising pressure 
	contributes to impulse buying.
&#160;
	Check the ESRB rating symbols (on the front of the box) that suggest age 
	appropriateness for a game and content descriptors (on the back) that 
	indicate elements in a game that may have triggered a particular rating 
	and/or may be of interest or concern.
	Some games are made to encourage
	&lt;a href=&quot;http://www.soulmateescorts.com/&quot; rel=&quot;nofollow&quot;&gt;Escorts Services&lt;/a&gt; should be 
	avoid to buy.
&#160;
	If there are violence and sexual themes in the title and cover picture, 
	you can assume these themes are also in the game.
	Look for games involving multiple players to encourage group play.&#160;
&#160;
	Pick games that require the player to come up with strategies, and make 
	decisions in a game environment that is more complex than punch, steal, and 
	kill.
	AVOID the &quot;first person shooter&quot;, killing-machine games.
&#160;

Virtually all video games sold at retail in the U.S. and Canada carry one of 
six rating symbols that suggest age appropriateness.

Games may list content descriptors that describe violence, language, sex, 
tobacco, drug, and alcohol use.
&#160;
&lt;b&gt;Tips for Parents&lt;/b&gt;

	LIMIT game playing time.
	CHECK the age game ratings and descriptors on the box.
	USE other content sources and reviews to help you choose a game.
	Check the ESRB rating symbols (on the front of the box) that suggest age 
	appropriateness for a game and content descriptors (on the back) that 
	indicate elements in a game that may have triggered a particular rating 
	and/or may be of interest or concern.
	AVOID the &quot;first person shooter&quot;, killing-machine games.
	REQUIRE that homework and chores be done before game playing.
	DO NOT PUT video game consoles or computers in children&#039;s bedrooms.
	PLAY AND ENJOY a game with your child; check in as your child moves into 
	deeper levels in the game.
	TALK about the content of the games. Ask your child what&#039;s going on in 
	the game.
	EXPLAIN to your children why you object to certain games.
	Most major retailers of games have store policies preventing the sale or 
	rental of M-rated (Mature) games to children or youth. In the event you 
	notice a store clerk not complying with this policy, talk to the store 
	manager or contact ESRB
	Finally, ENCOURAGE your child to play with friends, or other activities 
	away from the video game set.

</description>
		<content:encoded><![CDATA[<p><b>Effects Of Video Game Playing On Children</b><br />
<b>Positives</b></p>
<p>	Video game playing introduces children to computer technology.<br />
	Games can give practice in following directions.<br />
	Some games provide practice in problem solving and logic.<br />
	Games can provide practice in use of fine motor and spatial skills.<br />
	Games can provide occasions for parent and child to play together.<br />
	Players are introduced to information technology.<br />
	Some games have therapeutic applications with patients.<br />
	Games are entertaining and fun.</p>
<p>&nbsp;<br />
<b>Facts</b></p>
<p>	The U.S. video game market reached nearly $10.5 billion in sales in<br />
	2005. with the projected world-wide market expected to grow to $46.5 billion<br />
	by 2010 (BusinessWeek Online, 2006).<br />
	A recent report showed that 45% of heavy video game players and nearly a<br />
	third of avid gamers are in the 6 to 17 year old age group (NPD Group Inc.,<br />
	2006).<br />
	The most recent (May 2008) mystery shop study conducted by the U.S.<br />
	Federal Trade Commission (FTC) found that national retailers enforced their<br />
	store policies by refusing to sell M-rated video games to minors 80% of the<br />
	time.<br />
	M&quot; rated video games from retailers (Federal Trade Commission, 2004).<br />
	Of computer and video games purchased in 2007, as reported by the NPD<br />
	Group, 45% were &quot;E&quot; rated games, 12% were &quot;E10+&quot;, 28% were &quot;T&quot; rated games,<br />
	and 15% were &quot;M&quot; rated games (Entertainment Software Association, 2008).<br />
	A study of over 2,000 8 to 18 year-olds (3rd through 12th graders) found<br />
	the 83% of them have at least one video game player in their home, 31% have<br />
	3 or more video game players in their home, and 49% have video game players<br />
	in their bedrooms (Roberts, Foeher, and Rideout, 2005).<br />
	In the same study only 21% of kids reported that their parents set rules<br />
	about which video games they can play, 17% reported their parents check<br />
	warning labels or ratings on video games, and 12% reported they play video<br />
	games they know their parents don&#8217;t want them playing (Roberts, Foeher, and<br />
	Rideout, 2005).</p>
<p><b>Negatives</b></p>
<p>	Over-dependence on video games could foster social isolation, as they<br />
	are often played alone.<br />
	Practicing violent acts may contribute more to aggressive behavior than<br />
	passive television watching. Studies do find a relationship between violent<br />
	television watching and behavior.<br />
	Women are often portrayed as weaker characters that are helpless or<br />
	sexually provocative.<br />
	Game environments are often based on plots of violence, aggression and<br />
	gender bias.<br />
	Many games only offer an arena of weapons, killings, kicking, stabbing<br />
	and shooting.<br />
	Playing violent video games may be related to aggressive behavior<br />
	(Anderson &amp; Dill, 2000; Gentile, Lynch &amp; Walsh, 2004). Questions have been<br />
	raised about early exposure to violent video games.<br />
	Many games do not offer action that requires independent thought or<br />
	creativity.<br />
	Games can confuse reality and fantasy.<br />
	In many violent games, players must become more violent to win. In &quot;1st<br />
	person&quot; violent video games the player may be more affected because he or<br />
	she controls the game and experiences the action through the eyes of his or<br />
	her character.<br />
	Academic achievement may be negatively related to over-all time spent<br />
	playing video games. (Anderson &amp; Dill, 2000; Gentile, Lynch &amp; Walsh, 2004)</p>
<p>Questions to ask: Is the violence rewarded or punished? What are the<br />
consequences? How graphic is the violence? Is the violence against humans or<br />
inanimate objects? Is the violence sexual?<br />
<b>Reasons children give for playing video games:</b></p>
<p>	It&#8217;s fun<br />
	Like to feel in control<br />
	Releases tension<br />
	Relieves boredom<br />
	Develops gaming skills<br />
	Feel a sense of mastery</p>
<p>&nbsp;<br />
<b>Bottom line</b></p>
<p>	Many video games are fun and appropriate.<br />
	Violent video games may be linked to an increase in aggressive behavior.<br />
	There are many questions about the cumulative effect of video games,<br />
	computers, and television.<br />
	Parents are urged to monitor video game play the same way they need to<br />
	monitor television.</p>
<p>&nbsp;<br />
<b>What to look for in choosing a game</b></p>
<p>	Be aware of advertising and marketing to children. Advertising pressure<br />
	contributes to impulse buying.<br />
&nbsp;<br />
	Check the ESRB rating symbols (on the front of the box) that suggest age<br />
	appropriateness for a game and content descriptors (on the back) that<br />
	indicate elements in a game that may have triggered a particular rating<br />
	and/or may be of interest or concern.<br />
	Some games are made to encourage<br />
	<a href="http://www.soulmateescorts.com/" rel="nofollow">Escorts Services</a> should be<br />
	avoid to buy.<br />
&nbsp;<br />
	If there are violence and sexual themes in the title and cover picture,<br />
	you can assume these themes are also in the game.<br />
	Look for games involving multiple players to encourage group play.&nbsp;<br />
&nbsp;<br />
	Pick games that require the player to come up with strategies, and make<br />
	decisions in a game environment that is more complex than punch, steal, and<br />
	kill.<br />
	AVOID the &quot;first person shooter&quot;, killing-machine games.<br />
&nbsp;</p>
<p>Virtually all video games sold at retail in the U.S. and Canada carry one of<br />
six rating symbols that suggest age appropriateness.</p>
<p>Games may list content descriptors that describe violence, language, sex,<br />
tobacco, drug, and alcohol use.<br />
&nbsp;<br />
<b>Tips for Parents</b></p>
<p>	LIMIT game playing time.<br />
	CHECK the age game ratings and descriptors on the box.<br />
	USE other content sources and reviews to help you choose a game.<br />
	Check the ESRB rating symbols (on the front of the box) that suggest age<br />
	appropriateness for a game and content descriptors (on the back) that<br />
	indicate elements in a game that may have triggered a particular rating<br />
	and/or may be of interest or concern.<br />
	AVOID the &quot;first person shooter&quot;, killing-machine games.<br />
	REQUIRE that homework and chores be done before game playing.<br />
	DO NOT PUT video game consoles or computers in children&#8217;s bedrooms.<br />
	PLAY AND ENJOY a game with your child; check in as your child moves into<br />
	deeper levels in the game.<br />
	TALK about the content of the games. Ask your child what&#8217;s going on in<br />
	the game.<br />
	EXPLAIN to your children why you object to certain games.<br />
	Most major retailers of games have store policies preventing the sale or<br />
	rental of M-rated (Mature) games to children or youth. In the event you<br />
	notice a store clerk not complying with this policy, talk to the store<br />
	manager or contact ESRB<br />
	Finally, ENCOURAGE your child to play with friends, or other activities<br />
	away from the video game set.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jeff Goldman</title>
		<link>http://www.elearnspace.org/blog/2008/12/23/trends-with-games/comment-page-1/#comment-3514</link>
		<dc:creator>Jeff Goldman</dc:creator>
		<pubDate>Tue, 23 Dec 2008 21:49:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.elearnspace.org/blog/?p=3694#comment-3514</guid>
		<description>Regarding, &quot;And it’s not just young males either. Profiles of gamers are changing (average age: 32).&quot; This age is ever increasing. I am seeing the Wii have a major affect on who is gaming as more and more middle aged and seniors are using Wii&#039;s. In fact, many nursing homes are using Wii Fits with their patients.

Hopefully the more this demographic changes, the more the execs and mangers will be accepting of online games as a learning device.

Here is another resource: http://www.nasaga.org/ (North American Simulation and Gaming Association (NASAGA))</description>
		<content:encoded><![CDATA[<p>Regarding, &#8220;And it’s not just young males either. Profiles of gamers are changing (average age: 32).&#8221; This age is ever increasing. I am seeing the Wii have a major affect on who is gaming as more and more middle aged and seniors are using Wii&#8217;s. In fact, many nursing homes are using Wii Fits with their patients.</p>
<p>Hopefully the more this demographic changes, the more the execs and mangers will be accepting of online games as a learning device.</p>
<p>Here is another resource: <a href="http://www.nasaga.org/" rel="nofollow">http://www.nasaga.org/</a> (North American Simulation and Gaming Association (NASAGA))</p>
]]></content:encoded>
	</item>
</channel>
</rss>

