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Video games marketed at young children: Too much, too soon?

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Yes
52% 290 votes Total: 561 votes
No
48% 271 votes

Yes

by Steven Gomez

Created on: October 27, 2008   Last Updated: January 21, 2011

The nation and its advertising outlets need to take more responsibility regulating advertising towards children, especially with regards to video games, which are more engaging and addictive than other toys marketed to children.

Children are impressionable and advertising has preyed on their impressionability for decades. Marketing to kids works for advertisers because many children lack the impulse control of a mature adult. The idea is to get children so obsessed with your product that they beg their parents to spend on it. Such an approach has sold enough product over the last few decades to justify the effort.

Video games make marketing to children a natural target. Children like games, and while adults do play video games, they stand a greater chance of attracting the attention of kids than adults. Adults can exercise judgment and not let advertising sway them, but many children don't know better than to not buy the hype.

In the case of many products, the practice isn't terribly harmful as most toys, like action figures and dolls, are inexpensive and harmless. But video games cost much more than your average toy. The typical video game costs $30-50 and up. If playing the game requires purchase of a system, these typically cost around $300 or more. Accessories required to play particular games cost significantly extra.

This can create great strain between children and parents, as many parents cannot reasonably afford such an expense. And it's a significant financial hit to many of those parents who do capitulate to their children's wishes.

Games by their nature are far more involving and interactive than typical toys. What hooks the child is the chance to virtually interact with a pixelated world where they can do things they cannot do in real life: shoot, jump, fly and so on. This hooks a child much more easily than commercials for other products. It can also cut into a child's time once he/she gets the product than other toys. Homework and other duties around the house can suffer. They may not get the exercise they need. Advertising itself doesn't damage a child as much as hooking them on a video game to the point of altering their lifestyle does.

Media limits ought to be set on the amount of advertising video game companies can do with media focused on young children, such as cartoon commercials. While it's understandable that companies want to market to a demographic that will buy their product, and while some degree of personal responsibility is expected from individuals, you have to expect that children will follow these same patterns of potentially damaging behavior.

At best, you sell some extra product to kids who will outgrow the mindset you're marketing to. More than likely, you'll cause residual domestic and economic damage by getting kids to beg their parents to bite off more than they can chew, so they can develop a potentially addictive habit. Video game companies ought to focus their efforts on segments of the population that have the power to earn disposable income: adults, teenagers, even older kids 8-12 years of age that can earn an allowance or money doing side jobs. Anyone with the maturity to do jobs is also capable of the maturity to wisely purchase video games and manifest their hobby for them without damaging repercussions.

Learn more about this author, Steven Gomez.
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No

by Pete Davison

Created on: March 06, 2010

As most followers of the video game industry will happily tell you regularly, video games have come a very long way since their humble beginnings on a black and white screen making "bleep-bloop" noises. One might even say that they have made greater progress than films have in a shorter space of time, which means that, as a medium, it's had to grow up fast.

One of the side-effects of this rapid adolescence is the diversification of "gaming" as a medium, an art form or whatever you would like to call it. Whereas once games were just that - competitive challenges either between several people or between man and machine - nowadays, it is perhaps a disservice so some creations to call them "games", when so much effort has gone into, for example, making them an interactive story.

Part of this diversification is the gradual realisation of the industry that "games" aren't just for kids any more. The kids who grew up playing Pong, Space Invaders and Pitfall are all now grown men and women, and just as you wouldn't sit a 30-year old man down in front of CBeebies (not unless he was really, really hungover), games have had to evolve a grittier, more mature edge at the same time. This is where the so-called "controversial" titles such as Grand Theft Auto, Gears of War, Heavy Rain and numerous others have sprung from - they're not games for kids, and the age ratings on the packaging clearly shows this.

When someone comes out with the "too much, too soon" argument, it's often with these games in mind. Most people would agree that giving Grand Theft Auto to a four-year old is inviting a lot of awkward conversations about crime, bad language, sex and drugs which should probably be saved for when the child is a little older - but it's not an "all or nothing" kind of scenario. Just because you're giving video games to your child doesn't mean that you have to allow them access to adult entertainment - do you do the same with your TV? Do you do the same with reading material? Do you do the same with DVDs and audio CDs?

The answer to those questions, for most responsible parents, is a resounding "no". But, to some of these same parents, the interactive nature of video games is seen as a golden opportunity to have an electronic babysitter, allowing the parents to get more done for themselves. It's an ugly, workaholic culture we live in nowadays, and anything which helps you survive that is often embraced without any thought for the consequences.

There can be a happy medium, though. Children can enjoy video games as one of their many forms of entertainment. Parents shouldn't feel guilty about allowing their children access to interactive entertainment. What parents should do, though, is take an interest in what their children are doing. They should talk to their children about what it is they are getting from the experience, they should take the time to research the games that their children are interested in using websites such as the ESRB and WhatTheyPlay, and, most of all, they should not be afraid to use their parental authority to take control and say "no".

So are video games marketed at young children a bad thing? Absolutely not. But should parents take more care in what they allow their children to do, and how long for? Most definitely.

Learn more about this author, Pete Davison.
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