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Created on: October 25, 2008
My opinion is that it is not "too much, too soon" when it comes to video games being marketed to a younger audience. Like any other form of media, I believe that parents need to take a stewardship role when managing the content being exposed to their children. This effort requires prudent judgement on the part of parents everywhere. I would not expect parents to take their four-year-olds to see "The Dark Knight" in a movie theater or have their child read Harlequin Romance novels as a method to teach them their ABCs.
Video games have long been maligned as the curse of an ever-changing media and technological landscape. They "waste time", turn functional people into "anti-social zombies" and "reinforce violent behavior". Parents hear these messages, and rightfully so, fear for the safety and well-being of their children. What I feel is being missed in this debate is the fact that there are positive studies out there that demonstrate the benefits of gaming as a hobby. I call gaming a "hobby" because most well-adjusted people who play video games have other activities they participate in, often with groups of like-minded individuals. Most parents wouldn't let their child play soccer 24 hours a day, seven days a week, 365 days a year. Why should video games be any different?
Video games made for young children should be used as one more tool to help children develop basic skills like math, reading and logic. These are skills that children need as they grow up and must compete for higher educational opportunities and jobs in the workforce. I would argue that video games should be considered one more resource in a educational "toolbox" for children. They should not be used as a substitute for books, flash cards or interaction with other young children.
Two examples of companies emphasizing the "video game as a teaching tool" concept are VTech and LeapFrog. Both companies have taken video games and cartoon characters familiar to young children and combined them into teaching and learning games that are designed to be stimulating and fun. VTech and LeapFrog have capitalized on an opportunity to educate and entertain a new generation of children who will become the adults responsible for shaping our world.
On a final note, it is my hope that parents will take the time to learn and understand how video games can be useful for them and their children, so long as these parents apply the proper oversight and guidance. Ultimately it is the parent that is the key to a child's growth and development. Video games can provide positive benefits to a child's growth process when used in a proper and mindful manner.
Learn more about this author, Yvonne C. Sing.
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