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Video games, children and young people

Former MemberFormer Member Posts: 1,876,323 The Mix Honorary Guru
Hi all,

This thread is being set up to collect your views on the questions being asked by the Byron Review - the gov's investigation into the affects of video games and the internet on children and young people.

So we'd like to know your views on the questions that are being asked so we can put together a response from our users, probably seperate from the response YouthNet will put together as an organisation.

It's all very detailed so I think the main point is just to answer what you're interested in and feel free to comment and what other people might say. (You can see an extended version of these questions, including examples at http://www.openrightsgroup.org/consult/the-byron-review/#questions) -

So here are the questions -


VIDEO GAMING


1. What are the benefits of video games to:

a) children and young people,
b) society,
c) the economy?

2. What are the opportunities presented by video games to

a) children and young people,
b) society,
c) the economy?

3. What are the potential and actual risks to children and young people who engage with video games and how should the Review approach defining and measuring the risks?


4. What do

a) children and young people and

b) parents

know already about the potential and actual risks of playing video games?


5. What do

a) children and young people and

b) parents

think and feel about the potential and actual risks of playing video games?

6. What are the range of mechanisms that exist to help children, young people and parents manage the potential or actual risks of playing a) hard copy video games b) games downloaded from the internet c) games played on line?

7. To what extent do

a) children and young people and

b) parents

understand and use the video games age classification system and/or other descriptions of content?

8. In what other ways do

a) children and young people and

b) parents

seek to manage perceived risks of video gaming and how do they feel about their ability to do so?

9. How well do these different approaches and mechanisms work? For example, do they give children, young people and parents the confidence and ability to manage risks and get the most out of video games and online gaming?

10. What roles do the retail and advertising sectors play in supporting children, young people and parents to manage potential and actual risks in playing video games?

11. What opportunities exist for children, young people and parents to learn about safe, responsible and fulfilling video game playing ? and do they help?


12. What, if anything, could be changed in order to help children, young people and parents manage the potential or actual risks of playing

a) hard copy video games

b) games downloaded from the internet

c) games played on line,

and what are the pros and cons of different approaches?

13. What are the emerging opportunities for developing other ways of supporting children, young people and parents?

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