March 2009 Play and the Plug A briefing and position statement from Play Wales Computer games have become an important part of the culture of many children and young people in the UK, yet there is little certainty within the play sector as to their relationship to play and play theory, their value within play provision, or their relation to the Playwork Principles. Some play providers make an almost instinctive decision not to provide computer games, while we have heard of others who use them to attract children and young people to use their setting. There are wider conflicting views on the effects and use of computer games on children and young people’s behaviour, development and their play, that may influence decisions made within the play sector. The aim of this paper is to set out Play Wales’ position on the use of computer games within play settings, and to provide playworkers, play providers and others interested with a review of a range of recent research and arguments so that informed decisions can be made. We define computer games as those that must be played on a computer, hand held device or a screen. The speed at which new games and devices, and new uses for, say, mobile phones, are introduced, the range of games available, and the rapidly changing demographic of computer games users, has made writing this paper a complex task. We have therefore chosen not to include research into the use of social networking sites because they are less likely to be used within play provision. In order to support our position statement and to ensure that we are taking into account the views of play providers, we have conducted a survey of children and young people living in Wales (Appendix 1: survey, Appendix 2: results, Appendix 3: survey recipients) and sought the opinion of 40 play development officers in Wales as well as a specialist in inclusive play. ‘I like playing on computer games, but I also like to play outside with my friends.’ One day Wales will be a place where we recognise and provide for every child’s play needs 1 Background The first televisions became commercially available in Britain during the 1930’s – though few households could afford them. As families became more affluent after the Second World War, TV ownership became more common. Colour television was introduced in the UK in 1967. Today the television is no longer considered a household luxury – for many it is seen as a necessity and every socio economic group has access – those who do not own a TV are commonly seen as eccentric and many households own several. The first programmable computer was created in 1936. The earliest available commercial personal computers (microcomputers) were sold in kit form for technicians and hobbyists. In the 1970’s, due to the invention of microchips and microprocessors, factory production costs began to drop, computers became more readily available and home usage began to rise. In January to April 2006, 56 per cent of households in Great Britain had a desktop computer, 30 per cent had a portable or laptop computer, and 7 per cent had a handheld computer. (Office of National Statistics) Rudimentary computer games existed from the 1950’s and the first electronic arcade games and commercial home video games consoles were created in the 1970’s. Many older people remember screen tennis or Space Invaders with affection as their first encounter with an electronic game. With the invention of microchip technology, this decade saw significant advances and electronic devices were made more efficient and powerful. The microchip and microprocessors led to more and more sophisticated and less ‘clunky’ hardware and software for electronic games. The handheld Nintendo Game Boy was commercially available in Europe in the early 1990’s. By October 2007 Nintendo Corporation was Japan’s third most valuable company thanks to sales of DS and Wii consoles and games (Reuters, October, 2007). Email was developed on a small scale as early as 1965. The term ‘Internet’ was adopted in 1974 to describe developing technology and systems that allowed information sharing between computers. Widespread use of the Internet began in the 1990’s and by 2008, 65% of UK households had Internet access. (Office of National Statistics) In recent years children and young people have gained increased access to online games, multiplayer online games (where many people play together from remote computers) and social networking sites. Tim Gill suggests in No Fear, Growing Up in a Risk Averse Society, that ‘it is only in the last few years that even a minority of children have made online activities a feature of their daily lives.’ However, online play is rapidly becoming increasingly popular with a wide range of people. In 2008, when there was a downturn in the sales of other forms of home entertainment and a general slow down in consumer spending, sales of computer games and consoles increased by 23%. (The Times, Jan 2009). ‘I’d rather play computer games on my own because I consentrate [sic] more and because I get very angry if I lose and I don’t want to be mean to my friends.’ 2 Why is it so cool? Consumerism Companies such as Sony, Nintendo and Microsoft spend a great deal of money advertising their computer games – making them appear exciting and ‘cool’, a lifestyle choice as much as a game. In order to make more money, their consoles and games soon become obsolete and consumers are encouraged to buy ‘newer’ and ‘better’ products. Children and young people are very keen to fit in with their peers, to appear ‘cool’, to own the latest electronic gadgets and to play the latest games. Parents and carers can tend to collude - they don’t wish their children to feel deprived or to be excluded from the social currency shared between other children. This may be particularly the case with parents and carers of disabled or disadvantaged children. Escaping There is a theory that children and young people use electronic media and gaming to play and socialise because this is one of the ‘strategies of escape from and resistance to control which children employ in their everyday social lives’. (McNamee, 2000) There is a common perception that children and young people are at risk in public places – they are more likely to be under the ‘protective accompaniment and control of adults … independent and unsupervised opportunities for social contacts are less available.’ (Buchner, 1990) Therefore unsupervised Internet access, and playing computer games, where adults are unlikely to interfere or intervene, can be seen as providing a free space to interact. ‘The playing of video games by children can be seen as a strategy for contesting spatial boundaries … inverted and mythical space is there for the player to control and contest.’ (McNamee, 2000) Where children have fewer chances (in terms of time, permission/support or locality) to escape to places where they can create and discover ‘new worlds’, playing online games with friends or becoming involved in a virtual world can provide a means of escape. This is particularly the case for some disabled children whose freedom of movement might be more restricted than that of non-disabled children. Being in Control It may be argued that because adults increasingly colonise, timetable and supervise children’s lives, even their leisure time, opportunities for children to control and influence their environment are fewer now than hitherto. Playing computer games allows children to gain some element of control and mastery within one aspect of their lives. In other words, children and young people exploit the ‘digital divide’ between themselves and less confident or less knowledgeable adults, to gain control. Pal Andree Aarsand writes of children using the digital divide to keep adults ‘on the edge of the playing field.’ (Aarsand, 2007) 3 Play and Play Provision From observational and anecdotal evidence we can see that for some disabled children in particular, the sense of empowerment in being able to solve problems independently, the sense of their own competence, the ability to have mastery within a virtual environment, and the virtual ‘freedom of movement’ afforded within computer games often contrast with negative experiences in ‘real life’. ‘The video game inverts the passive viewerscreen relation by allowing the player to intervene, and to exercise some control over the pace and unfolding of electronic text. These characteristics allow a momentary sliding of power from the outside world to the self.’ (Gottschalk, 1995) Is it play? There appears to be no such thing as ‘electronic play’ it is neither a play type nor a play behaviour as defined in current literature. However, the play ‘prop’ provided by some computer games may support some play mechanisms to a degree (for instance immersion, neophilia, and co-ordination). (Hughes, 2002) There is no doubt, to anyone who observes children and young people playing with some computer games that they are experiencing or expressing some elements of what we might recognise as play types and behaviours. Some games provide opportunities for virtual exploratory, mastery, fantasy, identity or rough and tumble play for instance. (Hughes, 1996, and 2001) ‘… multiplayer online role playing games have, we suggest, considerable potential for young people to ‘make’ their own identities as they negotiate a range of exotic and challenging virtual environments.’ ‘Hanging out in Runescape’: identity work and leisure in the virtual playground, (Children’s Geographies Vol 4 Issue 3, December 2006) However, many of us understand play to be something that encompasses first hand experiences and there are those who believe that virtual gaming is a poor substitute for ‘real life’ play. Imagine, for instance, the range of physical sensations, skills and emotions involved in having a snowboard race, compared with those involved in playing a virtual snowboarding game – the fun of swinging next to a friend in the park as compared to that of swinging in a virtual environment. What happens within a game is not meant or understood to be a substitute for real life, even for disabled children or ‘I prefer to play computer games with others because it’s more fun ... you can challenge your friends and laugh at each other when they die.’ 4 disadvantaged children for whom it might be impossible to experience the activities they can be part of on screen, but sometimes children’s immersion in a game can shut out real life experiences and choices. There are those who define play as freely chosen, personally directed and intrinsically motivated (Welsh Assembly Government Play Policy, 2002) and here we begin to reach difficult territory in terms of computer gaming. While children may freely choose to take part, we know that many games are deliberately designed to induce a state of flow (where the player becomes completely immersed and oblivious to what is happening around him or her) (Games Cultures and Play, Futurelab, Bristol University) does this indicate free choice? Who makes the rules and negotiates the parameters of the game, the child or the designer? And how much of the game they are playing will be personally directed – while there may be choices within the game is the player really directing the play him or herself? In terms of being intrinsically motivated (performed for no reward) many games have reward systems that induce the player to continue playing and striving to attain the next goal. These goals and rules are rarely set by children, but by the adult designers of the game. The rationale for the Welsh Assembly Government Play Policy (2002) states: As currently understood a child’s behaviour is considered as play when several of the following criteria are evident. Play behaviour is variously: spontaneous, the result of a biological drive, first hand experience, goalless, where the child is in control of the content and intent, contains play cues or meta-signals, a performance of motor patterns in novel sequences, ... repetitious and novel, non-detrimental and compensatory. ‘I like to play on games on the computer or on the ds better than anything else but I prefer to play outside with my friends playing badminton, tip, stuck in the mud or something like that better.’ 5 Is there a place for computer games in play provision? Within the Playwork Principles (Appendix 4) play providers are urged to offer access to the broadest range of environments and play opportunities. Principle 5 says: The role of the playworker is to support all children and young people in the creation of a space in which they can play. In 1996 Frank King and Bob Hughes devised a playwork curriculum (in Play Environments a Question of Quality) in which it is suggested that the essential experiences available to all children within a play setting fall into the following categories – playing with: the elements (fire, water, air, earth); their identity; concepts and the senses. Their ideas are summarised in the rationale for the Welsh Assembly Government Play Policy (2002): • Children need direct and first hand experience of all four elements. They need the opportunity to play with fire, water, air and earth. Children need to play with their identity, i.e. who they are and what they look like, and with the whole concept of identity. Children need to make sense of a world in which much of what exists is abstract. Children need to be able to explore the world of concepts. This doesn’t mean that the concepts have to exist in reality. The environment for children’s play should stimulate the senses - music and sounds, tastes, smells, colours, and different textures should all be available. • Other elements of the child’s play environment will provide access to a varied landscape, materials, and opportunities for construction and change. The environment will provide focuses, choices and alternatives, and access to tools, loose parts, challenge and risk. Ask the children what they want … Manufacturers spend millions of pounds promoting and marketing consoles and games to children and young people, who naturally respond. When, as play providers we consult with children and young people to find out what they want to experience within a play space we need to take this factor into account. The Playwork Principles tell us, ‘the play process takes precedence and playworkers act as advocates for play when engaging with adult led agendas.’ The sale of consoles and games is an adult agenda and we need to be aware that there is a difference between children’s play needs (what theory, experience, training, observation and reflection tell us they need within the play setting) and their play preferences (what may have been advertised to children as being ‘cool,’ ‘exciting’ or something that ‘everybody else has got’). (Ali Woods, conversation 2008) In other words we need to be aware that children respond to market and peer pressure (just as we do) but they may lack wider experience of what might be available in terms of play opportunities. They can only ask for what they know of. What they ask for may be limited by their experience and the choices normally available to them. What play provision can offer is a choice of a wide range of ‘hands on’ play experiences. Sometimes we have to use our judgment and say that we know best because we have more experience and a better idea of all the available possibilities that can extend children’s play. ‘I think that if I get sad or angry I play games to take my mind off things. I try to play out often but the weather stops me sometimes’ 6 Compensation A play setting compensates children for lack of opportunity and access to environments that support a wide range of choices for play – many children have access to computer games in other places. Where children don’t have access to computer games at home, many play in schools, public libraries and in friend’s houses. It might be assumed that there is less ownership of computer games among financially poorer socio-economic groups, however there is research that suggests that the highest ownership of new media products is among ‘the middle to lower socio economic groups ... In contrast these same screen entertainment media are not taken up to the same extent by the more educated, ... or by the poor.’ (Livingstone 2002) There is anecdotal evidence to suggest that ... The British are remarkably effective in disguising their poverty ... (a journalist found)… a children’s bedroom with the latest electronic games, so the kids didn’t feel ashamed at school, but with a mattress on the floor being the only piece of furniture. (Joseph Rowntree Foundation, 2008) Some parents (and particularly lone parents [Livingstone, 2002]) will prioritise spending on consumer goods that elevate or boost the social status of their children within their peer group, by ‘going without’, by borrowing or by neglecting other household needs. Risk One key element of a quality play space is that children are within an environment where they can create and encounter risk. With the currently available range of games and consoles, children have scant opportunity to experience physical risk when playing. However, they can encounter emotional and social risk taking. The Byron Review (Byron, 2008) suggests that, much the same as in any other areas of play and human interaction, individual strengths and vulnerabilities need to be taken into account when assessing whether certain children take part in certain computer games ‘... the factors that can discriminate a ‘beneficial’ from a ‘harmful’ experience online and in video games can be individual factors in the child.’ (Byron, 2008) The Byron Review suggests that we approach online and computer games and gaming in much the same way that we would any other aspect of risky play – the dangers are similar to those in the ‘outside’ world (emotional risk taking, predatory adults, bullying, potential exposure to inappropriate aggressive or sexual images and language). If we are to include computer games in the range of play opportunities offered within a play setting then we need to put in place safeguards and be prepared to conduct the same kind of risk assessment and continual dynamic risk assessment that is good practice in playwork. (Playwork Principle 8) Children and young peoples’ technical skills do not always mean that they have the ability to identify, assess and manage risks. Given that often children’s first experiences online involve game playing I recommend that as part of the wider information & education strategy for the Internet, attention should be given to helping children and young people become accustomed to the risks of online gaming and how to deal with them, by raising awareness that risks inherent in the Internet can be present in the online gaming environment. Children should be encouraged to develop responsible online gaming behaviours from an early age and empowered to stand up to peer pressure to play games that may scare or upset them and just say ‘no’. And, as with the Internet more generally, children and young people should be supported to discuss any anxieties they may have with (an adult). (Byron, 2008). ‘I am on my own in a room, but I play and chat to people I haven’t met.’ 7 Hogging Some children are obsessive computer game players, given the opportunity they will spend all their free time honing computer skills and not taking advantage of the range of opportunities within a play setting. The same might be said of obsessive football playing, reading, or any other behaviour that excludes other possibilities and choices. It is a playworker’s role to open up possibilities and broaden the range of play opportunities that children can take advantage of – to support them in the creation of a space in which they can play. Where children are exhibiting obsessive behaviour of any kind, as playworkers we need to reflect on the reasons for this - on the range and attractiveness of other possibilities available within the setting and on the way in which we are facilitating play. The hogging of computer games (or snooker tables or football space) can cause management challenges for playworkers – who might be called upon to ‘police’ the sharing of the console and game. Playworkers may find an ‘intervention dilemma’ here; while it may not be a playworker’s role to ensure that everyone acts fairly, it is a playworker’s role to ensure that all children have access to the range of play opportunities within the environment. Being inclusive All quality play provision is inclusive. Disabled children have the same needs and right to play and socialise, and to make choices about the play setting they attend, as non-disabled children. Disabled children have individual preferences and play needs that are often the same or similar to those of non-disabled children, a disabled child may simply require a level of assistance to meet their play need. It is suggested that true inclusion is dependent on friendships and fun rather than simply being in the same location with others (cited in Play for a Change, Lester and Russell, Play England 2008). Playworkers have to work very carefully to ensure that this happens – relying on computer games to always occupy and stimulate play among disabled children is neither inclusive nor playwork. Recently experiments have taken place using an adapted physically interactive games console to improve the co-ordination of children with cerebral palsy. (Children Now, 2008) While children benefit physically, socially and emotionally through playing, the improvement of children’s impairments is neither a playwork agenda nor supportive of the social model of disability that is upheld within disabled rights. There is an argument that computer games (because they require very little physical input - extend to disabled children enhanced possibilities for all sorts of play experiences and interaction with others. This argument assumes that all disabled children have a physical impairment, which is not the case. Just like most children, many disabled children have access to computer games elsewhere, what makes a staffed play setting unique among the environments where disabled children spend time, is the support they have from playworkers to join in and have fun with other children and to access the playwork curriculum. ‘I prefer playing computer games on my own because they can’t boss me around and I can play whatever I want.’ 8 The age difference Games are more likely to affect perceptions and expectations of the real world amongst younger children because of their less developed ability to distinguish between fact and fiction (due to the immaturity of the frontal cortex). (Byron, 2008) There is a rating system for computer games, which suggests the age that children and young people should have reached before they play. This rating system is often disregarded, and within a play setting it is very difficult to provide the kind of games that older children desire and enjoy, while excluding children who are deemed too young to take part or watch. If we include computer games in the setting, we put ourselves in a position of having to ‘police’ the use of games to make sure that the content is age appropriate to all the people using the setting. The sex difference Research and observational evidence suggest that boys spend more time playing computer games than girls do. Within play settings they tend to dominate console use. Marketing has tended to be directed towards boys and young men, and games have been designed to appeal more to them – incorporating stereotypical interests such as sport, cars, rock music, mastery, warrior, ‘hunting’ and territorial play. However, the market is expanding; consoles and games are increasingly marketed at girls - ‘dance mats’, the pink DS lite, and games that involve nurturing animals, teaching, weddings and fashion, for instance. The majority of computer games are designed around the attainment of rewards at regular intervals. Research from the Stanford University Medical Centre (Reiss and Robbins, 2008) tells us that computer games activate the reward regions of boys’ brains more than they do those of girls. These gender differences may help explain why males are more attracted to, and more likely to become ‘hooked’ on video games than females.’ (Reiss and Robbins, 2008) In other research in the UK it was found ‘that boys were more inclined to spend time in front of a screen than girls – with 36% (compared with 22% of girls) recording more than 12 hours a week.’ (Brown, Mackett, Gong, Kitazawa and Paskins, 2008) Where we are making decisions regarding providing computer games within play provision we need to be aware of this different reaction by the sexes and the impact that it will have on the whole setting and our playwork practice. Socialising It may be argued that one of the primary functions of a play setting is to provide a space where children and young people can socialise. Observation tells us that social play is threaded through almost everything that children do when they play. Playworkers support this by keeping the space safe from outside intrusions and dominant social mores, so that children can explore their social surroundings and boundaries. If a quality play setting is a social setting in itself and contains a wealth of opportunities for social play, why do we need to embellish this by adding in computer games or online networking to meet this need? A play setting can provide face-toface, real time relationships and conversations that children might not find elsewhere. It might be argued that computer games can extend the social play of children who have communication impairments – yet playworkers are employed to support all children to socialise and to be included in play within a play setting. ‘I also like playing with others so I can compete and have a laugh.’ 9 A wee bit fit The first priority of a play setting is to provide for children’s right and need to play. Quality play settings provide opportunities for active physical play; children’s resultant level of fitness is a happy result of the play setting being a rich environment – it is not a primary goal. Including a physically interactive computer console in the setting so as to increase children’s fitness or to provide the only opportunity for physical play is not a playwork approach. Research suggests that even those computer games that require some physical activity do not contribute sufficiently to children’s fitness to be counted as part of the recommended sixty minutes of at least moderate exercise each day. Electronic playworker Computer games and entertainment packages have been overtly marketed as being convenient for ‘calming children down’ and liberating adults’ time. (Sony VAIO ‘Child’s Play’ advertising promotion 2007/08). It is argued that some adults use the screen and computer games as a convenient ‘electronic babysitter’ (Palmer, 2006); they use children’s attraction to computer games so that they themselves have freedom to do something they deem more important, or to give themselves an ‘easier life’. This can be particularly the case for some playworkers who are challenged by boys’ boisterous behaviour within a play setting, and who use their attraction to computer games to distract and pacify. It may well also be the case where supporting disabled children to play places unwanted demands on the playworker. The Playwork Principles tell us that the role of the playworker is to support all children in the creation of a space where they can play. (Playwork Principle 5) It is the role of the playworker to help children to meet their play needs, not to pacify, occupy them or control them through the use of electronic distractions. Escape and Control Computer games may provide opportunities for virtual escape and control – but attending quality play settings supported by playworkers should provide a time, permission/support and a place where any child can escape, explore, and ‘create new worlds.’ Although there are adults present, the playworker’s job is to protect the time and the place, to enhance and support all children’s opportunity to ‘escape’ and to control their environment. As part of Sara McNamee’s research (McNamee, 2000) she interviewed a boy who said he liked electronic games because ‘… you move things about and you do it yourself’. In the same paper she reports children telling her that they liked playing electronic games because they could freely use guns (where they were ordinarily prohibited from playing with toy guns) they had access to adventure, rough and tumble, and could encounter and deal with risky situations while being in no physical danger. All of these aspects of computer gaming are also provided in ‘real life’ (to some degree) within a quality play setting. ‘The games I like playing on are action games.’ 10 Our Perceptions In order to make informed and objective decisions about incorporating computer games in play provision we need to be able to understand our own responses to their use. Here we explore some of the responses that might influence our decision-making: Fear of the new The fear and mistrust that some adults show towards advancing computer technology can be explained historically by looking at the mixed and suspicious reaction of some older people to any technological innovation (e.g. the telephone, TV or mobile telephone). Children and young people, by their nature, tend to embrace new technologies and make them part of their lives far quicker than do older people. Pal Andree Arsand (Arsand, 2007)) writes of a digital divide between generations; a gap between those who master and don’t master technology. Helpless ignorance ‘There is a generational divide which means that parents (and other older people) do not necessarily feel equipped to help their children in this space – which can lead to fear and a sense of helplessness.’ (Byron, 2008) Sometimes we are nervous because we don’t know enough about the computer games, how they are played, or the technology. • Being in control ‘The assumed order of things – by which adults hold the keys to knowledge and experience – is largely inverted when it comes to the digital world.’ (Gill, 2007) Some of us need to feel that we have superior knowledge and the upper hand … • Value judgements There is a common public idea of healthy versus unhealthy pastimes. Some of us judge playing computer games as less valuable use of time than say, playing football, making a picture or reading. • Missed out? Some of us may wish to include computer games within a play setting because we didn’t have the same opportunity to play electronic games when we were younger. (Hughes, 2002) • Needing to please Saying yes to a request for computer games may be an easy way of gaining children’s approval and acceptance. • The easy life If children are busy occupied with computer games we won’t need to exert ourselves as much. • Me too Are we endorsing the purchase of the latest electronic kit because, really, we want to have a go? Not many adults play computer games, and when they do they are really rubbish.’ 11 Are computer games good or bad? There seems to be popular confusion as to whether playing computer games is ‘good’ or ‘bad’ for children. In ‘Hanging out in Runescape’ (2006) Crowe and Bradford argue that contradictions in social attitudes towards computer games mirror attitudes towards children – they are perceived as ‘our future’, they are also seen as a source of delinquency and disorder. They talk about the contradiction of computer gaming being seen as, at the same time, frivolous and dangerous. On the one hand older people are openly admiring of children’s media literacy; children are celebrated as competent technology users, children’s drive to play and explore, their fascination with ‘cool’ computers, is harnessed for the purposes of education. Computer games have become useful educational tools. On the other hand there seems to be a fear of demonic possession, addiction, obsession and the perception that time spent ‘gaming’ is time wasted. Media journalists make conflicting reports and often publish or broadcast sensationalist articles and opinion pieces. (Purves, in Gill, 1996) Research is often cited in articles as if it was authoritative, but some is manufacturer-sponsored, and some is the result of questionable methodology. The Good Childhood Inquiry (Executive Summary, Children’s Society, 2009) makes sweeping generalisations that may fuel an emotional response: “The more a child is exposed to TV and the internet the more materialistic they become, the worse they relate to their parents and the worse their mental health.” Couch potatoes? Some commentators blame television for many of society’s ills: It has made us more sedentary, passive and disconnected from one another, or as it is sometimes put uncharitably, television has made us fat, lazy, ignorant and selfish. (Borgman, 2006) Research from the Department of Preventive and Social Medicine, University of Otago, New Zealand, assessed the impact of television viewing on the body mass index of over 1,000 children from birth to 15 years. The study found that, ‘time spent watching television is a significant predictor of BMI and overweight in childhood.’ (Hancox and Poulton, 2006) 12 Slayers and smiters Skills Various studies of the effect of TV watching have been carried out since the 1950’s, but there is still little research into the longterm effects and there is little conclusive, direct evidence that watching violent content causes aggression. It is difficult, for instance, to test the effect on children of watching aggressive TV because it would be unethical to deliberately expose them to violent films and programmes (or to adult rated computer games). (Gill, 1996)) The skills developed by children playing computer games are considerable – the majority of games involve problem solving, strategy, hand eye co-ordination and much more. (Gee, 2008) Adults tend to perceive these skills when used within education as praiseworthy competency, and when used within children’s free time as those of a wastrel – the manifestation of misspent youth. Päl André Aarsand argues that the skills and knowledge required are a changing set of skills – they are new and different, not less - there is a new literacy in terms of computer play. (Aarsand, 2007) Worries about the effect of television on children seem to be heightened where children are using a screen to play games. There appears to be a number of reasons for this: • There is a perception that because children and young people are actively involved (mentally – for instance, slaying depersonalised ‘cannon fodder’, destroying and demolishing to collect rewards) rather than passive TV viewers, the potential for psychological harm and ‘copy-cat behaviour’ must be greater. The most persistent and controversial question concerning video games and children is the question of violent content and it’s potential influence on aggressive behaviour. This has been a subject of public debate over recent years and has been reviewed on various occasions both by Government and industry (Goldstein, 2001: Boyle and Hibberd, 2005), Interactive Software Federation of Europe (ISFE) conferences). The research remains highly controversial and inconclusive. (Byron, 2008) • There is a fear that children are unable to distinguish between what is real and what is electronically generated. This appears to be the case among very young children, (Byro, 2006) although individuals vary and many children are able to differentiate between real and pretend at an early age. The Demos report Their Space: Education for a digital generation (Green and Hannon, 2007) showed that some children and young people are using the Internet and computer games as an area in which they can use their own creativity and ingenuity. It calls young people who develop new ways of creating, sharing and using content ‘digital pioneers’. Development of superior visual skills (hand eye co-ordination) gained through playing computer games is beginning to be recognised within some professions, for instance, surgeons who perform laparoscopy. (Nature Clinical Practice Urology, 2005). Fitness Computer games have been implicated in obesity and lack of fitness among children and young people. Manufacturers have responded to this and to common concerns about fitness by producing consoles and games that require a level of physical engagement (beyond developing the muscles and reaction times of the thumbs and fingers). Manufacturers’ marketing ploys play on the current concerns of adults regarding their children and promise that games will make them more intelligent or fitter. The Fisher Price Smart Cycle won the Toy Industry I’ like to go on MSN so I can chat to my mates from school. Every day I spend 2-3 hours on the laptop.’ 13 Association Toy of the Year 2008. It is an exercise bike linked to an educational computer game that shows on the television while the child ‘rides’. Initially it was marketed as a way of keeping children fit and smart within the safety of their own home. In a study of eleven young people conducted in 2007 (Graves, Stratton, Ridgers and Cable) researchers compared the energy expenditure of young people playing sedentary and ‘active’ computer games. They found that playing a computer game used slightly more energy than simply sitting, and that: Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sport games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children. Socialising Critics of computer games perceive a lack of social interaction among children who spend time on computer games – and see a resultant decline in social skills. Observational evidence within play settings suggests that some children become obsessed with computer games and fail to interact with others. Advances in electronic media have provided a range of options for communication and interaction that were hitherto unavailable to some disabled children and young people. Playing computer games and using electronic media together with others is often cited as an opportunity for inclusion – it gives some disabled children an opportunity to compete on a ‘level playing field’ and to interact on an equal footing with their peers. The Internet and social interactive websites give those who are isolated a chance to socialise with others – which is particularly useful to some disabled children, children who are not allowed to socialise independently and for children isolated from their peers by location. Collaboration ‘It’s better playing with someone than without; you can share and because then someone can tell you what to do or you can tell them what to do. You can use multi-player and play together.’ Patrick, 10 years old, 2008. Contrary to public perception, many children and young people prefer to play computer games with their friends or family. When asked ‘who do you play computer games with most often?’, the vast majority of respondents to our survey (see Appendices) played games with friends, siblings or other family (14% played on their own). When asked their favourite thing to do, many junior school aged children preferred to spend time playing computer games with their friends or family, or playing outside with friends (36%) while 26% preferred to play computer games on their own. Sarah McNamee argues that computer games now play a role in ‘promoting and sustaining boys’ friendships through providing a space for both communication and shared activity’ (McNamee, 2000). Observation suggests that mixed age groups and disabled/non disabled children support and encourage each other through games by sharing knowledge and sympathising with or praising the player. Staying Inside As we increasingly keep our children at home because of fears for their safety outside – in what some see as a ‘risk averse’ culture – they will play out their developmental drives to socialise and take risks in the digital world. (Byron, 2008) There is a common perception that children have moved from the streets into their bedrooms (Livingstone and Bovill, 2001) When surveyed 36 % of children and young people who responded said that they would prefer to play outside with their friends than to be inside playing computer games. (Play Wales Computer Games Survey 2009 – see Appendices) ‘For free time I think you should only play computer games once every couple of days and spend the rest of your time playing out with friends.’ 14 There is a common perception that children have moved from the streets into their bedrooms (Livingstone and Bovill, 2001) When surveyed 36 % of children and young people who responded said that they would prefer to play outside with their friends than to be inside playing computer games. Observational evidence suggests that children’s preferences are influenced by the weather and the season – they are more likely to chose to stay in and play a computer game if the weather is wet, windy and cold. The Play Wales Computer Games Survey was conducted during winter. The absence of children and young people on our streets is often blamed on their attraction to indoor computer games. However, there is a whole range of factors that militate against children playing out in public places – too many to describe here – none of which is solely responsible. Addiction One of the chief concerns about computer play is the level of obsession observed in those taking part (particularly boys). We all recognise the scenario where an adult asks a child to stop playing and they beg for more time to complete some aspect of the game – this happens in a whole range of activities in which children may be immersed. As adults, if we are managing children’s use of computer games and limiting the time they spend playing, we need to be aware that many games are deliberately designed to induce a state of flow. At present there is no accepted diagnosis of computer game addiction although it is recognised as an obsessive disorder by some psychologists and there are therapy centres in Holland and China that claim to support ‘computer games addicts’ to overcome their obsession. Sport, collecting, reading, and outdoor pursuits are all deemed ‘healthy’ and yet they can elicit the same kind of obsessive behaviour that playing computer games might. ‘I love to play computer games. if I had the chance I would play on them all day long.’ 15 Conclusion and Play Wales’ position Computer games are part of many children’s lives – and many children have access to them every day if they want to play that way. Computer games need to be part of a wide range of choices of play experiences and opportunities. They might be seen as one element of a ‘balanced diet’ of play (Doug Cole) with equal importance being put on active, physical play, playing with the elements, and all the other types and behaviours of play that all children need in their every day lives. On the whole children have easy access to computers at school, within libraries and at home but less access to the playwork curriculum. Some children are deprived of a range of play experiences because they spend most of their free time playing computer games indoors. It is the place of play provision to offer attractive alternatives. It is our responsibility to ensure that a play setting is an environment rich in possibilities for play that provide children with what they may lack elsewhere in their lives. This is as much true for disabled children as it is for non-disabled children, who are facilitated by the playwork approach to socialise and play and make the most of the play environment in their own way. Fixed play equipment manufacturers have started to market interactive electronic features for outdoor play areas. Electronic play equipment is expensive both in terms of capital costs and maintenance, it may provide marginally more play value than traditional fixed play equipment, but neither can provide the play value of a rich play environment that changes with the seasons, has many loose parts and a wealth of possibilities for manipulation and interaction. Very careful consideration is needed before computer games are included in play provision, if at all. As adults we need to examine our motives, work out how we will manage the risks involved, and think about how computer games might influence the play within the play setting. The most important consideration is children’s play and how it might be affected by the introduction of computer games. March 2009 © Play Wales (Any reproduction of this publication, or extracts from it must be attributed to Play Wales). This paper was researched and written by Gill Evans with the support of the Play Wales team. Grateful thanks to Anna and Michael at the Children’s Play Information Service, Di Murray, Alex Morgan, Swansea Centre for Childhood Studies, all the schools that supported us with the Computer Games 2009 survey and Play Officers Wales. Play Wales is the national organisation for children’s play, an independent charity supported by Welsh Assembly Government to uphold children’s right to play and to provide advice and guidance on play-related matters. Registered Charity No. 1068926. A company limited by guarantee registered in Wales No. 3507258 www.playwales.org.uk Bibliography • • • • • • • • • • • • • • • • • • Aarsand, P. A., 2007. Computer and video games in family life: the digital divide as a resource in intergenerational interactions. Childhood, 14 (2), pp.235-256. Borgmann, A., 2006. Real American Ethics, Taking Responsibility for Our Country. Chicago: Univeristy of Chicago Press. 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Watching television is associated with childhood obesity: but is it clinically important?, International Journal of Obesity, 30 (1), pp.171-175. Hughes, B., 1996a. A Playworkers Taxonomy of Play Types. London: Playlink. Hughes, B., 1996b. Play Environments A Question of Quality. London: Playlink. Hughes, B., 2001. The First Claim … a framework for playwork quality assessment. Cardiff: Play Wales. • • • • • • • • • • • • Hughes, B., 2002. The First Claim – desirable processes. Cardiff: Play Wales. Kirriemuir, J., McFarlane, A., 2004. Report 8: Literature Review in Games and Learning. Bristol: Futurelab. Lester, S., Russell, W., 2008. Play for a Change. London: Play England. Livingstone, S., Bovill, M. 2001. Bedroom Culture and the Privitisation of Media Use. Children and their Changing Media Environment (a European comparitive study). Oxford, Routledge. McNamee, S., 2000. Foucault’s heterotopia and children’s everyday lives. Childhood, 7 (4), pp.479-492. Palmer, S. 2006. Toxic Childhood. London: Orion Publishing Group Ltd. Playwork Principles. 2005. Cardiff: Playwork Principles Scrutiny Group. Purves, L., 1996. A view from the middle generation. In Gill, T., ed. Electronic Children. London: National Children’s Bureau Enterprises. Introduction, pp.1-4. Reiss, A., Robbins, H. C., 2008. Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research. 42 (4), pp253-258. Cited in Stanford University Medical Center, 2008, February 8. Video Games Activate Reward Regions Of Brain In Men More Than Women. ScienceDaily. Retrieved February 24, 2009, from www.sciencedaily.com/ releases/2008/02/080204140115.htm Sabbagh. D., 2009. Mum, Dad, even the grandparents have joined the kids in the fight for sales between games and music. The Times, 7 January, p.39. Welsh Assembly Government Play Policy. 2002. Cardiff: Welsh Assembly Government. Wood, A., 2008. Discussion on Screen Games Use and Play. [Conversation] (Personal communication, 1 December 2008). Additional resources Wikipedia. History of Personal Computers. [online]. (updated 16 February 2009). Available at: http://en.wikipedia.org/wiki/History_of_personal_ computers (accessed 25 February 2009). UK Statistics Authority. [online] Available at: www.statistics.gov.uk (accessed 25 February 2009). Byron Review. 2008. Safer Children in a Digital World: Executive Summary. [online pdf]. Available at: [www.dcsf.gov.uk/byronreview/pdfs/Executive%20summary.pdf (accessed 25 February 2009). Appendix Appendix one One Questions Computer Games Survey 2009 Children survey 1. How old are you? 2. Are you male or female? 3. Do you have any of these at home? (tick as many as you have) a. Nintendo Wii b. PlayStation c. Nintendo DS d. Computer e. Any other machine you play computer games on at home? 4. If you don’t have computer games at home, where do you play computer games? (tick more than one if you need to) a. b. c. d. e. f. g. Friend’s house After school club School Library On my mobile phone I don’t Anywhere else? Please tell us 5. Do you play computer games on the internet? a. Yes b. No 6. How often do you usually play computer games? (tick only one) a. Every day b. Once every couple of days c. Once every 3-4 days d. Once a week e. Once every two weeks f. Once a month g. Never 7. How long do you usually play computer games each time you play? (tick only one) a. Less than an hour b. 1-2 hours c. 2-3 hours d. 3-4 hours e. 4-5 hours f. 5-6 hours g. more than six hours 8. Where do you play computer games most often? (tick only one) a. Home b. Friend’s house c. After School Club d. Library e. On mobile phone f. School g. Anywhere else? Please tell us 9. Who do you play computer games with most often? (tick only one) a. Friends b. By myself c. On the internet with people I haven’t met face to face d. Brothers or sisters e. Other family f. On the internet with friends g. Anyone else? Please tell us 10. Would you rather play computer games on your own or together with others? a. On my own b. Together 10a. Please to tell us why. 11. Do you chat about computer games with others? (tick as many as you need to) a. On the computer b. Face to face or on the phone c. I don’t chat about computer games 12. If you do chat about computer games, how often? (tick only one) a. Every day b. Once every couple of days c. Once every 3 – 4 days d. Once a week e. Once every couple of weeks f. Once a month g. Never 13. If you chat about computer games, how long do you spend chatting? (tick only one) a. Less than 5 minutes b. 5 – 10 minutes c. 10 – 20 minutes d. 20 -30 minutes e. More than 30 minutes 14. Do you swap computer games with friends? (tick only one) a. Often b. Sometimes c. Never Young people survey 1. How old are you? 2. Are you male or female? 3. Do you have access at home to any of the following? (tick more than one if needed) a. Nintendo Wii b. PlayStation c. Nintendo DS d. Computer e. Other consoles – please specify 4. If you don’t have access to a console or computer at home, where do you play computer games? (tick more than one if needed) a. Friend’s house b. Youth club c. School d. Public library e. On my mobile phone f. Other – please specify 5. Do you play online computer games? 6. How often (roughly) do you usually play computer games? (tick one) 15. Please number these - put number 1 in the box next to your favourite thing to do, number 2 next to your second favourite and so on until you reach 5, which is your least favourite thing to do a. b. c. d. e. f. g. a. b. c. d. 7. How long do you usually play computer games each time you play? (tick one) play computer games indoors on my own play computer games indoors with my friends play computer games indoors with my family spend time playing at home with my friends or family (not with computer games) e. spend time playing outside with my friends 16. Is there anything else you would like to tell us about playing computer games, or what you like to do in your free time? Please tell us. 1. 2. 3. 4. 5. 6. 7. Every day Once every couple of days Once every 3-4 days Once a week Once every couple of weeks Once a month Never Less than an hour 1-2 hours 2-3 hours 3-4 hours 4-5 hours 5-6 hours more than six hours 8. Where do you play computer games most often? (tick one) a. b. c. d. e. f. g. Home Friend’s house Youth Club Library On mobile phone School Other – please specify 9. Who do you play computer games with most often? (tick one) a. b. c. d. e. f. g. Friends Myself Online with people I haven’t met face to face Brothers or sisters Other family Online with friends Other – please specify 10. Would you rather play computer games alone or together with others? a. Alone b. together 10a. Please use this space to tell us why. 11. Do you chat about computer games with others? (tick more than one if needed) a. Online b. Face to face or on the phone c. Neither 12. If you do chat about computer games, how often approximately? (tick one) a. Every day b. Once every couple of days c. Once every 3 – 4 days d. Once a week e. Once every couple of weeks f. Once a month g. Never 13. When you chat, how long do you spend chatting? (please tick one) a. Less than 5 minutes b. 5 – 10 minutes c. 10 – 20 minutes d. 20 -30 minutes e. More than 30 minutes 14. Do you swap games with friends? (please tick one) a. Often b. Sometimes c. Never 15. Please rank these options as to how you would usually prefer to spend your free time (one for your favourite pastime and six for your least favourite) a. play computer games indoors on my own b. play computer games indoors with my friends c. play computer games indoors with my family d. spend time socialising at home face to face with my friends or family e. spend time socialising away from home with friends f. spend time being active outdoors with friends 16. Is there anything else you would like to tell us about your use of computer games, adults perceptions of how young people use computer games or your preferences for spending your free time? Please use this box to tell us. Appendix two Computer Game Survey 2009 Results In February 2009 Play Wales received over 500 surveys (285 from primary schools and 217 from High Schools) throughout Wales (see appendix one). The following is a summary of the results: Primary School Survey Results How long do you usually play computer games each time you play? Do you have any of these at home? ipod 2% gameboy 6% More than 6 hours 6% other 2% 5-6 hours 2% 4-5 hours 5% Psp 2% nintendo wii 22% Xbox 360 9% computer 9% 3-4 hours 11% 2-3 hours 15% play station 21% nintendo ds 27% How often do you usually play computer games? 2-3 times a week 13% Every day 43% 1-2 hours 36% Who do you play computer games with most often? Internet – people not met 5% Every couple of days 31% Less than an hour 25% Once a week 9% Once every 2 weeks - 1% Once a month 1% never 2% Other family 2% Siblings 21% Family 16% Internet – friends 8% on my own 14% Friends 34% your favourite thing to do Boys Girls a a 25% e 23% 34% e 42% b 18% b 27% d 9% 8% 9% 5% a b c d e c d c play computer games indoors on my own play computer games indoors with my friends play computer games indoors with my family spend time playing at home with my friends or family (not with computer games) spend time playing outside with my friends favourite least favourite Activity play computer games indoors on my own 1 2 3 4 34 28 33 18 25 21 9 play computer games indoors with my friends 37 21 29 23 41 32 22 30 8 play computer games indoors with my family 7 9 5 17 36 36 14 25 12 30 33 39 30 36 36 spend time at home with my friends or family (not with computer games) 13 11 20 36 29 20 39 28 36 25 Spend time outside with my friends 47 51 29 31 14 14 26 15 21 9 Boys (Some of the 285 children surveyed did not complete this section). Girls High School Survey Results Do you have any of these at home? How long do you usually play computer games each time you play? 3-4 hours 4% 2 - 3 hours 13% nintendo wii 20% 4 - 5 hours 1% play station 24% i pod 1% other1% gameboy 2% 1 - 2 hours 44% Nintendo DS 20% less than an hour 38% computer 32% How often do you usually play computer games? once a month 5% Who do you play computer games with most often? never 12% every day 21% once every 2 weeks 7% friends 30% myself 38% once a week 6% every 3 - 4 days 20% every couple of days 29% Internet friends 12% other family 2% Siblings 13% Internet people not met 13% How do you usually prefer to spend your free time? a b 2% Boys c 5% Girls 2% a 16% f 22% d 13% f b 49% 19% e d 56% 12% c 3% e 1% a b c d e f play computer games indoors on my own play computer games indoors with my friends play computer games indoors with my family spend time socialising at home face to face with my friends or family spend time socialising away from home with friends spend time being active outdoors with friends favourite least favourite Activity 1 2 3 4 5 a) play computer games indoors on my own 11 1 11 1 7 2 11 10 11 11 27 30 b) play computer games indoors with my friends 13 3 10 0 17 8 17 28 19 12 3 4 c) play computer games indoors with my family 2 1 7 4 8 2 17 8 20 25 25 15 d) spend time socialising at home face to face with my friends or family 8 7 12 19 29 20 13 5 7 4 9 0 e) spend time socialising away from home with friends 14 31 25 9 10 7 9 2 11 3 9 3 f) spend time being active outdoors with friends 32 12 11 21 9 16 10 2 10 0 7 3 Boys (Some of the 217 young people surveyed did not complete this section). 6 Girls Appendix three Who took part in the Play Wales Computer Game Survey 2009? Town School Number of children or young people Aberystwyth Ysgol Gymunedol Penrhyn-Coch 40 Cardiff Ysgol Gwaelod-y-Garth School, Juniors Radyr Primary School, Juniors Radyr High School 15 42 187 Merthyr Edwardsville School, Year 6 81 Prestatyn Bodnant Junior School 107 Swansea Ysgol Bryn Tawe 24 Appendix four Playwork Principles These Principles establish the professional and ethical framework for playwork and as such must be regarded as a whole. They describe what is unique about play and playwork, and provide the playwork perspective for working with children and young people. They are based on the recognition that children and young people’s capacity for positive development will be enhanced if given access to the broadest range of environments and play opportunities. 1. All children and young people need to play. The impulse to play is innate. Play is a biological, psychological and social necessity, and is fundamental to the healthy development and well being of individuals and communities. 2. Play is a process that is freely chosen, personally directed and intrinsically motivated. That is, children and young people determine and control the content and intent of their play, by following their own instincts, ideas and interests, in their own way for their own reasons. 3. The prime focus and essence of playwork is to support and facilitate the play process and this should inform the development of play policy, strategy, training and education. 4. For playworkers, the play process takes precedence and playworkers act as advocates for play when engaging with adult led agendas. 5. The role of the playworker is to support all children and young people in the creation of a space in which they can play. 6. The playworker’s response to children and young people playing is based on a sound up to date knowledge of the play process, and reflective practice. 7. Playworkers recognise their own impact on the play space and also the impact of children and young people’s play on the playworker. 8. Playworkers choose an intervention style that enables children and young people to extend their play. All playworker intervention must balance risk with the developmental benefit and well being of children.
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