Tag Archives: kids

Kids keep telling us that heavy metal is good for them. So why don’t we listen?


Heavy metal: it’s good for your kid. Photo by Flickr user rolle-.

Lately, there’s been a spate of commentaries on heavy-metal music, particularly from young fans who want to sing its praises. On this, my 200th post for Backward Messages, I wanted to share some of those perspectives. After all, it’s not like, in 2012, America is suddenly celebrating metal music as a teen passion.

The first comes from Ivan Maheca, writing for MyHighSchoolJournalism.org:

It is time for people to see and appreciate the beauty of this music because it does have it. Metal musicians, according to people who have studied music appreciation and who know about music, have more talent and are capable of playing almost any other genre and style of music there is. Musically Metal has been underestimated as merely “noise” but in reality it is harmony and melody that simply defies the logic and laws of music, therefore under-seen as just noise by those who close their mind to a whole new world of expression.

When I researched my book, many of the kids and adults I talked to said one of the top misconceptions about metal is that it’s just noise, or that it takes zero skill to play. On the contrary, its virtuosity appeals to many young fans — and inspires some of them to take up instruments, and even form bands.

Another common misconception is that metal makes kids depressed or angry. Actually, many find that it brings them out of such moods, to a place of calm. It gives them what they need to feel like they can tackle the world again. Here’s Claire Martens, talking about how that happened for her:

I clung to music in my deepest moments. It was a constant in my life, something I depended on when nothing seemed certain or predictable. Even today, when I really don’t want to do something, I put on a good hard-kicking, air-punching album, very loudly, and allow it to invigorate me or cradle me, or be whatever it is I need it to be.

(Full disclosure: Claire links to Backward Messages in her post.)

Claire suggests that parents introduce young kids to metal, in order to broaden their budding musical palates: “Not only will your kids develop discerning musical tastes and an ear to make any music producer proud, but will live to be well-adjusted creatures.”

Amen.

With so many articulate teens and former teens singing heavy metal’s praises, why don’t more people listen to them?

British teachers say children’s play is more violent than ever. So what’s wrong with that?


British teachers say video games cause kids to play more aggressively. What are they missing? Photo by Flickr user wsilver.

The battle for children’s well-being is never-ending. While American Congresspeople consider a warning label on virtually all video games, a group of British teachers has issued new warnings blaming violent video games for aggressive behavior among their students.

Late last month, the Association of Teachers and Lecturers claimed that such games were damaging the “tender young minds” of children. Then, in a speech to the union’s annual conference last week, former ATL president said violent video games (she called them “horrific”) were responsible for an increase in schoolyard aggression.

Let’s look a little more closely at what they’re saying:

ATL general secretary Dr Mary Bousted said: “I think what we are talking about, first of all, is the amount of time children spend locked in their room. The fact that children spend hours locked in their rooms playing computer games, which means they’re not interacting, they’re not playing and not taking exercise.”

Okay. So it sounds like she’s concerned that kids aren’t getting outside to play and roam around. Right?

Mrs. Sherratt, a teacher at Riddlesden St Mary’s CofE Primary School in Keighley, West Yorkshire, says her class of four and five-year-olds was seen in the playground “throwing themselves out of the window of the play car in slow motion and acting out blood spurting from their bodies” to mimic scenes from violent games.

She adds: “I began to reflect on what children have been playing over the last few years and realised we have noticed a marked increase in the aggression in general.

“We all expect to see rough and tumble but I have seen little ones acting out quite graphic scenes in the playground and there is a lot more hitting, hurting, thumping etc. in the classroom for no particular reason.”

Hmm. So is the problem that they aren’t getting out and playing? Or is the problem that, when they are getting out and playing, they’re being rougher than the teachers expect? Is the problem that they’re not interacting with other kids, or is the problem that, when they are interacting, they’re doing so in a way that the teachers don’t understand?

There is certainly latitude for teachers to recognize when certain types of behavior — bullying, for example — is hurting a child. However, there’s plenty of latitude as well for kids to play, consensually, in ways that look pretty aggressive to outsiders.

To me, that first description of their play — “throwing themselves out of the window of the play car in slow motion and acting out blood spurting from their bodies” — sounds kind of fun. It sounds like kids, playing and interacting consensually with each other.

Gerard Jones addressed this issue in his wonderful book, Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence:

The benefits of rough-and-tumble play are well documented. It can be annoying for parents, it can get out of hand and lead to head bumps, but most authorities agree that it’s normal, healthy, and generally conducive to more confident kids. Profiles of violent adolescents don’t generally show any exorbitant amount of aggressive play early in life and, in fact, often show the opposite: violent teenagers often had trouble bonding with peers in normal childhood play.

Certainly video games — along with television, film, and books — spark the imagination and inform the kind of playing that kids will engage in. But what these teachers aren’t proving, to any degree, is that this kind of aggressive play is hurting anybody.

It may very well be that these teachers, either disturbed by the kids’ enjoyment of these games or unable to curtail it, are grasping at ways to control what they don’t understand. Until they can show that what they’re seeing is truly harmful, I’d suggest not giving their “warnings” too much credence. From what I can tell, these kids are having a good time — and learning in the process.

WSJ: video games are good for you (even kids)


New academic research says video games, even violent video games, change brains — for the better. Photo by Flickr user Patrick Denker.

This week, the Wall Street Journal published a roundup of positive video-game research, and its arguments are compelling: video games are good for you.

Among other things, it addresses findings that people who play video games regularly have much faster decision-making skills, that women gamers gave improved spacial-manipulation skills, and that kids who play games are more creative.

But it also contains a couple of great tidbits that we’ve discussed at Backward Messages, including:

The violent action games that often worry parents most had the strongest beneficial effect on the brain. “These are not the games you would think are mind-enhancing,” said cognitive neuroscientist Daphne Bavelier, who studies the effect of action games at Switzerland’s University of Geneva and the University of Rochester in New York.

Now, other researchers have studied whether video games cause brain changes and argued that they do — implying the changes are worse. Not everyone in the field agrees:

“Videogames change your brain,” said University of Wisconsin psychologist C. Shawn Green, who studies how electronic games affect abilities. So does learning to read, playing the piano, or navigating the streets of London, which have all been shown to change the brain’s physical structure.

And, as WSJ writer Robert Lee Holtz points out, “The vast majority of the research did not directly compare gaming with hours of other intense, mental activities such as solving math equations.”

Exactly.

It’s clear that the direction of video-game research is changing, but is it changing fast enough? Can it overcome the popular opinion that games (especially violent video games) are at best an entertaining distraction, and at worst a training camp for future mass murderers? Holtz digs into that issue a little, too:

“There has been a lot of attention wasted in figuring out whether these things turn us into killing machines,” said computational analyst Joshua Lewis at the University of California in San Diego, who studied 2,000 computer game players. “Not enough attention has been paid to the unique and interesting features that videogames have outside of the violence.”

I will say my usual caveats, that no studies are perfect, all of them have flaws and limitations, and the WSJ doesn’t link directly to any of the ones it mentions. But someday we’ll recognize that these games aren’t poison — they are, in fact, nourishment — and articles like this one will help change attitudes in that direction.

How (not) to talk to kids about video games


The family that games together, stays together. Photo by Flickr user sean dreilinger.

A couple of articles have come over the proverbial wire this week, offering advice to parents whose kids play video games. The pieces couldn’t be more different.

In the Vancouver Observer, teacher Howard Eaton uses an Angry-Birds-obsessed youth as a jumping-off point for a neutral-to-negative treatise on kids and video games. He reminds a pair of worried parents about the dopamine effects of video gaming, then meanders into the concept of whether doing “too much of something” (can that be measured objectively?) can indicate addiction.

I know that I often ask myself if my children’s video gaming activity is useful or productive. I find myself saying, “Isn’t there something else you could be doing?” You see, I don’t have any interest in video gaming. None. No interest. I can’t understand how it could be at all interesting. I then expand my remarkable reasoning by saying to myself, “What a waste of time.” I put my own need for valuing your time with productive activities onto my children and then judge for them what is a productive use of time. Simple. I know best, right?

Of course, if you don’t understand someone’s interest in something, then any amount of time spent with it can seem like “too much.” And no, Eaton doesn’t “know best,” as he next refers to that murky neuroscience study that showed that playing video games changed gamers’ brains — temporarily — without acknowledging that just about anything we learn to do will change our brains, because that’s how brains work.

He does acknowledge that video games can serve as stress relief for troubled teen minds — but then suggests that “soccer, swimming, gymnastics, and photography” might be preferable. Remember, this is a guy who doesn’t understand the appeal of video games. Of course he’s going to recommend something else.

He does linger for a moment on studies that show the benefits of video games, but then veers straight back into the question of violent video games and teens. Then, he does another promising thing: asks his own teen what he thinks. And his son gives some smart, if cautious, advice:

“Video games and children has been a somewhat controversial subject for some time now. Parents no doubt frequently ask themselves “should my child be playing this game?” As far as I’m concerned it all depends on the maturity level of the individual child. Does he/she understand the difference between the game and reality, and does he/she have a strong moral compass?

Meanwhile, over at Forbes.com, E.D. Cain talks about how to talk to kids about video games when you’re a hardcore gamer yourself. His kids are too young yet to be gamers, but the question is weighing on his mind. He expresses his conflict in a tongue-in-cheek way:

By the time my kids are old enough to play with me we’ll be on Modern Warfare 8 and Killzone 6 and the violence will all be much more lush and realistic because we’ll be playing on next-gen consoles with Avatar-like graphics.

In the meantime, I’ll have to think about how to talk to them about the things they see not just in games but in movies and elsewhere. As John notes in his piece, they’re going to see this stuff whether or not we let them. The important thing is that you’re able to talk to them about it.

I agree, that is the important thing. I wonder, if you don’t spend time with your kids’ games, if you instead look down your nose at them and wonder why games are so interesting, how you can honestly have that conversation.

Here’s some “interfaith” violent-video-game fearmongering for you — happy holidays!


Should the absence of good science be reason enough to keep kids from playing violent video games? Photo by Flickr user scottfidd.

Just in time for holiday gift-unwrapping, two members of the Interfaith Social Justice Committee for Temple Emanu-El and St. Martha Catholic Church — in Sarasota, Florida — have penned a scaremongering editorial urging parents to keep kids from violent video games at all costs: “Do not purchase them, return those received as gifts, destroy or give away any currently owned; and deny the right to play them wherever you live.”

I’ve spent a lot of time on this blog scanning the studies that suggest both positive and negative consequences from playing violent video games. Most recently, I looked at a Swedish study that said, decisively, the jury’s still out on violent gaming and its effect (if any) on young people. So why do Frank Schaal and John McGruder say parents should keep their kids from video games at all costs?

Well, they start with throwing science and reason right out the window:

More detailed studies of video games and their psychological effects are warranted, but as responsible adults, can we afford to wait? There may be no more causal relationship between violent video games and aggressive behavior than there was between a moral crisis and the hip gyrations of Elvis in the 1950s; then again, 1950s research about cigarettes was also inconclusive.

That’s … sort of a good point. But their missive goes quickly downhill from there:

We know these facts: Award-winning video games such as “Grand Theft Auto,” thrive on murder, theft and destruction. Gamers increase their chances of winning by making a virtual visit to a prostitute who can be subsequently mugged.

… Actually, that isn’t true. It’s true that GTA allows you to do this, if you choose, but it isn’t required to do so in order to advance the game. In the scenario they describe, you break even at best; prostitutes in GTA, as in real life, cost money. (And let’s not even get into the idea that visiting a sex worker is somehow wrong. It’s illegal, yes, but that’s another matter.)

And high school students who committed mass murders were heavy gamers; some even customized the game “Doom” to eerily match the crimes they committed.

… That’s also not true. According to the Secret Service, “Only 1 in 8 school shooters showed any interest in violent video games; only 1 in 4 liked violent movies.” In fact, school shooters are much less interested in video games and violent video games than their peers. At least one study has suggested that juvenile criminals might be less likely to harm people if they’re busy playing video games instead, getting their aggressions out virtually rather than in reality.

Schall and McGruder cap their nonsense with this frightening line of argument:

The consequences of this pollution contribute to the degeneration of society. Bullying, fighting, gang warfare, and other aggressive crimes, including murder, are committed by young people, concomitantly spreading destruction and devaluing the gifts of life and freedom. Inevitably, many youths are incarcerated, often with long sentences and always with life-altering ramifications. In Florida alone, close to 100 men are now serving life sentences without parole for crimes committed when they were young.

While it’s true that juveniles are going to prison for crimes they committed, there’s still no evidence that it’s video games that put them there. For those who did enjoy a game or two, there were many other factors — from upbringing and trauma to mental health and desperation — that were much more prominent in these criminals’ lives. Even teen-killer “expert” Phil Chalmers — who thinks video games do contribute to delinquency — says it’s one factor among many.

So, no, parents don’t need to worry. They don’t need to start burning video games like they’re books or records. They can let their kids play games, keep an eye on them, and relax.

Study: it’s probably not the violent video games making your kid aggressive


A new Swedish study finds no reason to blame video games for kids’ anger and aggression. Photo by Flickr user mdanys.

Those Swedes sure do things differently, what with the neutrality and the guaranteed school placement for young kids and the crappy science top-ranked science programs.

Maybe that explains how they looked at the same research that led American scientists to believe video games are harmful to kids, and come out with the completely opposite conclusion.

Here’s what happened: the Swedish Media Council looked at more than 100 studies of kids, violent video games, and aggression published between 2000 and 2011. At first blush, their findings look the same: they found a statistically significant link between violent gaming and aggressive behavior.

However, they don’t think the games have anything to do with the behavior:

Many of the studies use different methods to measure aggression, many of which lack a clear connection to violent behaviour.

In addition, a great deal of the research exploring causal links between violent computer games and aggressive behaviour “suffer from serious methodological deficiencies” and don’t provide sufficient evidence to establish a causal relationship.

The few studies that have attempted to examine other causes of aggression found that factors, such as poor physical health or family problems, can explain both violent behaviour and a propensity to play violent computer games.

(Emphasis mine.)

According to a statement from the council, “there is no evidence that violent computer games cause aggressive behaviour … If research can’t provide any simple answers about how games make children aggressive, perhaps we adults should stop judging the games children play based on whether they are violent or not.”

Those wacky Swedes. Who’s going to believe that, right?

I’d love to do a more detailed analysis of the study (PDF) and its methodology, but unfortunately, I don’t speak Swedish. And, admittedly, I am skeptical of studies-of-other-studies because I feel as though they can replicate the same biases of the original studies. In this case, that doesn’t seem to have happened.

So, who is the Swedish Media Council, then? In America, a group like that would be an independent firm, maybe something like Common Sense Media (which, by the way, has come out against violent video games for kids.) “The Swedish Media Council is a center for information on children and young people’s use of media such as the Internet, computer games, film, and TV. The Media Council is part of the Swedish Government’s Ministry of Culture and located in Stockholm.”

So they’re a government-funded agency. And they’re saying violent video games don’t hurt kids. And the folks saying this come from a country that puts some of the biggest emphasis on science, research, and innovation in the world.

I dunno. Should we believe them?

Gentile: video games aren’t all good or all bad for kids. It’s much more complicated.


Douglas Gentile, a professor of psychology at Iowa State University, has focused his research on the influence of violent media, including video games.

This week, Iowa State University researcher Douglas Gentile — who has focused much of his effort on the influence of video games — unveiled perhaps the most nuanced take on video games to date. His paper (PDF), published in the journal Child Development Perspectives, discusses five aspects of gaming that he says must be considered when deciding whether a game is “good” or “bad.” In fact, he says, most video games aren’t all-good or all-bad; they’re somewhere in between.

This new article comes on the heels of work he released in January studying the relationship between game “addiction” and depression.

When assessing your child’s video-game situation, consider the amount of time spent playing, the game’s content, the context in which the content is presented, the way the game is structured, and the way the game is played mechanically (mouse, joystick, simulator, etc.), Gentile says.

Here’s his example:

Consider a hypothetical situation where a 12-year-old boy spends a lot of time playing the violent game Grand Theft Auto:
* Because he spends a lot of time playing, we might predict poorer school performance.
* Because of the violent content, we might predict increased aggressive thoughts, feelings, and, ultimately, behaviors.
* If he plays with other friends online, this might enhance (or mitigate) the violence effect and could train teamwork skills.
* Because it is both a shooting and driving game, we might predict improved 2D to 3D transfer skills and improved visual attention skills.
* If he plays with a joystick, we might predict improved joystick skills (and perhaps improved hand–eye coordination)

Unfortunately, Gentile’s article relies on a less-than-nuanced interpretation of existing research. For example, he is working from the understanding that too many hours of gameplay are bad, and that violent games produce aggressive kids. However, even those who have conducted such research have argued that these may be correlated factors, rather than causative ones.

He writes:

It is likely that children who perform more poorly at school are likely to spend more time playing games, where they may feel a sense of mastery that eludes them at school. Nevertheless, each hour a child spends playing entertainment games is an hour not spent on homework, reading, exploring, creating, or other things that might have more educational benefit.

On the one hand, he seems to get what kids are looking for in the gameworld. On the other, he’s saying that games are universally less educational. What could be more educational than feeling a sense of mastery?

By contrast, author Jane McGonigal argues that the hours spent gaming are nothing but beneficial:

Gamers want to know: Where in the real world is the gamer’s
sense of being fully alive, focused and engaged in every moment? The real world just doesn’t offer up the same sort of carefully designed pleasures, thrilling challenges and powerful social bonding that the gamer finds in virtual environments. Reality doesn’t motivate us as effectively. Reality isn’t engineered to maximize our potential or to make us happy.

When it comes to game content — and he focuses especially on violent games — he cites the existing lengthy roster of research tolling the “violent games make kids aggressive” bell. Fortunately, even that can be wiped out if you’re playing with a friend, he says:

Conversely, if games include prosocial content where characters help each other in nonviolent ways, then this should predict prosocial behavior in both the short term and the long term, which studies have also demonstrated (Gentile et al., 2009). … Similarly, the social context in games might moderate the effects. For example, in massively multiplayer online (MMO) games such as World of Warcraft, one can play with thousands of other players. In these games, cliques form, either informally or formally within the game (sometimes called joining a ‘‘guild’’). Many of the game goals require multiple people to complete. This provides a social context for the game content. Therefore, if one is playing a game segment that requires violence to complete, the social context could moderate the effect.

However, he says this hasn’t adequately been studied. Sounds like he knows where his research is headed next.

Parents, Do you think about all these aspects when thinking about whether your child should play a certain video game? Have you noticed any positive aspects of your child’s gameplay? Share your stories in the comments.

In 2011, “psychotic” is still synonymous with “Satanic”


Is this graffiti Satanic? Photo by Flickr user stttijn.

Satanic \Sa*tan”ic\, Satanical \Sa*tan”ic*al\, a.
Of or pertaining to Satan; having the qualities of Satan; resembling Satan; extremely malicious or wicked; devilish; infernal. “Satanic strength.” “Satanic host.” –Milton. [1913 Webster]

If someone simply uses the word “devil,” is that Satanic? If someone thinks the devil emerges from his girlfriend when they fight, is that Satanic? If someone kills his girlfriend, then writes “The Devil inside” on the wall in her blood, is that Satanic? Nashville’s WSMV-TV thinks so. They say Maxmillian Ocon, suspected of murdering Rafaelia Ortiz, “wrote satanic [sic] messages on the wall.” That message turned out to be “The Devil inside.”

That phrase might call to mind an INXS hit or a horror-based video game. Instead, police say Ocon was referring to his belief that “the devil came out of his girlfriend when the two argued.”

Sure, by the first definition above, “of or pertaining to Satan,” the phrase “the Devil inside” is technically “Satanic.” If, indeed, it refers to the idea that Ocon thought his girlfriend was possessed, then it’s also psychotic. If the reporter had written, “A father accused of killing his girlfriend and writing psychotic messages on the wall in her blood was turned into police by his own son,” how does that change the message of the story? How does it change your perception of Ocon, or of the crime?

Maybe I’m just pedantic, but when I hear talk of “Satanic crime” or “Satanic messages,” I hear the implication that these crimes or messages came from someone who’s a Satanist. The problem with this is twofold. One, it connects Satanists with criminal activity, when in fact Satanists are fairly nonviolent people. Two, it implies that the actions of someone who has lost touch with reality — in the clinical sense — can be chalked up to evil incarnate. Nuh-uh. That isn’t how it works.

The idea that evil is somehow responsible for mental disturbances is a very old one, but it’s one we should have gotten past by now. In 2011, we know the markers of psychosis, if not the precise cause. We know for sure it isn’t caused by Satan. But calling Ocon’s alleged message “Satanic,” rather than “psychotic,” sets the clocks back hundreds, even thousands, of years on the public’s understanding of criminal (and mentally unbalanced) behavior.

In an era when we’re trying to make sense of violence — especially among teens — journalistic switcheroos like this one don’t help in the slightest. Sure, they sell newspapers — and lure us in to another story about the breadth of human nature. But they don’t get us closer to truth or understanding.

Parents, what do you think of when you hear the word “Satanic?” Have you ever come across anything in your child’s life that made you wonder if he or she was in danger of being exposed to evil? What was it, and how did you handle it?

Does this RPG make my kid look fat?

Historically, plenty of parents have forbidden their kids to play role-playing games. The usual reasons included fears that the games might attract kids to the occult — or make them lose touch with reality. One dad, a former RPGer himself, has an entirely different reason:

I hesitate to introduce my kids to role-playing games and the culture that surrounds them. This isn’t because I don’t want my kids to benefit from the creativity and imagination that flourish in role-playing games, but because I have observed that the health and fitness level of RPGers is disproportionately lower than any other peer group with which I have associated (note: I won’t deal at all with Live Action Role Playing because I know almost nothing about that community). This observation has led me to question how much I should be encouraging my kids to engage with a group/culture that places so little emphasis on activity and physical fitness.

He goes on to criticize the “RPG community” as a whole — and the parents introducing their kids to gaming in particular — for not encouraging healthy eating and exercise habits.

Parents who have experience with the kinds of toys, games, and influences their kids might be into have a special advantage in these situations: they know the culture. That can be both good and bad. In this case, the dad knows some of the benefits of gaming (“RPGs can enhance math, creativity, and problem-solving skills. … the integration of play with learning is recognized as one effective tool for teaching.”): Good. He also feels there are some downsides, but doesn’t see any way around them: Bad.

Here’s my take: I think you can go ahead and let your kids discover the world of role-playing games, and you can also encourage them to eat well, exercise every day, and so on. You can do this even if nobody else is doing it. (In fact, if you’re doing it, it might even catch on). He’s worried that the other gamers will lead by example. But he can lead by example, too. There’s certainly no harm in trying.

I know this particular connection (“RPG players tend to be unhealthy”) seems really far afield of the usual concerns parents have about kid hobbies, but it actually seems relevant for two reasons. One, parents are questioning all kinds of sedentary habits — TV, video games, computers — when it comes to their kids’ fitness levels. Two. blaming the games for kids’ poor health doesn’t make any more sense than blaming them for making kids lose touch with reality. They’re separate problems that occasionally travel together, and the perceived downside (poor fitness, psychosis) can be addressed, by parents, separately from the hobby in question. I know that takes more work than forbidding the hobby, but it’s worth it.

Parents: How do you handle it when your kid wants to play, or do, something that worries you? What’s your approach?

Do video games change kids’ behavior?


A mom says her kid gets mean when he can’t play his DS. But is it really the game that’s to blame? Photo by Flickr user GoonSquadSarah.

The press is rife with the message that video games make kids and teens more aggressive. Even though there’s no proof that gaming causes behavioral changes, and there is evidence that video games don’t harm, or even benefit, their players, this idea lingers. Empowering Parents recently conducted a poll, asking parents whether games “affect their child’s behavior.” Sixty-two percent said yes.

The poll quoted one parent, who said:

“My son, who is 9, doesn’t want to stop playing his DS … and when I finally manage to get it out of his hands, he gets mouthy, rude and acts more aggressively towards his brother and little sister. I’m actually considering banning video games from our house.”

I know it’s really challenging when your child is fixated on a particular toy, to the exclusion of family, books, sleep, homework — whatever. You want to do what’s right for them and limit their use of that toy, but kids can be so stubborn. Sometimes asking or setting down limits doesn’t work, and you have to intervene.

But it sounds to me like the problem here isn’t the game, or even the game system. Imagine if someone took your phone away while you were using it, or took a book out of your hands while you were reading it. You might get mouthy and rude, too — you might even get unruly with an innocent bystander, if you felt like the person who took the item out of your hands couldn’t be reasoned with (or yelled at). People who’ve just had their power taken away act out in a variety of ways, including the one this woman is describing in her son.

Kids don’t often feel like they hold much power, and when you do things that take power away from them, they frequently do things to reclaim that feeling of control. It might make more sense to collaborate with your son to develop some reasonable limits on using the DS — ones that he agrees to. Here are some excellent tips on how to approach it. Of course, “no DS at all” can be a consequence if he doesn’t collaborate with you. But don’t blame the game system for his behavior.

Unfortunately, Empowering Parents isn’t revealing many of the details of this poll. They aren’t sharing what questions they asked, or providing much description of the answers. They also made a very strange leap from “62% of respondents said that playing video games affects their child’s behavior” to “numerous studies suggest that virtual violence in these games may make kids more aggressive in real life.” (There’s a big difference between “affects behavior” and “makes kids violent,” folks.) Nevermind that their example quote mentions the DS — whose games feature cartoon violence at best.

Parents, have you noticed whether gaming affects your kid’s behavior in any way? If there’s a change, is it a good or a bad one? How long does it last? What have you done, if anything, to set limits on your kid’s video-game time or game choices? If you’ve done that, has it changed anything?