Monday, September 26, 2011

T(w)eenage Parenting #6: Video games (Part 1 of....many)

I don’t remember the last time that I met a t(w)een that didn’t play video games.  In fact, I previously ran a social skills group where we used video game parties as a reward for the group behaving well and following directions for an entire month.  We more or less stopped with these rewards when the kids kept complaining that they had better video games at home.

Moving away from “baby” things
Being a t(w)een, in many aspects, is a constant reminder of not being old enough to do many things.  It is no longer cool to participate in activities designed for their chronological age, so they begin to engage in activities that are geared for a slightly older target audience.  In the video game world, this is often seen as the transition in the games that they play.  Super Mario Bros. and Pokemon come to be replaced by Halo, Call of Duty, and Grand Theft Auto. 

Parental outcry over “Mature” rated games over the past 20 years has been based on the notion that children can not tell the difference between imagination and reality.  As a result, the children will carry the violent situations from their imaginary worlds into the real world.  The logic behind this is shaky at best. T(w)eens can tell the difference between imagination and reality.  If they cannot, please seek the help of a mental health professional immediately.

Recent research on violent video games offers a more comprehensive explanation.  This research suggests that the cumulative effects of being exposed to violent video games affect a person’s mood, empathy, and social skills.  Put another way, it is very similar to sun damage to a person’s skin.  A little bit won’t cause a lot of harm, but long exposure on repeated occasions can create very drastic effects.  The repeated exposure eventually adds up, causing the exposed areas to deteriorate and stop functioning properly.  In the case of sun exposure, this can lead to cancer.  However, with video games, this can lead to depression, acting out violently, separating oneself from people in the real world, and cravings to experience violent situations in other aspects of life.

Video games change your child’s brain
 Starting at about age ten, children’s brains begin to rewire.  During this time, the brain makes itself more efficient by developing pathways that allow it to operate more quickly.  Part of this rewiring involves ridding itself of unnecessary pathways, while another part is strengthening already useful pathways.  It is a process referred to as “pruning” because it is very similar to a gardener pruning a bush to make the entire plant stronger.

Newer neurological research shows that the brains of t(w)eens who play high amounts of video games are different than those who play lower amounts.  In essence, this research suggests that t(w)eens can develop “video game” brain.  These t(w)eens develop pathways that have the sole function to be stimulated by electronics.  Here’s a brief (and very incomplete) list of other things that have the ability to change a brain in this way: caffeine, alcohol, nicotine, heroin, cocaine, ecstasy, and methamphetamine.

The part of the brain where these pathways are generally developing is called the prefrontal cortex.  This area of the brain is responsible for processing emotions, planning future events, ability to focus, choosing between good and bad actions, retaining long-term memories, understanding other people’s viewpoints, processing abstract thoughts, and much more.  For the record, the “video game” brain pathways take up the space that would otherwise be dedicated to those brain functions listed above, it’s not in addition to those abilities.

Game companies want you addicted
Many game development companies are employing people with doctorate degrees in behavior analysis or similar fields of study.  These people are very well paid (starting salary at one well known company is over six figures annually), to make games more “reinforcing” for the users. They employ techniques that reward users in a variety of ways to get them to play longer and more often.  By the way, they are VERY good at their jobs.

One of these researchers, Dr. John Hopson wrote an article on behavioral game design in 2001.  In the article, he discusses methods to make people play games longer and more frequently.  In NONE of those methods does he use the words “fun” or “pleasure.”  His most famous works serve as the basis for the Halo series of games.

It’s not just the larger software developers that are employing these people.  Even smaller scale applications, like Bejeweled Blitz, Angry Birds, and Farmville have contributions from behavior analysts.  T(w)eens aren’t the only ones at risk of becoming addicted, either.  A web search for “Angry Birds addict” provides 4.6 million results, and a Florida woman shook her baby to death for interrupting a game of Farmville!

It’s not all bad news, is it?
Fortunately, not every person that plays video games turns into a murderer.  An average, healthy t(w)een can play some military video games without too much of an effect on their emotional and behavioral development.  Again, it’s the long-term effects of the long hours spent playing these games.

There are also plenty of games out there that don’t focus on violence.  Sports games are still very popular with gamers of all ages, while other games focus on social achievements.  This doesn’t even begin to mention games that exist solely to mash a bunch of buttons in rapid succession.  Gaming companies are also using some of these behavior analysis principles for games that encourage t(w)eens to engage in physical activities in an effort to help combat childhood obesity.  Sadly, this is not a very large or profitable corner of the gaming market.

Practical Solutions
The best way to deal with video game problems is to prevent them before they even start.  Set clear limits with your t(w)eens about the amount of time allowed for games and what must be done to earn video game time.  Take the time to know what kind of games your t(w)eens wants to play.  Remember, many games include sex, drug, and violent themes.  If you choose to allow your t(w)eens to play these games, make sure that you talk to them about these issues.  They may not enjoy it, but if it prevents any damages down the line, it’s well worth it.

Once your t(w)eens start playing video games, there are certain signs you should watch for that indicate you should intervene.  One of the first signs is usually a lack of sleep or failing to complete their school work.  A second sign is t(w)eens that become extremely short-tempered or irritable.  Another sign to step in is if all of their social relationships are online or revolve around playing games.  Lastly, a huge sign that you need to intervene is if your t(w)eens are showing enjoyment or a lack of empathy when other people get hurt.

There are several ways that you can intervene if you are seeing the harmful effects of video games.  Setting clear rules, such as, “We allow video games when you have good grades, are getting enough sleep, and aren’t being violent.”  If necessary, set a behavior contract with your t(w)een about your exact expectations before they are allowed to play.  Also, you can remove the games or the gaming system until their behaviors become acceptable.  Remember, at the end of the day, you are the parent!

If you are having difficulty reaching your t(w)eens or coming to agreements on these types of behaviors, consider getting outside help.  A few sessions with a professional that can help set agreeable boundaries can be a sound investment, especially if your t(w)eens are showing some or all of the harmful side effects.  It’s difficult to show t(w)eens that they’re having difficulties because of a video game, so outside assistance may be necessary.  After all, there doesn’t seem to be a record of anyone ever having been jailed for being under the influence of games.

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