Most parents are concerned about the content of video games played by their
children, new research has found.
The Play Smart, Play Safe Index sponsored by
Microsoft
suggests that 80 per cent of parents are aware of parental controls on gaming
platforms, and almost all are aware of age ratings for video games.
However, only half are aware of any video game rating system to help parents
decide about the suitability of any particular game.
The survey across four European countries found that two-thirds of parents
decide for themselves which games are most suitable for their children.
Around a fifth consider their children 'influential' in deciding the types of
games they play, while 21 per cent take heed of video game manufacturers'
ratings and 18 per cent consider government guidelines.
But only half of parents feel in control of the amount of time their children
spend playing such games.
Most respondents indicated that that one hour of video games a day is the
most acceptable limit, and three-quarters would welcome a built-in console or
software function to monitor the time their children spend playing video games.
"As a leader in interactive entertainment, Microsoft has a responsibility to
provide the information and the technology parents need to deliver a safe gaming
experience for their families," said Chris Lewis, vice president of Microsoft in
EMEA.
"Microsoft has already made available a
Family Timer
feature that will let parents set the appropriate amount of gaming and
entertainment on the Xbox 360 on a daily or weekly basis."
The research revealed that most video games are played in a controllable
environment and can provide a useful social platform for many children.
"It is a fantastic time to be a kid in the digital age, but it is also time
for all of us to come together as responsible parents and business leaders to
ensure our children are safe as well as challenged and entertained," added
Lewis.
"While there is strong awareness of parental controls and video game age
ratings, we need to make it easier for parents to adopt these tools and build
further awareness through partnerships with key governmental and
non-governmental organisations as well as with the gaming and retail industries.
"
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