c2L12 - Accompanying Gaming

Last modified by Daniel Nübling on 2022/08/03 08:12

Accompanying Gaming

Video games play an important role in the lives of many people. Not only children and teenagers are attracted to video games, but also adults. Even grandparents often play video games regularly. Understanding the fascination is key to finding a good family gaming solution. This lesson focuses on choosing age-appropriate games, adjusting settings for safe use, and provides impetus for finding a good measure of time spent playing video games.

Preparation

The following lessons should precede this one:

Try Out Video Games

You should definitely demonstrate the fascination of gaming by having participants play video games: 

Method / Process description

  • Exercise: Try out video games together with the participants. Whatever you could organize, have participants play a game for at least 5 minutes. Then get together in groups of 2-3 and share their games and maybe try each other's games for another 10 minutes. If need be, simple games are also preloaded on any smartphone or PC.

Browser based game Smartphone Game Portable Console Game

  • Group discussion: How did people experience gaming? Was it fun? Are they regularly playing video games themselves? 
  • Input: Give participants some background about video games (Module 6 > 6.2. Accompanying children using digital media > Accompanying Gaming):
    • How many people are playing worldwide and that it's not only kids but all age groups.
    • Talk about the benefits of gaming.
    • Talk about the risks of gaming. Also refer to  Module 6 > 6.2. Accompanying children using digital media > Risks for children and young people online > Psychological and social risks. 
    • Explain that there is a disease that is called "Online Gaming Disorder" but that it is important for parents to distinguish well if a child is really addicted or just an intensive user (Module 6 > Accompanying Children Using Digital Media > Age-appropriate Media Usage > Addiction, Escape or Passionate Hobby?)
  • Exercise "Where parents find help". Depending on how many internet-enabled devices you have, you can either do this exercise as a single or a group exercise. If enough devices are available let every participant pick a card from the games set.
    • Let participants research for 5-10 minutes what they can find out about the game. Let them note down:
      • What the game is about.
      • For which age the game is recommended.
      • What could be problematic about the game.
      • In case they have kids if they would allow them to play it.
      • Where they found good information about the game

Games

  • Group discussion: Gather the insights from the exercise:
    • Did participants know the game before or have they played it?
    • Was the required information available?
    • Were the recommendations clear and helpful?
    • What was the best information participants found?
    • In case participants do not mention all options add:
      • Let's play videos
      • Articles about gaming mentioned in the Module 6 documentation
      • List of game review sites for kids (also in the documentation)
      • Official age-recommendation labels and game reports on their websites
  • Input: Summarize the risks that children may  encounter in video games (also repeat from previous lessons).
    • Intensive use, as games draw you in and encourage you to keep playing.
    • Cyber bulling
    • Cybergrooming and sextorsion
    • Spending too much money
    • Displace problems and conflicts in everyday life 
    • Physical risks caused by limited movement and unhealthy eating habits
  • Exercise: Try to find out if there are any settings or measures in the video games you tried out at the beginning to make their use age-appropriate (set time limits, limit contacts with externals, adjust content...). Depending on how many devices you have available, work individually or in groups.
  • Group discussion: Share insights from the exercise with the group. What other measures do participants know? Gather everything on the board. See also Module 6 > 6.2. Accompanying children using digital media > Accompanying Gaming > Customize Game Settings.
  • Input: As in the previous lesson about social media, we have a "Family Guide for Gaming". Hand it out to participants and emphasize the high importance of
    • checking games before allowing kids to play
    • watch chat functions in games carefully
    • use joint gaming as an occasion to talk to children 

Family Guide Gaming

  • Reflection: At home let children introduce participants to their favorite game and play at least one round or level together with the child.

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References

Short facts

Target groupAdult class
SettingSingle, group work and plenum
Time1-2 units à 45 min.
Material
  • Internet-enabled devices
  • Video games (on smartphones, tablets, PCs, consoles)
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