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Originally posted by Wrabbit2000
reply to post by KilgoreTrout
Depends on what you consider suitable. A first person shooter like that when my Son was younger is what I saw as a bit much because it taught the thought process of small unit combat tactics and overcoming simulated intelligence by the comp or actual people in multi-player, to shoot them.
He's a bit older now so allowed to play a bit more at 12... but still not a ton of it. That's my personal opinion. So, it depends on your definition of suitable. (hides in hole from flames sure to come from other gamers)
Some readers said that they ignored them due to their own age and lack of dependants; others said that they wouldn't want their children playing content sensitive material, while some believe that age ratings are pointless without parental education.
The latter response echoes a poll carried out by PEGI, which revealed that one in three parents have purchased an age-restricted game for their children.
PEGI has subsequently developed the Control.Collaborate.Create campaign, which includes a video hosted by TV and radio presenter Jo Whiley.
The aim of the campaign is to help parents make the best choices when purchasing video games for children.
Meanwhile, retailers face a possible £5,000 fine and a six-month jail sentence for selling age-restricted material to minors.
Originally posted by jack burton
reply to post by KilgoreTrout
Use your own judgement,no-one knows your child better than you.
Originally posted by skyturnedgrey
16: Suitable for ages 16 and older. May contain explicit violence, strong language, sexual references or content, gambling, or drug use (encouragement). Similar to BBFC's 15 rating and ESRB's Teen (high end) and the Mature (low end) ratings.
"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. The powerful combination of concentration and rewarding surges of neurotransmitters like dopamine strengthen neural circuits in much the same the way that exercise builds muscles. But "games definitely hit the reward system in a way that not all activities do," he said.
Even so, researchers have yet to create educational software as engaging as most action games. Without such intense involvement, neural circuits won't change, they believe. "It happens that all the games that have the good learning effect happen to be violent. We don't know whether the violence is important or not," said Dr. Bavelier. "We hope not."