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September 17, 2008 3:22 AM PDT

Video games are good for kids (seriously)

by Dave Rosenberg

Pew Internet & American Life Project has found nearly all American teens--97 percent--ages 12-17 play computer, Web, console, or mobile games. Teens are also playing these games with relative frequency and duration. Nearly one-third (31 percent) of teen gamers play games every day, and another one in five (21 percent) play games three to five days a week.

In a surprise twist, the study has found that video games are actually beneficial to teens. The full report (PDF) shows that gaming and community helps kids become more civic minded, encourages interest in charity and politics, and increases socialization.

As Kristin Kalning wrote on MSNBC:

Video games can provide hands-on learning opportunities for kids that can be much more meaningful than reading a textbook. For instance, you can play a mayor in SimCity, and get a close-up look at what it takes to build and maintain a community. Helping a newbie get his sea legs in a game simulates the real-world experience of volunteering. And playing games online can expose kids to people with worldviews that differ from their own--in positive and negative ways.

Some other interesting survey statistics:
- For many, it is more than game play--36 percent of gamers read game-related reviews, Web sites, and discussions
- 10 percent of all American teens visit virtual worlds
- The top three game franchises mentioned by teens: Guitar Hero, Halo 3, Madden NFL
- One in five (21 percent) teens who play video games play MMOGs
- Almost one-third (32 percent) of all the teens in the survey play at least one game rated M or AO

And lest we get hung up on video game violence, there are lots of things that kids can learn from gaming--there are games for cooking, surgery, musical instruments etc. And don't forget games like The Sims and Spore that introduce all kinds of new psychological aspects like existentialism. Nietszche would be proud.

Dave Rosenberg dishes up "Software, Interrupted" with nearly 15 years of technology and marketing experience that spans from Bell Labs to multiple start-up IPOs to open-source enterprise software companies. He is co-founder of MuleSource and currently serves as the general manager of Hardy Way. He is a member of the CNET Blog Network and is not an employee of CNET. Disclosure. You can contact Dave via e-mail at softwareinterrupted@gmail.com.
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by psychsoft September 17, 2008 6:45 AM PDT
Well, this actually follows my original research in 1987 and my writings over the years.

What I said was that computer use and gaming was a socialization process, and a more

active one than television because you actually interact with the computer and it

interacts with you, as opposed to TV in which you just sit there and watch, not that it

computer use was bad as some thought I said.

So, if you play RPGs which have you act in positive social ways in the game and get

positive feedback for that in the game, then that can carry over to real life, too.

Dr. Tim Lynch
<a href="http://www.psychsoftek.com">Psychsoft</a>
http://www.psychsoftek.com
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About Software, Interrupted

In "Software, Interrupted," Dave Rosenberg discusses disruption in the software market, as well as the products and services that keep business technology norms in perpetual flux.

With nearly 15 years of technology and marketing experience spanning from Bell Labs to multiple start-up IPOs, Dave co-founded open-source software company MuleSource and now serves as general manager of Hardy Way. He also happens to be a U.S. patent holder and a workaholic. Technology is his best friend and mortal enemy.

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