Associated Press 10-07-06 Knowing kids' video games can eliminate fears Ratings may not be best way to gauge age-appropriateness By Amy Lorentzen, Associated Press AMES, Iowa -- Moms and dads, crack your knuckles, stretch your wrists and hunker down in front of the television or computer monitor -- it's time to confront the monsters, villains and other baddies lurking in your children's video games. Craig Anderson, an Iowa State University psychologist, says parents need to do more than consider a game's age-based rating before putting it into the hands of children. They actually need to play the game, he says, or watch as it's demonstrated. "If you have a child who is going to be playing a lot of video games, as a parent you need to be paying very close attention to what's in the game," he says. What to watch • Play the game yourself, or have someone demonstrate it for you. • Watch for these red flags: game portrays violence frequently; rewards it; treats it humorously; ignores or downplays nonviolent solutions; or omits the realistic consequences of violence. • Be an involved citizen/consumer: If you learn a retailer is selling violent games to children, complain to the owner or manager. If the retailer is doing a good job screening sales or rentals of violent games, thank and support them by buying nonviolent video games. Some video games are "wonderful teaching tools," while others send the wrong message and can lead to aggressive behavior in kids, Anderson says. His book "Violent Video Game Effects on Children and Adolescents" (Oxford University Press), co-written with Doug Gentile and Katherine Buckley, is due out in January. Anderson is among researchers who say there is a clear link between repeated exposure to violent video games and aggression in children. Last year, the American Psychological Association said video-game violence was unhealthy for children and called on the industry to cut back. The entertainment industry has long insisted there's no evidence the violent games do harm. Patricia Vance, president of the Entertainment Software Rating Board, says most parents use the age-based ratings and find them "effective and useful." Parents are involved in buying games 83 percent of the time, she said. "The idea that parents are helpless is just the wrong picture to paint," Vance said. Yet it can be difficult for parents to master video games, Anderson says. A selfproclaimed gamer "before the current crop of programmers probably were out of diapers," he says even he is no longer proficient at the new games. Parents can ask for demonstrations from store personnel, he suggests, or go online to organizations such as the National Institute on Media and the Family for reviews. To evaluate a game, he says, parents should determine whether it involves characters trying to harm others, and if that behavior happens frequently. Is the harm rewarded? Portrayed as humorous? Are nonviolent solutions offered? Are they less fun than the violent ones? Are realistic consequences of violence portrayed? If two or more of the answers are "yes," Anderson advises parents to consider alternatives. "There are lots of other games that don't have violence in them that are equally entertaining, and from a societal view, more healthy," he says. Parents also can send a message to the industry by complaining to retailers who sell violent games or who flout industry guidelines by selling mature- and teenrated games to younger kids. Blois Olson, a spokesman for the National Institute on Media and the Family, which examines the impact of electronic media, hopes Anderson's book will help "educate parents, teachers, educators and other researchers. And, frankly, the people who need to pay more attention to the research is the industry itself." In one study Anderson cites, children were randomly assigned violent and nonviolent children's-rated games. They were later given what they thought was an opportunity to deliver noise blasts from a computer to someone with whom they were competing in another room. The children who had played the violent games delivered blasts that were 45 percent louder than the other group. Anderson, who has a grown son and a daughter in high school, says the ESRB's ratings system can be a jumping-off point but is no substitute for wise parenting. That includes making nonviolent entertainment available and limiting computer time. "A couple of hours a week -- that's probably not gonna have a huge impact on how they grow up," he says. "But unfortunately, the average boy in the United States ... is playing something like 13 to 14 hours a week."