Since the onset of Covid-19, many establishments have become credit card-only and no longer take cash. With this change, getting a cash allowance for doing chores or mowing the lawn is slowly becoming a thing of the past. However, it is still possible for parents to reward their children and teach financial literacy with debit cards specifically made for children. Greenlight advertises itself as a tool to help empower parents to raise financially-smart children, if you are interested in a tool to help empower you to raise digitally-smart children, check out our GKIS Screen Safety Toolkit.
What is Greenlight?
Greenlight is a debit card and money app for families that is managed by parents or legal guardians.[1] Parents are able to load money onto their child’s card and manage where, when, and how much their child spends.[1] Greenlight was first founded in 2014 and is worth 2.3 billion dollars.[2] CEO Tim Sheehan says that through Greenlight, he is teaching children financial literacy worldwide through the tools provided in his application.[2]
According to CNET, Greenlight is one of the most popular debit card apps for kids and the best choice for kids’ debit cards out of five similar cards.[3] Greenlight accumulated 10,000 users within its first five months of operation and has more than four million accounts today.[4] The Greenlight website mentions that three out of four teens do not feel knowledgeable about their personal finance, and that they were created with the mission of changing that.[5]
Features of Greenlight Debit Cards
One of the reasons Greenlight is the most popular choice among competitors is that there are a number of features that their competitors do not have.
Greenlight has three different plans that parents can choose from, each at a different monthly rate. The least expensive plan provides debit cards for up to five children and offers an educational app, core financial tools, parental controls, a one percent savings reward, fun money skill games, credit for parents, and a “lite” version of investing for parents.[6] The next plan has investing for parents, investing for kids, a two percent saving reward, one percent cash back, greenlight black card, priority customer support, and three-times protection (identity theft, purchase, and phone protection).[6] The final plan has all the aforementioned benefits plus a five percent savings reward, family location sharing, SOS alerts, and crash detection.[6]
Greenlight provides an app for both parents and kids. It is one app but allows for two different experiences.[7] Parents are able to turn cards on or off from the app, get real-time spending notifications, instantly transfer money, and control where their kids spend their money.[7] Kids using the app are able to “Level Up”, a game that teaches kids financial literacy and allows them to learn skills from budgeting to investing.[8] The games provided are full of minigames, videos, and questions that allow for learning to occur.[8]
Benefits
Financial literacy is the ability to comprehend and use various financial skills like budgeting and investing.[9] By creating strong financial literacy skills early in life, children can learn valuable life skills that will benefit them in the future. These skills include knowing how to save for retirement, purchase a home, select insurance, create budgets, invest, buy a car, save for big expenses, use credit cards, and reduce unnecessary expenses.[10]
Financial literacy empowers children and equips them with the knowledge needed to navigate unique financial situations they will undoubtedly encounter in the future. According to a national survey, of 1203 college undergraduate participants, 46.1% of respondents have credit card debt with 27% exceeding $2000.[11] More than 79% of respondents also did not know that a credit score measures your risk to banks and can have a negative impact on future financial endeavors.[11] Through financial literacy, your children can avoid these mistakes and understand how to properly manage their funds which will allow them to avoid getting into debt at a young age.
Risks & How to Mitigate Them
As with any online financial transaction, there are always risks to placing your money in the hands of a virtual bank. However, according to the Greenlight website their debit cards are federally insured for up to $250,000 and come with Mastercard’s Zero Liability Protection.[12]
Allowing your child financial freedom can be worrisome for some parents who are unsure where their child may be spending their savings. Luckily, the parental controls in the app also allow parents to know where their child is spending their money and what they are spending it on. Communicating with your child beforehand about where they can use their money helps to avoid being caught off guard if their card gets declined for a certain purchase. We can help facilitate this healthy conversation with your child through our GKIS Connected Family Screen Agreement.
Fast, entertaining content seems to be the only way to hold the attention span of today’s children and teens. This becomes an issue when virality becomes more important than the content being put out or the audience who will receive it. TikTok users have realized that they can quickly create a viral video by taking Reddit stories and resharing them over clips from popular video games like Minecraft, Roblox, and Subway Surfers. Today’s article covers why this content is dangerous and how you can keep your child safe from digital injury with ourScreen Safety Toolkit.
The Popularity of Minecraft, Roblox, and Subway Surfers
Minecraft
Between 2016 and 2021, Minecraft users have risen from 40 million to 93 million with a peak of 131 million users in 2020.[1] Surveys have found that up to 54% of boys and 46% of girls aged 3 to 12 play Minecraft.[2] The popularity of Minecraft is undeniable. Take a look down any aisle of children’s clothing and you will find item after item filled with popular references from the game. Covid-19 only increased the popularity of the online game accessible on most gaming consoles, with users increasing by 14 million from 2020 to 2021.[2]
Roblox
Roblox is another popular children’s game that has bankrolled off the pandemic and increased in users over the past few years. Between 2021 and 2020, the platform added more than 146 million users to its servers. In 2016, Roblox had 30+ million users. Today they have more than 202 million monthly active users.[3]
While the average user of Minecraft is 24 years old, only 14% of Roblox users are over 25 years old. 67% of Roblox users are under 16 years old, and 54.86% of users are under 13 years old.[3] The popularity of Roblox is reflected on TikTok through a large number of Roblox fan accounts owned by young users. In fact, there have been many audio trends on the platform that are accredited to edits by Roblox users.
Subway Surfers
While less popular than Minecraft and Roblox, Subway Surfers is still the most downloaded and most-played mobile game in the app store. Between 2021 and 2022, Subway Surfers saw more than 2 times the number of downloads with 5.43 million daily users.[4] These numbers are impressive, as, unlike Minecraft and Roblox, Subway Surfers is only available for download on mobile smartphones. It is not available on any other gaming platform. While there is no available data for the average age of Subway Surfer players, the game is recommended for ages 9 and up.
All three of these games are different in their gameplay but similar in their popularity and appeal to younger audiences. Videos made with clips from these games are sure to catch the attention of a younger audience who is trying to view content related to their interests.
Harmful Reddit Content and How They Use Kids’ Games
Reddit claims on its website to be “a network of communities where people can dive into their interests, hobbies, and passions.”[5] Users post on so-called “subreddits” dedicated to topics from the general to much more specific niches.
Today there are over 2.8 million subreddits and Reddit has 52 million users daily.[6] Of their monthly users, 79% are between the ages of 18 to 34 and almost 64% of those users are men.[7] When children encounter posts from Reddit, they are viewing material often made for and by adult men, leading to some very inappropriate content.
A simple search for “Reddit stories” on TikTok will show you video after video of Reddit threads overlaid with a video of someone playing a kid’s game and read by a voiceover. The threads contain content from various subreddits like “/AmITheAsshole” but most contain inappropriate “NSFW” (Not Safe for Work) content. A scroll down the search shows video after video of content with titles like, “My mom keeps having sex with my boyfriend…” or “What do you tell your partner when you’re horny?” or “What did you not know about sex until you lost your virginity?” The last question is from a Subway Surfers video with 1.6 million likes and 13.5 million views from a user with similar content and over 55.4 thousand followers.
The creators of these videos use the popularity of these kids’ games to bring more viewers to their content and help their virality. In doing so, they are promoting sex, adult situations, and overall unsafe content. Each of these videos is followed up by hundreds or thousands of comments from young kids and teens adding their own answers to the question proposed. A quick look at commenters’ profiles revealed that half were between the ages of 13 to 17, and each was commenting on their own sexual experiences to millions of viewers.
Set up content preferences and block out video keywords or put the account on restricted mode in the settings and privacy section of TikTok.
View an account’s watch and comment history and see what content your child is consuming and interacting with.
For younger children, consider waiting before allowing them to have their own TikTok account.
When they do adopt a TikTok account, scroll together to choose what content they view and influence the algorithm that will offer content automatically.
As your child gets older, work with them to establish what they are doing and looking at on social media. Preparing them for the possibility of adult content can help them in discovering it on their own and possibly suffering a digital injury.
If you fear your child may be watching inappropriate Reddit content without your knowledge and permission, check out our GKISScreen Safety Toolkit. This toolkit helps to empower parents and provides them with smart tech tools to filter, monitor, and manage online behavior.
To protect your child, prevent digital injury, and prepare them for social media use check out our GKIS Social Media Readiness Course.
Thanks to CSUCI intern, Katherine Carroll for researching how TikTok users use Reddit content and kids’ games for views.
I’m the mom psychologist who will help you GetKidsInternetSafe.
True crime is a popular trend that plays off our fascination with the morbid. As popular streaming services produce documentaries and dramatizations to meet the demand for true crime content, these crimes become less of a horrific event and more of a meme or something to live tweet. These exposés also tend to be led by actors who are well known for their looks, like Evan Peters, Zac Efron, and Ross Lynch, adding more to the romanticization of serial killers like Jeffrey Dahmer and Ted Bundy. Today’s article covers why this romanticization is dangerous and how you can keep your child safe from digital injury with our GKIS Screen Safety Toolkit.
Why has true crime skyrocketed in popularity?
Netflix’s recent limited-run Dahmer series has been viewed by 56 million households for a total of 701.37 million hours, putting it as their second most-viewed English Netflix series of all time.[1] In fact, true crime documentaries have covered the Netflix top 10 trending list for a combined total of 232 days, meaning that if your child is logging into Netflix, chances are they will be suggested one of these exposés.[2] There is no denying that true crime is hot content, and it does not seem to be declining in popularity anytime soon. This begs the question of why our society and humans, in general, are so obsessed with the morbid acts of our fellow human beings.
Evolutionary scientists have attributed this obsession to the fact that murder, rape, and theft have been part of our society for as long as humanity has existed. We are fascinated with learning about the facts of true crime as a form of human preservation and how we can protect ourselves and our families from the same fate.[3]
Psychologists agree and add that we also feel a sort of elation at these stories, glad that we are not the victims of such a crime. They also believe that we feel elated that we are not the perpetrator of the crime either.[4] This suggests on some level that we can relate to the perpetrator, a feeling that adds to the romanticization of criminals.
Psychology and Social Effects of Romanticizing Criminals
Movie violence as shown in true crime documentaries and dramatizations has been shown to have real lasting effects on viewers, including overall desensitization to real-life violence. A study found that youth with medium levels of exposure to TV/movie violence had much lower blood pressure when viewing violent media compared to those with low exposure.[5] These results show that sustained exposure to violent media leads to emotional numbing when presented with violence.
Following the release of the 2019 film Extremely Wicked, Shockingly Evil and Vile, in which Ted Bundy is played by Zac Efron, a concerning TikTok trend began of young girls dressing up as Bundy’s victims using makeup to create blood, bruising, and bite marks on their skin.[6]
These exposés create an impression on children and teens that they are not real events, but rather just make-believe, a trend, or a meme. The use of conventionally attractive actors to play these criminals leads to the romanticization of their crimes. This delusion creates hardships for the families of these crimes who watch as the atrocities their family faced are reduced to trends and memes online.
Mother of Dahmer victim Tony Hughes, Shirley Hughes, shared that learning about the series and its content brought her to tears. She told The Guardian, “I shed tears. They’re not tears of sorrow, and it’s not disbelief in the Lord. The tears [are] tears of hurt because it hurts. It hurts real bad.”[7] Not only do these exposés hurt our children, but they hurt the families of these violent crimes and cause them to relieve their trauma publicly over and over.
What Parents Can Do
If your child is interested in true crime, it is important to express to them that is okay and understandable. Notable psychologists believe that interest in crime is healthy and something that is natural, so long as that interest is confined to health habits.[8] Express to your child that these true crime stories are more than just a “limited-run show” but something that has real-life effects on people. Perhaps even share with them the thoughts and feelings of the families of these crimes as an empathy-building exercise.
Another important action you can take is to look at parental guides online for the media your child is consuming so that you can understand exactly what is in it. Also, sit and watch the show together so that you can fast forward through anything inappropriate and have a conversation about it.
To help guide you in these healthy conversations, check out our GKIS Connected Families Screen Agreement to work with your child to create a collaborative, living document.
If you fear your child may be watching these true crime exposés without your knowledge and permission, check out our GKIS Screen Safety Toolkit. This toolkit helps to empower parents and provides them with smart tech tools to filter, monitor, and manage online behavior.
Thanks to CSUCI intern, Katherine Carroll for researching true crime exposés and the romanticization of serial killers. To learn more about true crime and its consequences check out our article, “Is Your Child Following True Crime?”.
I’m the mom psychologist who will help you GetKidsInternetSafe.
The creation of the Internet has transformed society in every way imaginable, and 84% of us use it every day.[1] The two generations that grew up with the Internet are millennials and generation Z. You may be surprised at how differently these two groups use it, and how it’s affected them as human beings overall. Today’s GKIS article highlights the difference between teens and young adults and those who are 25 and older. If you’d like to help prepare your gen Z’s for healthy Internet media consumption by building good habits and communication, check out our Screen Safety Essentials Course.
What defines a generation?
A generation refers to all people born and living around the same time. The average period of a generation is 20 to 30 years, and the cutoffs are defined by when people become adults and start having children of their own. Although the specific years that group a generation is often up for debate, for our purposes we define millennials to be anyone born between 1981 and 1996 and generation Z to be anyone born between 1997 and 2012. That means millennials are currently between the ages of 26 and 41, and Gen Zs are between the ages of 10 and 25. Millennials were in their teen years when they first started using social media and gen Z’s were still children when they ventured into online neighborhoods independently.
Millennials and the Internet: Jackie’s POV
To gather better insight into how millennials view and interact with the internet, I interviewed Jackie (age 25).
Jackie started using Instagram and Facebook when she was 16 years old. She considers the biggest impact social media had on her was the comparison. Comparing her social media posts to others’ posts was the biggest issue she thinks she faced. It’s an issue for her because when she would compare posts, insecurities often arose. She said that constantly seeing others’ posts of selfies, vacation pictures, and pictures with significant others and friends made her feel inadequate, especially when she was much younger. She overcame those issues by no longer using social media as often.
Gen Z and the Internet: Sophia’s POV
To better understand gen Z’s views and interactions with the internet, I interviewed Sophia (age 12) about her experiences.
Sophia started using social media when she was 10 years old, specifically Snapchat and TikTok. She feels that the biggest impact social media had on her was the concern of appearing ‘cringe’ online and in front of others in real life. Micro-managing one’s appearance and mannerisms is another problem many gen Zs face. Snapchat and TikTok often contain videos of people recording others doing things, sometimes without their knowledge. Certain behaviors are labeled as ‘cringe’ or ‘embarrassing’ by others in comment sections. Nowadays, she says she still uses social media often but not as much as she used to, claiming she used to be glued to her screen 24/7 when she first started.
Compare and Despair
The biggest similarity between the two is the micro-management of what is shared online. Many are concerned with how they’re perceived on social media in addition to comparing their lives to others. Curating the perfect image or life is something that seems to be an issue for many social media users regardless of age.
The negativity and insecurities that come from social media aren’t age-restricted. However, it can have a particularly heavy effect on tweens and teens. Our Social Media Readiness Course can help with that. By teaching kids the red flags of digital injury and clinically tested psychological wellness tools, we can help prepare your kids for safer screen use and prevent feelings of inadequacy, low self-esteem, and the desire to compare online.
More Access and More Influence on Self-Identity
Taking both interviews and research into consideration, it seems that there are both similarities and differences in how both generations interact with the Internet. The biggest difference is that gen Z has been exposed to social media much younger than millennials before they solidly formed self-identity. Further, more social media platforms and sophisticated personal mobile devices were available to them – giving them almost constant, on-demand, mutual contact with peers and strangers.
Parent Replacement
In addition, more parents were inclined to help introduce technology to gen Z children. Smartphones became a sort of transitional object assigned by parents as their substitute.[2] This is something millennial children never experienced because smartphones weren’t around when they were toddlers and young children.
More Competence and Confidence Online
Those exposed to the Internet at younger ages tend to be more savvy and aware of online dangers. Research demonstrates that gen Zs tend to have more confidence protecting themselves online than people who are 25 and older.[1].
Self-Guided Learning Opportunities
Those who love to self-direct their learning argue that early browsing offered opportunities that older generations didn’t have. They say that the internet offered them a tremendous breadth of opportunity and a depth of learning as they directed themselves into deeper and deeper learning.[3]
However, from a developmental stance, gen Z kids who use such advanced technology to assist them in critical thinking and comprehension can have downsides. One is known as the Google Effect, also known as digital amnesia. By using the Internet, we end up storing less information in our biological memory, becoming less knowledgeable overall.[4] Another problem is that gen Zs use advanced search engines and smartphones to cheat by looking up answers to homework and quizzes. Learn more in our GKIS articles, The Google Effect. Because Memorizing is So Yesterday andSiri and Alexa Help Kids Cheat on Homework.
Social Impacts
Internet access at young ages can have developmental effects on social development as well. Positive aspects include convenient social management tools during interpersonal conflicts, like pause or block options for regulation and impulse control, and the creation of virtual identities for experimentation and practice.[2]
Potential negative effects include feelings of social inadequacy and exclusion, increased risk of body dysmorphic disorders, and exposure to cyberbullying and interpersonal exploitation. Insta-Famous Brings Insta-Anxiety is a GKIS blog article that touches on the risks that can arise from using social media.
GKIS Tools That Can Help
Our free GKIS blog articles are an excellent source of information, from parenting tips to media headlines, child development, and much more.
Our Screen Safety Toolkit offers a great resource guide so you can find the tools necessary to implement proper management, monitoring, and supervision to navigate the Internet more safely.
[1] Jiang, M., Tsai, H. S., Cotten, S. R., Rifon, N. J., LaRose, R., & Alhabash, S. (2016). Generational differences in online safety perceptions, knowledge, and practices. Educational Gerontology, 42(9), 621–634. https://doi-org.ezproxy.csuci.edu/10.1080/03601277.2016.1205408
[3] Ransdell, S., Kent, B., Gaillard, K. S., & Long, J. (2011). Digital immigrants fare better than digital natives due to social reliance. British Journal of Educational Technology, 42(6), 931–938. https://doi-org.ezproxy.csuci.edu/10.1111/j.1467-8535.2010.01137.x
[4] Heersmink, R. (2016). The Internet, cognitive enhancement, and the values of cognition. Minds and Machines: Journal for Artificial Intelligence, Philosophy and Cognitive Science, 26(4), 389–407. https://doi-org.ezproxy.csuci.edu/10.1007/s11023-016-9404-3
Like movies, video games have contributed to a massive and diverse industry. The video game market place Steam has over thirty-thousand games available for sale and only 47% of developers sell their games using steam. This article will teach you what you need to know about the diversity in the gaming market, the games that came out of home projects, and what you need to know for you young gamers. Here at GKIS we care about the internet safety of your young gamers and we want to protect them from digital injuries. Check out the GKIS Social Media Readiness Course to prepare your tweens and teens for the dangers they will face while playing games and interacting on social media.
What is an indie game?
A video game can be classified into one of two groups based on who produced the game, AAA games and Indie games. AAAgames are produced by a major company that can back the game’s production with money, personnel, and any other resources the production may need. Indie games are produced by either a small team or a single developer with minimal resources at their disposal. An indie game developer is typically a single person with a good idea and access to game developing software.
A video game is a large time investment for any developer. Large game developers have teams of experts who each work on the pieces of the game resulting in a short production time. Indie developers, on the other hand, typically have minimal resources. They often crowd-fund projects and make sacrifices to release games in a reasonable amount of time. Indie developers tend to rely on social media for brand awareness and marketing.
Well Known Indie Games
Indie games may start out as small passion projects, but well-made games can gain popularity and become just as popular as AAA games. When an Indie game becomes popular enough, AAA publishers may buy the game from the original developer. This allows the publisher to put their formidable resources behind the project and then reap the rewards of the new and improved game. Here at GKIS, we put the formidable resource of Dr. Bennett’s years of knowledge and experience as a licensed clinical psychologist to work to create the Screen Safety Essentials Course. The Screen Safety Essentials Course provides parents and children with access to a comprehensive program that will help families to create safer screen-home environments and foster open communication.
Here are some Indie games you may recognize:
Minecraft
Minecraft is an incredibly popular Indie title, having sold over 200 million copies to date, and was sold to Microsoft the company behind the Xbox game console in 2014. Microsoft has since updated Minecraft with new content, released two more games under the Minecraft title, and expanded the game into other profitable areas such as toys.
Undertale
Undertale is a game that was crowd-funded and released in 2015 with an estimated 5.8 million users. Created by a single developer, this game has reached a level of acclaim that Nintendo licensed one of the characters to appear in one of their own games. The game also has its own line of merchandise and a much-anticipated sequel currently in development.
Among Us
Among Us is a more recent success story of a small social deception game that rocketed into the public eye, and boasted 60 million active users a day at the peak of its popularity. The game was very popular amongst YouTube and Twitch creators, which acted as a very successful marketing campaign. The game has become so popular that, during Halloween, kids were running around in inflatable costumes of the Among Us space suits.
The Benefits of Indie Games
Without a big corporation behind them forcing big decisions, indie developers can make any game they want. For example, Cup Head is an extremely difficult game with an art style designed to be an homage to the early era of hand-drawn cartoons. Some games are designed off of a single weird concept or a specific labor of love based upon an obscure passion.
Most indie developers try to get the funding they need to produce a game using crowd-funding. Crowd-funding is when a designer puts out a concept of a project online and gets funding from the potential fanbase to make the game through a mixture of donations, pre-purchasing the game before development begins, and additional benefits for backers of the game. Benefits can include anything from your name in the credits of the game as a backer to having input into a part of the game or a character in the game being named for the backer. Crowd-funding allows a developer to pool money for a passion project from people who are excited about the game. Crowd-funding success helps to attract investors because it reflects customer interest.
The Dangers of Indie Games
Indie games have been a source of some of the greatest titles of the last two decades, but that doesn’t mean that every Indie game is going to be like Minecraft. Indie games can be whatever the creator wants, and that’s not always a good thing. For example, some developers push the boundary of horror games and explore themes AAA horror would never touch. For example, The Binding of Isaac is one of the most popular Indie games of all time. The game explores themes of child abuse, religious extremism, and child suicide.
Indie games can explore any theme no matter how dark or twisted and the limit to what can be made is limited only by human imagination. That doesn’t mean all Indie games are horror games. But the range of themes available is significantly more diverse than the AAA scene for games.
What does this mean for your young gamers?
Within the gaming industry, Indie games are incredibly diverse. The diversity of genres and topics can create games that range from poorly made first attempts to truly frightening horror games and all the way to amazing successes like Minecraft.
So, what can you do for your young gamers online?
Read the summary.
If your child wants to get an Indie game it will often come from a website that allows developers to post and sell their games. There is a store page on Steam associated with a game that will give you a description of the plot, gameplay, pictures of the game, and reviews from people who have played the game. This will allow you to make an informed decision if this game is right for your child.
Our family course is designed to bring your family closer and get your kids working with you to stay safe on the internet. Our connected family course is outcome-based and will help you close screen risk gaps and increase family closeness and cooperation.
YouTube
You can often find YouTube creators that have recorded gameplay of popular new Indie games. If your child wants to play the new game their favorite YouTuber is playing, watch one of their videos with them. It’ll show you what kind of game your child is looking at, and you’ll get to hang out with your kid while you do it.
Thanks to CSUCI intern, Jason T. Stewart for researching advances in the video game industry and co-authoring this article.
I’m the mom psychologist who will help you GetKidsInternetSafe.
Coble, V. (2021, September 30). 10 most disturbing psychological horror indie games. CBR. Retrieved November 20, 2021, from https://www.cbr.com/indie-games-disturbing-psychological-horror/.
Curry, D. (2021, November 11). Among us revenue and usage statistics (2021). Business of Apps. Retrieved December 4, 2021, from https://www.businessofapps.com/data/among-us-statistics/.
Curry, D. (2021, November 11). Minecraft revenue and Usage Statistics (2021). Business of Apps. Retrieved December 4, 2021, from https://www.businessofapps.com/data/minecraft-statistics/.
Donnellan, J. (2021, June 8). 50 best indie games of all time. Cultured Vultures. Retrieved November 20, 2021, from https://culturedvultures.com/best-indie-games-all-time/.
G., D. (2021, November 1). 45+ video games industry statistics, facts, and trends for 2021. TechJury. Retrieved December 4, 2021, from https://techjury.net/blog/video-games-industry-statistics/.
Lowry, B. (2017, November 29). This is what sets ‘indie’ and ‘AAA’ video games apart. Windows Central. Retrieved November 20, 2021, from https://www.windowscentral.com/indie-vs-aaa-which-type-game-you.
Mikolić, M. (n.d.). Undertale stats by Playtracker Insight. stats by Playtracker Insight. Retrieved December 4, 2021, from https://playtracker.net/insight/game/1122.
Oddo, M. V. (2021, August 2). What’s an indie game anyway? Collider. Retrieved November 20, 2021, from https://collider.com/what-makes-an-indie-game/.
Video games have come a long way since Pong was first released in the 1970’s. Advances in gaming technology can enhance the experience for adults, but for children more realistic games are harder to distinguish from reality. At GKIS, our Social Media Readiness Course is designed to prepare your tweens and teens for the unexpected dangers of video games and social media sites. Our course is backed by Dr. Bennett’s years of experience helping tweens and teens who have already suffered digital injury from the unforeseen dangers found online. In this GKIS article we will cover the evolution of graphics and the steps gaming companies take to make games seem more real.
Video games Are Evolving
Video games are based in technology, and since players got their hands on Pong there has been a push to
advance that technology. Originally, video games were played using bulky arcade cabinets. The first home consoles were very restricted by their hardware. Games were flat and involved a character moving around the screen like a piece on a board. This all changed with the introduction of 3D graphics in the early 2000s. For the first time, video games had physical depth and the characters on screen moved more like a real person would.
Video games are striving every year to create a more realistic virtual environment. Games now have wind that moves individual leaves on tree branches, light that dances across the surface of the water, and characters that look real from a distance. Modern video games have advanced technology to foster a sense of extreme realism and maximize immersion. With such engaging digital experiences, it is important that children are provided with boundaries so as to prevent screen-time overload and digital injury. Our Screen Safety Essentials Course grants you access to weekly videos with parenting tips and coaching from Dr. Bennett that will help you pull your child out of their digital world and back into ours.
Motion Capture
It can be difficult to program a character to move in a realistic way. The awkward way early 3D characters moved unfortunately hampered immersion. Recently, the gaming industry began to use motion capture technology to solve this issue. Motion capture is a technique whereby a real human being is recorded in a studio as a program captures their motion and applies it to the game character to make the movement look as real as possible.
In a game called LA Noir, you are a 1940’s detective. One of the major objectives of the game is to interrogate suspects and solve crimes. For authenticity, developers created the characters with real facial expressions. The game used an advanced motion capture system to record the real facial expressions of the voice actors portraying the game characters. Players can tell what a character is feeling or if they’re lying based on facial expressions alone. The game uses very real human empathy and natural social cues as a part of the game, offering deeper immersion and better quality overall.
Real Game with Real Fear
Realistic graphics are fascinating when they’re used to make a character blink and breathe like a real person. Immersion is the goal, especially in horror games. Early horror games were limited in what they could create by the consoles of the time. However, as modern technology has evolved, new possibilities have opened for the horror genre.
Games can include motion-captured characters with realistic looks of fear and pain on their face. Horror games originally wanted to compete with the horror movie industry, but horror games now have the ability to do more than movies ever could.
For example, a game called Dead Space takes the classic zombie movie genre and sets it in a futuristic space station. An alien artifact mutates humans into nearly unkillable monsters. The game makes great use of body horror to drive home the alien nature of these dead humans. Body horror is a type of horror derived from twisting the human body into unnatural shapes creating nightmarish monsters. Our mind still sees that the monster is technically human, but is terrified by how wrong it has become. For example, in Dead Space, the zombie you are tasked to fight is a human with an open chest cavity and arms twisted in unnatural positions with sharpened bone where hands used to be. The key feature is that they still have a human face attached to the monstrous form to remind you that they used to be like you.
Immersion in horror games
The main thing horror games have over movies is the personal nature of the narrative and fear within. A zombie movie may be scary to watch as your favorite character fights for their life. However, an immersive game like Dead Space can make you feel like you’re the one fighting for your life. The immersive narrative attempts to draw you into the character’s shoes and, for the time you play, you can believe that you’re really in danger. The narrative takes on a whole new depth as suddenly you’re the one backed into a corner with only a handful of ammo and your wits.
Another dimension is that a game doesn’t guarantee a happy ending. When you run out of ammo, you know that you’re the one who’s going to die. Often when a gamer talks about an experience with a horror game, they speak in the first person. When I first played Dead Space, I remember the adrenaline rush I got when I had no ammo, because I knew I was going to have to fight my way out with my bare hands. The memory of playing a game differs from a movie because it stores itself as if the player had physically been there.
What does immersion mean for kids?
Realistic video games can be frightening and exciting to play. But at the end of the day, a player can still distinguish the game from reality. The same can’t be said for children exposed to the same things. Children have a harder time separating fantasy from reality.
As video games strive to be as close to reality as possible the task only gets harder. An adult who plays a particularly realistic horror game may have trouble sleeping for a night, but a child will suffer far worse than any adult.
Even outside of horror, we have shooter games that strive for realistic blood and death. Sniper Elite is a game that will follow the bullet fired from a sniper rifle through an enemy to show bones break and organs rupture as the bullet penetrates their body. These advances in immersion are great for taking a player into the world of a game, but only as long as that player has developed enough to pull themselves back out.
What can you do for your young gamer?
ESRB Ratings
Most video games come with an ESRB rating on the box to let players and parents know what type of audience the game is suitable for. If a game is rated for an audience older than your child, the game contains content inappropriate for their age group.
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Play games with your kids
Make sure the game your child is playing is appropriate and get some fun bonding time in. You can learn what the game your kids are playing is really like by just spending time with them while they play. If a game is inappropriate, it’ll be hard to hide for long.
Thanks to CSUCI intern, Jason T. Stewart for researching advances in the video game industry and co-authoring this article.
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Walker, C. (2010, December 22). Video games and realism. Wake Forest News. Retrieved November 3, 2021, from https://news.wfu.edu/2010/12/22/video-games-and-realism/.