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For 30 years, the gaming industry’s self-regulation has been checking whether computer games endanger young people. But the games have changed a lot since then. How reliable is the age rating?
Today is a good day for the students of the computer science course at the Marie Reinders School in Dortmund. Tenth graders are allowed to play games in class. Normally this is taboo, but computer science teacher Peter Haken would like to know what games the young people are interested in. The boys in particular opt for “shooting games”. “You become a little more jittery, more restless, more excited,” says Nico Reinke. “It’s just fun and a great way to pass the time.”
He is convinced that he would not be influenced by the games. That’s exactly how classmate Daniel Faust sees it. He often finds the age information on the games exaggerated. “In some games this is important because there is content that you shouldn’t see. But often it’s just nonsense. Minecraft, for example, would be from 12. But there is no aggressive content that could harm anyone,” that is his belief.
In the computer science course at the Marie-Reinders-Realschule in Dortmund, the students are allowed to play games for once.
Independents expert check games
The “entertainment software self-control”, known as USK, is responsible for the age information. This is a voluntary organization of the gaming industry, but according to its own statements it works independently and in accordance with the requirements of the Youth Protection Act. She has been evaluating games for 30 years now and gives recommendations for which age and which game is suitable.
The assessments are made by independent experts who work directly with children and young people, for example from media education. Once a provider has submitted a game, it is intensively tested, played and presented to a review committee. “For example, aspects such as the depiction of violence, how dark the atmosphere in the game is, but also usage risks such as unsecured purchasing functions or communication options play a role,” explains USK managing director Elisabeth Secker.
Danger through Additional functions in games
It’s not about trying to prohibit young people from doing something. “The aim of youth protection is for young people to grow up healthy with media. Some content can disturb, frighten or have a lasting impact on developing children and young people,” says Secker.
Youth protectors now have to get a much broader picture. Dangers also arise from more and more additional functions in the games. Online chats, for example, are there so that players can communicate with each other. But there is a risk of misuse, warns the EU initiative klicksafe.
“Real dangers include cyberbullying, hate speech, sexual harassment or the initiation of sexual abuse (cybergrooming) via the chat function in games. Cybergrooming can basically take place anywhere where contact is possible. Especially games that are known to be used by children and young people , are interesting for perpetrators,” says Deborah Woldemichael, head of the EU initiative klicksafe at the Rhineland-Palatinate media authority.
Games fail at Stiftung Warentest
She warns not to rely solely on age ratings. Even with child-friendly online games, there are always risks that are not so easy for parents to recognize at first glance. In May of this year, Stiftung Warentest tested 16 game apps that are very popular with children. All games are approved for ages 0, 6, or 12. The games tested include Fortnite, Roblox and Brawl Stars. The results were sometimes shocking.
“The popular mobile games contained a lot of inappropriate content, such as fascist and anti-Semitic user names, depictions of violence and frightening scenes. These included, for example, depictions of rampages, hate messages and sex scenes,” said Woldemichael.
Incentives to buy and addictive potential
A particular problem is that many mobile games encourage people to play more and more, for example through rewards for daily gaming, through social obligations to fellow players and through requests to play at certain times. And to buy more and more: “Loot boxes, free-to-play, microtransactions – there are many mechanisms to get players to spend money in games. Children in particular can quickly lose track of the actual costs,” says Woldemichael . In addition, many games disguised the actual costs using fantasy currencies such as V-Bucks or Robux. Almost all of the 16 popular games failed the test.
USK managing director Elisabeth Secker promises that the examiners will also keep a close eye on these criteria. However, due to rapid developments, this doesn’t always seem to be easy: “The biggest challenge is keeping track of time, costs and age-appropriate content,” says Secker.
The parents are responsible
Klicksafe appeals to parents not to rely solely on age ratings, but also to inform themselves about the game content, usage guidelines, risks and security settings. Deborah Woldemichael recommends: “Accompany your children carefully in everyday life in order to recognize possible signs of excessive gaming behavior in good time. Switch off push notifications that constantly remind children to play in the cell phone settings. Limit playing time and pay attention compliance with the agreed times.” It is also important to determine whether and to what extent the child can make in-game purchases.
At the Marie-Reinders-Realschule in Dortmund they try to sensitize the children at an early age. Computer science lessons begin in fifth grade. Computer science teacher Peter Haken would like many parents to take on more responsibility. “Many people don’t even know what their children are doing on their cell phones and computers.” The school can only provide support and the USK can provide guidance with their age information. Ultimately, the responsibility and the decision about what their children are allowed to do lies with the parents.