1.Choose games that let kids play each other at the same time.
2.Set game time to a fixed amount like 30mins in a session.
3.Let them play as a reward for finishing homework.
4.Challenge them to a game once a week.
5.Always check the game ratings when renting or buying video games.
Classification Operations Board
Interactive Entertainment Association of Australia (IEAA)
Games Parents
 
What People Say


Dr Jeff Brand, Bond University, Centre for New Media Research and Education
Games contain a lot of content that can be deeply compelling, historically relevant, and artistically beautiful. This is a powerful medium full of positive outcomes - and ideally, one that is a normal part of the home entertainment ecology.

Research suggests that parents who take an active interest and are involved in their children's gaming behaviour are more likely to set rules, have a better understanding of appropriate content and ensure valuable gaming interaction with their children. There's a huge generation gap - if you're a non game-playing adult, you're likely to be one generation older than those who do.

We've found concerns held by parents and older generations about video games erode once they become involved with the medium. Because it's an interactive experience, there are more opportunities for parents and children to engage and communicate with one another than for passive media such as television.

Andrew Parsons, founder of gameparents.com.au
Gaming exposes quite a few important learning questions - it's no longer just an exercise to develop good hand/eye coordination. Parents who actively engage in games with their children gain the benefit of being a lot more aware of what's going on with their children's development and interests.

Kids don't learn the same way as our generation did. Modern education is now a lot more interactive and reliant on engagement. We can see the effect of this generational change outside of the home - witness corporations building simulations in game form to cater to a new generation of executives and employees.

Australia's ratings and classification system is useful in helping parents decide what is appropriate, but just as important is the ability for parents to decide their child's individual capability by engaging in games activity with their children.

Lisa Wilkinson
The electronic aspect of living in the 21st century is not going to go away, and we've discovered through trial and error that we need to accept this reality. Instead of completely railing against it, we've chosen to share the experience with them. By involving yourself with your kids gaming activities, you ensure that you are there to monitor responsible amounts of game play. It also means they are only consuming content that is appropriate for their age and development.

Grand Theft Childhood
Harvard University Drs. Lawrence Kutner and Cheryl K. Olson, co-authored a study looking at the effects of video games on children and teenagers. Unlike other studies they delved deeply into the lives of real children and families in real situations, rather than laboratory controlled conditions.
http://www.grandtheftchildhood.com/GTC/Home.html

Entertainment Software Association (US)
The ESA takes a look at gaming and families and the resources available in the market which may be useful to parents looking to learn more about video games and video game content.
http://www.theesa.com/gamesindailylife/families.asp

Interactive Australia 2007: facts about the Australian video game industry
Research conducted by Dr Jeffrey E. Brand, Faculty of Humanities and Social Sciences, Bond University looking at the state of the video games industry in Australia. The study provides data on the industry including details on the level of gaming in families.
http://epublications.bond.edu.au/cgi/viewcontent.cgi?article=1098&context=hss_pubs