The debate over social networking safety is increasingly tied up with the question of whether (and how) users should be authenticated before they are allowed onto a social networking site, however that term of art is defined. Age verification proposals have been flying for the last two years that would use a variety of approaches to determine the age / identity of users. [I have discussed those proposals in detail here.]
So, when I heard the news that the Catholic church "will set up a Catholic social networking Web site akin to a Catholic Facebook" so that Pope Benedict can text message thousands of young Catholics on their mobile phones during World Youth Day in Sydney, Australia this July, I just couldn't help but wonder if the Pope and all the site's users will be required to somehow have their identities or ages verified before they go online?
I'm being entirely serious. If anyone has information on how the site will work and whether the Church plans to use identity screening mechanisms, please let me know. I try to keep tabs on how each social networking site polices their site for underage or inappropriate use. I am personally quite skeptical that most current approaches can work effectively, but I am always willing to learn more about new tools and techniques.
Since 2000, the Federal Trade Commission (FTC) has surveyed the marketing and advertising practices of major media sectors (movies, music and video games) in a report entitled Marketing Violent Entertainment to Children. (The reports can be found here). According to the agency, the purpose of these reports is to examine “the structure and operation of each industry’s self-regulatory program, parental familiarity and use of those systems, and whether the industries had marketed violent entertainment products in a manner inconsistent with their own parental advisories.” Toward that end, the agency hires a firm that conducts "secret shopper" surveys to see how well voluntary media rating systems (MPAA, ESRB, RIAA) are being enforced at the point of sale. The research firm recruits a bunch of 13- to 16-year-olds who make an attempt to purchase such media without a parent being present.
Although I've always had some questions about these undercover surveys, which I will get to in a moment, the bottom line is: Ratings enforcement has generally been improving over time, and in the case of the ESRB system for games, it has improved dramatically in a very short period of time. For example, the latest survey shows that whereas 90% of kids were able to purchase an "Explicit Lyrics" CD back in 2001, that's fallen to just over 50% in the latest survey. R-rated cinema admissions have dropped gradually, from almost 50% of kids getting in in 2001, to about 35% today. R-rated DVD sales for teens have falled from 81% in 2001 to 47% today. And the video game industry's outstanding education and awareness-building efforts have shown the most success, with M-rated video games only being sold to 20% of teens today, down from 85% back in 2000. That's an impressive turn-around in a very short amount of time.
As I have pointed out here manytimesbefore, education is a vital part of online child protection efforts. In fact, if there is one point I try to get across in my report on “Parental Controls and Online Child Safety,” it is that, regardless of how robust they might be today, technical parental control tools are no substitute for education, media literacy and online safety awareness training. To the extent lawmakers feel the need to "do something" about online safety issues, education-based efforts will bear much more fruit than regulatory initiatives.
Unfortunately, it is clear that not nearly enough media literacy or online safety instruction is being done within America’s educational process at any level. For the most part, media literacy is not routinely integrated into the curricula at elementary school, secondary school, high school, or college. This situation must be reversed. Luckily, my home state of Virginia is helping to pave the way. This weekend, the Washington Post ran a front-page story entitled, "Virginia Tries to Ensure Students' Safety in Cyberspace," that discussed the state's effort to "launch Internet safety lessons across all grade levels, responding to a state mandate that is the first of its kind in the nation." The text of the enabling legislation can be found here and, in September 2006, Virginia produced an outstanding report entitled “Guidelines and Resources for Internet Safety in Schools” that can serve as model legislation for other states.
The Post story summarizes the focus of the program:
Obama on Grand Theft Auto and personal responsibility
GamePolitics.com noted that presidential candidate Sen. Barack Obama had some comments upon the release of Grand Theft Auto IV this week, and they weren't actually half bad. Indeed, instead of engaging in the typical game-bashing hysteria we've gotten used to, Obama instead focused on the need to find the right balance in terms of getting kids as interested in education as they are in games and other forms of entertainment. (This is something I was just discussing in the comments to another post I made yesterday).
Obama wondered, "How are we giving our kids a thirst for knowledge? And turning off the TV set, and getting them to be engaged and interested, like their future really does matter on how well they do in school." That's a good question, and I've provided some of my own thoughts on that here.
Importantly, I just want to remind everyone of the very sensible things Obama said when asked at a debate earlier this year about the role of government when it comes to media content. "[T]he primary responsibility is for parents," he said. "And I reject the notion of censorship as an approach to dealing with this problem." Better yet, he went on to stress the importance of making sure that parents have the tools to make these determinations for their families:
“[I]t is important for us to make sure that we are giving parents the tools that they need in order to monitor what their children are watching. And, obviously, the problem we have now is not just what’s coming over the airwaves, but what’s coming over the Internet. And so for us to develop technologies and tools and invest in those technologies and tools, to make sure that we are, in fact, giving parents power — empowering parents I think is important.”
He's got it exactly right. I just wish he'd stress personal responsibility and limited government solutions across the board!
Like Kutner & Olson's book, Dini's provides a refreshingly balanced and open-minded look at the impact of video games on our kids. One of the things I liked about it is how Dr. Dini tells us right up front that he has been a gamer his entire life and explains how that has helped him frame the issues he discusses in his book. "I have played games both online and off since I was about six years of age, and I have also been involved in child psychiatry, so I felt that I would be in a good position to discuss some inherent positives and negatives associated with playing games," he says. Dini goes into greater detail about his gaming habits later in the book and it makes it clear that he still enjoys games very much.
Some may find Dini's gaming background less relevant than his academic credentials, but I think it is important if for no other reason than it shows how we are seeing more and more life-long gamers attain positions of prominence in various professions and writing about these issues using a sensible frame of reference that begins with their own personal experiences. For far too long now, nearly every book and article I have read about video games and their impact on society at some point includes a line like, "I've never really played many games" or even "I don't much care for video games," but then--without missing a breath--the author or analyst goes on to tell us how imminently qualified they are to be discussing the impact of video games on kids or culture. Whenever I read or hear things like that, I'm reminded of the famous line from an old TV commercial: "I'm not a doctor, but I play one on TV." Seriously, why is it that we should continue to listen to those critics who denounce video games but who have never picked up a controller in their lives? It's really quite insulting. Would you take automotive advice from someone who's never tinkered with cars in their lives but instead based their opinions merely upon watching them pass by on the road? I think not.
Yesterday, I was a guest on the Kojo Nnamdi Show, which airs on WAMU 88.5 radio (Washington, DC's NPR affiliate), and had the chance to take part in an excellent discussion about the ins-and-outs of student online speech. Specifically, we discussed the sticky issues surrounding online privacy, anonymity, defamation, cyber-bullying, and so on.
The entire show can be heard on Kojo's site. The other guests were John Morris of the Center for Democracy and Technology, Parry Aftab, the Executive Director of WiredSafety.org, and Reg Weaver, the President of the National Education Association. We attempted to provide parents and educators with some helpful advice about how to deal with these issues when they pop up. We also got into the controversies raised by the anonymous comments left on sites like JuicyCampus.com and RateMyTeachers.com.
[Incidentally, this show was part of Kojo's excellent ongoing "Tech Tuesday" series. Each Tuesday he dedicates his show to "putting technology in context and assessing its relevance in your life." It's a great program. In encourage you to listen.]
Don't judge a book by its cover (or its title, for that matter). I'm usually faithful to that maxim, but I must admit that when I first saw the title and cover of "Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do," I rolled my eyes and thought to myself, "here we go again." I figured that I was in for another tedious anti-gaming screed full of myths and hysteria about games and gamers. Boy, was I wrong. Massively wrong.
Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, have written the most thoroughly balanced and refreshingly open-minded book about video games ever penned. They cut through the stereotypes and fear-mongering that have thus far pervaded the debate over the impact of video games and offer parents and policymakers common-sense advice about how to approach these issues in a more level-headed fashion. They argue that:
Today, an amalgam of politicians, health professionals, religious leaders and children's advocates are voicing concerns about video games that are identical to the concerns raised one, two and three generations ago with the introduction of other new media. Most of these people have the best of intentions. They really want to protect children from evil influences. As in the past, a few have different agendas and are using the issue manipulatively. Unfortunately, many of their claims are based on scanty evidence, inaccurate assumptions, and pseudoscience. Much of the current research on violent video games is both simplistic and agenda driven. (p. 55)
They note that these groups, "probably worry too much about the wrong things and too little about more subtle issues and complex effects that are much more likely to affect our children." They continue:
The long-awaited final report of the UK's Byron Review on Children and New Technology is finally out. It is called Safer Children in a Digital World. It focuses on the benefits and risks associated with the Internet and video games. I will be posting more about the specifics in coming days, but the general thrust of the report--at least from the executive summary--looks quite good. Here's a few key quotes:
* Technology offers extraordinary opportunities for all of society including children and young people. The internet allows for global exploration which can also bring risks, often
paralleling the offline world.
* "New media are often met by public concern about their impact on society and anxiety and polarisation of the debate can lead to emotive calls for action." ... "Debates and research in this area can be highly polarised and charged with emotion."
* "I propose that we seek to achieve gains in these three areas by having a national strategy for child internet safety which involves better self-regulation and better provision of information and education for children and families."
* "We need to take into account children’s individual strengths and vulnerabilities, because the factors that can discriminate a ‘beneficial’ from a ‘harmful’ experience online and in video games will often be individual factors in the child. The very same content can be useful to a child at a certain point in their life and development and may be equally damaging to another child."
I like the focus on education and parental oversight that I see in the report. Here's a particular good recommendation that closely parallels what I have called for in my own work:
Google has just launched an excellent new online safety campaign and website that includes new tools, materials and videos for parents looking for help in protecting their kids from potentially objectionable online material. Over at the Google blog, Elliot Schrage, Vice President of Global Communications and Public Affairs, outlines the new offerings. Schrage discusses the partnerships Google has struck with other safety groups and the other initiatives it has underway. He also mentions Google's excellent "Safe Search" tool, which I have praised in my report on parental controls & online child safety. It really is amazing how well that tool works. (Note: other search engine providers also offer excellent safe search tools).
Google also has released an excellent new online safety video with the forks at Common Sense Media:
"Parental Controls and Online Child Protection" - Version 3.0 release
PFF has just releasing an updated edition of my booklet on "Parental Controls and Online Child Protection: A Survey of Tools & Methods." The new version, Version 3.0, includes two new appendixes and updates to each section to reflect new parental control tools and programs developed in the last nine months.
The updated report is timely as it comes on the heels of the recently-announced Internet Safety Technical Task Force, which is being chaired by the Berkman Center for Internet & Society at Harvard Law School. I am privileged to serve as a member of the Task Force, which is evaluating various online safety technologies and strategies and then reporting back to state attorneys general with our findings.
Those issues and much more are covered in the latest edition of my report. The report explores the market for parental control tools, rating schemes, education efforts, and initiatives aimed at promoting online child safety. I believe that the parental controls and content management tools cataloged in the report represent a better, less restrictive alternative to government regulation. As I conclude after evaluating that state of the market: "There has never been a time in our nation's history when parents have had more tools and methods at their disposal to help them decide what constitutes acceptable media content in their homes and in the lives of their children."
Version 3.0 of the special report, now over 200 pages, contains over fifty exhibits and numerous updates in all five sections of the book. Major updates have been made to the Internet, social networking, and mobile media sections, reflecting the growing importance of those sectors and issues. A greatly expanded section on video empowerment technologies has also been included. Finally, two appendices have also been added: a comprehensive legislative index cataloging over thirty bills introduced in Congress on these issues (complied with John Morris of Center for Democracy & Technology), and a glossary of 35 relevant terms and cases.
The report is available free-of-charge on the PFF website, as are the previous editions. And I am happy to provide hard copies to those who are interested.
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