Media release
Date 07 December, 2009
Parents all thumbs when it comes to gaming controls
Parental controls on gaming devices overlooked by 74 per cent of parents
Despite the importance of age-appropriate material for children and ensuring the balance
between playing video games and other forms of recreation, many Australian parents are
unaware of the parental controls built into popular console gaming devices.
A Newspoll study of over 500 parents* revealed that just 26 per cent were aware of the controls
within most consoles to help manage the amount of time their children spent playing games,
and a further 49 per cent of parents were not aware of classification locks.
Commissioned by the industry body, the Interactive Games and Entertainment Association
(iGEA), the survey found that when parents were given the choice of using classification and
time settings and notifications, 79 per cent would versus 21 per cent who would not use the
controls.
According to Ron Curry CEO of the iGEA, the study was commissioned to better understand
awareness of the tools amongst parents.
Interactive gaming is played by young children, teens, Mums and Dads and as a popular family
past-time, we want to equip parents will the tools to ensure their children enjoy the best gaming
experience.
All of the popular games platforms have built in controls to help parents ensure that the children
are playing games that are suitable for their age. The majority of platforms also have specific
tools to help parents manage the amount of time their children spend playing games. .
Up to 88 per cent of Australian homes* have at least one device for playing video and computer
games and we are urging parents to be aware of the settings that can help families ensure
healthy gaming habits, said Curry.
Of the 21 percent who wouldnt use any parental controls; 38 per cent werent concerned about
the length of time their child played for, 34 percent werent concerned about the type of games
played and 22 percent believed their child could override the parental lock.
Well known adolescent psychologist, Dr Michael Carr-Gregg believes young people need a
moral compass and urged parents to take a greater interest in their family's video gaming habits
and to use interactive entertainment to help bring families together.
In a few quick steps, parents can create password-protected profiles for each family member
that help balance time spent on gaming and other activities and ensure their children only
access age appropriate content, Dr Carr-Gregg said.
Stephanie Brantz, Channel Nine sports reporter and mother of three enthusiastic gamers,
believes the best strategy is to get involved and take on the kids.
"Being a competitive person at heart, Ive had some enthralling battles racing cars and playing
tennis, especially with my eldest son who's built up amazing dexterity from gaming. Initially, I
stood on the sidelines while they played but now it has become a popular family activity and you
relate to kids on their level," Stephanie said.
Through parental control settings on gaming devices, Stephanie sets a daily play limit of one
hour per day for each child and closely monitors what games are played.
"Gaming in our house is on par with watching TV and similar to other interactive entertainment,
all kids need a healthy balance between spending time with family and friends, outdoor activities
and playing video games," she said.
Confirming gamings status as a mainstream family activity, the Newspoll revealed 69 per cent
of parents either regularly or occasionally play video and computer games with their children
Dads proving to be the biggest fans - 81 per cent participating compared to 59 per cent of
Mums.
Interactive games are played by all generations across the entire household and publishers
continue to produce quality games to meet the demand. Family games are the best selling
genre and 67 per cent of all games sold last year were G or PG rated titles, Curry said.
Other interesting statistics from the research included:
Of the parents surveyed, males had a higher awareness of both parental control functions
(66%) compared to females (40%).
54% of parents said the parental lock functions would mean there would be fewer arguments
about video game usage in the household
85% of parents said the parental lock functions would provide a safeguard to prevent their child
from playing games with inappropriate content
73% of parents said the parental lock functions would help establish a routine around playing
video games
- Ends -
*IA9 is based on a national random sample of 1,614 households in which as many adults responded to more than 75
questions providing over 300 data points in a 20-minute online survey. The survey was fielded by Nielsen Research
in July 2008.
* Newspoll research was conducted nationally involving 535 adults with dependent children aged up to 17 in the
household. The research was conducted over the period 12 15 of November 2009.
About the iGEA
The Interactive Gaming & Entertainment Association proactively represents companies that
publish, market and/or distribute interactive games and entertainment content. The iGEA aims
to further advance the industry and the business interests of its members through informing and
fostering relationships with the public, the business community, government and other industry
stakeholders. The iGEA is administered by a Board of Directors and supported by the CEO,
Ron Curry. The iGEA was formerly known as the Interactive Entertainment Association of
Australia (IEAA).
Media Contact
Corrie McLeod
Espresso Communications
Mob: 0419 526 848
Email: corrie@espressocomms.com.au