Game Night Case Study

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Game Night, one of the coolest and most anticipated events the family puts on for their loved ones. The snack assortment spread out on the big dining table; while games upon games are lined up ready to play and watch. It is necessary for parental control options to be already in place for the best night ever. Not all games are family oriented; so, the game chosen most have the option for the parent to switch off the blood or change to water, as an example. Some game scripts have profanity and will also have it print within the caption. Without parental control options for video game night, it would be terrible for the younger family members to experience, and may leave a stain that will be hard to wash out. It is necessary for all video games “Studies have pointed to violent video gaming, in particular, as a significant predictor of aggressive behavior; however, exposure to the same games has been largely omitted from the risk factor literature on delinquent behavior” (Exelmans, Custers, & Van den Buick, 2015, p. 267). The findings of this study, shows that American youth ages 8-18 years old, played approximately one and a quarter hours of video games per day. The average time spent playing has continuously increased over the past two decades from 24 minutes a day in 1999 to 49 minutes in 2004, and 73 minutes in 2009 (Exelmans, Custers, & Van den Buick, 2015, p.268). Most of the studies given on the topic of violence in video games, clearly show that the need for parental control is imperative; the amount of time and how that time is spent, during gameplay, can have a negative result without proper parental guidance. “The key findings were that playing on a console and gaming on a higher number of gaming equipped devices were associated with more hours of gaming, whereas parental discussion of cyber safety was associated with reduced hours of gaming" (Simth, Gradisar, & King, 2015, p.

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