
Anyone who has ever played a multiplayer, voice chat-enabled game with younger gamers knows that someone has to save these kids from themselves. In an age where "tea-bagging" could very well be a child's first word, GameDesign.com's newest weekly Game Design Challenge has answered this necessary call: design a communication system for an MMO geared toward children.
Because this game would be targeted at younger tykes, a few critical objectives must be met. First, the game must filter out foul language. Second, due to the ever-increasing amount of online predators, the player must not be able to reveal his or her real-life physical location. Thirdly, a positive environment must be maintained. These are growing kids; the real world will have plenty of time to crush their confidence as they become teens and adults. Finally, since this game would be an MMO, communication is essential, so be sure your paradigm doesn't make it impossible for the players to interact.
Foul language, racial taunting, and other forms of "adult" language have become an increasing problem in children's online games, not to mention online gaming in general. According to Lane Merrifield, co-founder and general manager of Disney's Club Penguin game, the staff finds themselves "adding 500 to 1000 words every day to the filters, simply because of slang that works its way into the language."
Xbox Live, Microsoft's pay-to-play online service, is notorious for its high amount of profanity and insults that are openly slung in almost any game environment. According to a Next Generation article which featured an informal study on the subject, games such as Halo 2, which carries an "M for Mature" (17 years and older) rating, is often frequented by kids "who learned a new word on the playground that day."
Though children under 17 years of age shouldn't be playing such games in the first place, that doesn't stop parents and other adult supervisors from allowing them access to such forms of entertainment. The Next Generation article went on to state that it isn't uncommon to find a "drunken 24 year old who hates black people, gays and anyone who isn't in his frat." Exposing children to such language perpetuates the problem, and ESRB ratings only carry so much weight - an adult must be present to enforce them.
Fortunately, many children are taking a proactive approach to looking out for their own well-being, as well as the safety of others. Wiredsafety.org recently published an article focused on online safety. Andrew, a 14-year-old avid gamer featured in the article, is a Teenangel, a teen who has been trained in online safety by the FBI and other safety experts. Andrew and other Teenangels assist in designing Internet safety programs to children, adults, and senior citizens in their areas. The goal: awareness.
The article details Andrew's first uncomfortable online experience, which occurred when a female gamer he had played with before began "egging on the [other] players." Andrew left the game in disgust when the other gamers grew angry and became "graphic about what they would do to this woman if they met her."
The incident inspired Andrew to explore Xbox Live's reporting feature, which allows gamers to file reports detailing encounters that caused distress or anxiety. Andrew's concern was part of the impetus that led to the Safe Gaming Award, created by WiredKids, an online safety site for kids and teens. In 2005, Disney's Toontown Online was awarded the Safe Gaming Award for "its safe, non-violent approach to children's online gaming."
Awards and filtering systems work adequately, but according to Club Penguin's Merrifield, a human presence serves as a greater form of online supervision. Merrifield says that "two-thirds of the company's staff [has been devoted] to positions such as safety moderators and customer service."
The online presence of an adult is almost certain to uphold safety and respectful standards, but parents need to be involved as well. Jennifer Satterwhite, a self-professed "gaming mom" who enjoys playing games with her kids, stresses the importance of the ESRB system. "Being a mom of kids ranging in ages from 6-14 ... I have to stay up on the ratings of each new game," she says. "That is where the ESRB ratings come into play." Jennifer says that many games may seem outwardly innocent, "but without knowing the rating you can unknowingly set yourself up for a shock."
Xbox Live, Microsoft's pay-to-play online service, is notorious for its high amount of profanity and insults that are openly slung in almost any game environment. According to a Next Generation article which featured an informal study on the subject, games such as Halo 2, which carries an "M for Mature" (17 years and older) rating, is often frequented by kids "who learned a new word on the playground that day."
Though children under 17 years of age shouldn't be playing such games in the first place, that doesn't stop parents and other adult supervisors from allowing them access to such forms of entertainment. The Next Generation article went on to state that it isn't uncommon to find a "drunken 24 year old who hates black people, gays and anyone who isn't in his frat." Exposing children to such language perpetuates the problem, and ESRB ratings only carry so much weight - an adult must be present to enforce them.
Fortunately, many children are taking a proactive approach to looking out for their own well-being, as well as the safety of others. Wiredsafety.org recently published an article focused on online safety. Andrew, a 14-year-old avid gamer featured in the article, is a Teenangel, a teen who has been trained in online safety by the FBI and other safety experts. Andrew and other Teenangels assist in designing Internet safety programs to children, adults, and senior citizens in their areas. The goal: awareness.
The article details Andrew's first uncomfortable online experience, which occurred when a female gamer he had played with before began "egging on the [other] players." Andrew left the game in disgust when the other gamers grew angry and became "graphic about what they would do to this woman if they met her."
The incident inspired Andrew to explore Xbox Live's reporting feature, which allows gamers to file reports detailing encounters that caused distress or anxiety. Andrew's concern was part of the impetus that led to the Safe Gaming Award, created by WiredKids, an online safety site for kids and teens. In 2005, Disney's Toontown Online was awarded the Safe Gaming Award for "its safe, non-violent approach to children's online gaming."
Awards and filtering systems work adequately, but according to Club Penguin's Merrifield, a human presence serves as a greater form of online supervision. Merrifield says that "two-thirds of the company's staff [has been devoted] to positions such as safety moderators and customer service."
The online presence of an adult is almost certain to uphold safety and respectful standards, but parents need to be involved as well. Jennifer Satterwhite, a self-professed "gaming mom" who enjoys playing games with her kids, stresses the importance of the ESRB system. "Being a mom of kids ranging in ages from 6-14 ... I have to stay up on the ratings of each new game," she says. "That is where the ESRB ratings come into play." Jennifer says that many games may seem outwardly innocent, "but without knowing the rating you can unknowingly set yourself up for a shock."


I think when kids play online adult games there should be some moderation in it. I know its going to be hard but somebody has to step in and take charge.Posted at 4:12PM on Jun 2nd 2008 by Roger Cruz