PDF: Casual_Games_research
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PDF: Casual_Games_research
Dossier on online games for children next level Edited by Remco Pijpers and Justine Pardoen, January 2009 Colofon Mijn Kind Online Stichting Mijn Kind Online P.O. Box 30000, 2500 GA The Hague tel.: +31 (0)70 - 446 15 96 fax: +31 (0)70 - 446 58 21 Chamber of Commerce for Haaglanden 27169250 Postbank 7816696 e-mail: [email protected] website: www.mijnkindonline.nl Management team: • Remco Pijpers (director and contact person. Tel. +31 (0)6 – 51 43 67 11) • Justine Pardoen (editor-in-chief) My Child Online Foundation [Dutch: Stichting Mijn Kind Online] is a centre for knowledge and advice in the area of youth and (new) media, which aims to provide greater insight into the opportunities afforded by new media, as well as to promote the responsible exploitation of these. The Foundation’s activities are aimed principally at educators and children. The Foundation is an initiative by KPN and Parents Online [Dutch: Ouders Online] and operates independently. Contributors to this dossier Research and text: • Margreet van den Berg • Menno Deen • Edwin Feldmann • Nathalie Korsman • Justine Pardoen • Remco Pijpers (editor-in-chief) Research: • Qrius (conducting research) • Initial Concept (advice) Consultants: • Peter Nikken (NJi) • Martijn Huigsloot (NICAM) Cover: • Carline Vrielink (De Ruimte Ontwerpers) Copy editor: • Henk Boeke Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 2 Translation: • original title: ‘Next Level’ • translation by Mark Baker (Wordsmiths) Acknowledgements: • KPN for sponsoring this dossier • NICAM for making the translation possible © 2009 Stichting Mijn Kind Online Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 3 Contents 1. Introduction..............................................................................................................................5 2. 2.1 2.2 Survey and group interviews....................................................................................................8 Survey ..........................................................................................................................................8 Group interviews ...................................................................................................................... 13 3. 3.1 3.2 Surfing behaviour and background information from developmental psychology .............. 16 Surfing behaviour..................................................................................................................... 16 Developmental psychology backgrounds ............................................................................... 18 4. 4.1 4.2 4.3 4.4 Casual games sites............................................................................................................... 20 The major sites......................................................................................................................... 20 Origin of the casual games...................................................................................................... 24 Intended target groups and actual visitors............................................................................. 25 Business models...................................................................................................................... 26 5. 5.1 5.2 5.3 Undesirable casual games ................................................................................................... 29 PEGI, Kijkwijzer for games....................................................................................................... 29 Examples of undesirable casual games for children ............................................................. 31 Alternatives to PEGI? ............................................................................................................... 38 6. 6.1 6.2 6.3 Good casual games .............................................................................................................. 39 General quality criteria for games........................................................................................... 39 Criteria for good casual games sites ...................................................................................... 42 Examples of good online casual games sites for children..................................................... 43 7. 7.1 7.2 7.3 7.4 Conclusions and recommendations ..................................................................................... 49 Conclusions .............................................................................................................................. 49 Recommendations for operators ............................................................................................ 49 What does this mean for parents?.......................................................................................... 50 Tips for parents ........................................................................................................................ 50 Literature .......................................................................................................................................... 53 Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 4 1. Introduction Many parents think they need not worry about letting their children play the casual games on a site such as Spele.nl, the most popular casual games site in the Netherlands (10 million visitors a month). In practice, this is not the case, however. Many of the casual games offered online are considerably less innocent than old favourites such as Patience, Pinball or Minesweeper, which were delivered as standard with every Windows PC. This period is most certainly over. We are at the Next Level. What are we to make of casual games such as ‘Bash the Mice’ [Dutch: Muizen meppen], ‘Kick the Turtle’ [Trap de schildpad] or ‘Hit the Monkey’ [Sla het aapje]? Certainly not nice, but at least recognisable as in bad taste. More problematic, because they are much more sneaky, are casual games such as ‘Slap the Nerd’, which comes with the instruction “Help the cool children and bash the brainboxes (recognizable by their glasses).” Kijkwijzer for internet? Some parents are concerned. The My Child Online Foundation receives mails that demonstrate this. For example: My son, who is almost 7 years old, regularly plays computer games on www.spele.nl. Every day, he proudly shows me the new games he has learned and what he can do. The other week he showed me a new game. It is called Powerfox and after Level 1, you have to shoot Hitler to reach the third level. Our son is not yet familiar with Hitler, and I do not want to have to explain to him why I find this in bad taste. Or this: My 10-year-old daughter was unsuspectingly using the site Spele.nl, when she suddenly came over to me, totally upset, shaking, trembling and in a sweat. She had come across a game that had given her a terrific shock. If you take a look yourself, it is easy to see how a child can react. Especially if that child happens to have Gilles de la Tourette. She simply can’t deal with this. The game in question is one that contains a sudden, horrific shock effect. I consider it scandalous that young children can be confronted by such things on games sites. I would be very interested to hear your opinion. It took me an hour and a half to calm my child down and put her to bed this evening. She no longer dares to even sit at the computer, and has become extremely fearful. Almost no games sites offer information telling parents which casual games are suitable for which ages. This is a shame, as parents want to know. A survey performed for Parents Online [Dutch: Ouders Online] (2006), showed that many parents would like a Kijkwijzer system for the internet, including games. Later in this dossier, we will take a look at the various initiatives that have now arisen in this area, such as PEGI Online. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 5 Survey questions Of course, it is not all doom and gloom. There certainly are good casual games available. But exactly what games are on offer? Who makes them, and where can you find them? What kinds of games are out there, who plays them, and what do the experts think of them? What is good, what is not, and what criteria should be applied? What is suitable for what ages, what should parents watch out for, and what changes should be made? All of these questions are answered by the dossier now in front of you. The answers are based on our own research and analysis, a survey of the literature, and research carried out among children aged 6 to 12 years by the My Child Online Foundation, together with the Qrius research agency. The research among the children consisted of two parts: • a representative survey of 481 children aged 8 to 12 years (the lower limit of 8 years is required for the skills needed to fill in a survey); • group interviews at two primary schools, with children aged 6 to 12 years (the lower limit for these was lower, as children aged 6 and 7 can be interviewed). Terminology This dossier deals with mini-games that are played online (via the internet). We will refer to these as ‘casual games’. In other literature, terms such as ‘browser games’ or ‘small online games’ are also used for these. In all cases, we are talking about games that are so simple they can also be played by children aged 5 and 6. We will avoid the terms ‘game’ and ‘games’ as far as possible, in order prevent confusion with ‘real games’ such as Grand Theft Auto (GTA) and World of Warcraft (WoW). This dossier does not cover these games. Note: some ‘real games’, such as Runescape, are sometimes offered on casual games sites in the form of an advertisement, but these are still not covered by this dossier. Java games are a special case. These are also mini-games, just like the online games discussed in this dossier, but we will reserve the term Java games for games played on mobile telephones (even though some online games may well be programmed using Java). Java games are not covered by this dossier. The casual games we are looking at here, are available on ‘casual games sites’. This is the term we will use as standard. In some cases, however, we will be talking partly or entirely about casual games portals. In these cases, the games are not on the site itself, but are reached through links to games on other sites. A casual games site such as Crazygames.nl is an example of such a semi-portal, whereby the first game in each category is a (paid) link to another site. Summary of contents The rest of this dossier is structured as follows: 2. Survey and group interviews show that many, many children of primary school age play casual games. The survey provides quantitative information about their preferences and opinions. The group interviews provide more in-depth information on why it is fun to play casual games, how easy they are and their problematic aspects. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 6 3. Surfing behaviour and developmental psychology backgrounds provides the background information needed to understand what effects casual games have on children. 4. Casual games sites provides an overview of the major sites and states who runs them, where they get their casual games from, how the target groups are approached, and how they earn money from them. 5. Undesirable casual games first states what is undesirable and why. Then examples are given of undesirable games, classified in accordance with the PEGI rating, and alternatives to PEGI. 6. Good casual games gives information on what is good and why. 7. Conclusions and recommendations then conclude the dossier. The recommendations are divided into recommendations for operators and recommendations for parents. Literature gives a list of the sources consulted. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 7 2. Survey and group interviews Children like to visit casual games sites. They receive links to these from friends and classmates or search under the key word ‘casual games’ in Google. The supply is large, navigation is usually simple, and within a few mouse-clicks you can be playing a casual game. Little wonder then that children make use of these sites in huge numbers. In this section, we will discuss their experiences. The survey consisted of two parts: • a representative survey of 481 children aged 8 to 12 years (the lower limit of 8 years is required for the skills needed to fill in a survey); • group interviews at two primary schools, with children aged 6 to 12 years (the lower limit for these was lower, as children aged 6 and 7 can be interviewed). 2.1 Survey In cooperation with the Qrius research agency, in October 2008 a representative survey was held among 481 primary school children aged 8 to 12 years, in which they were asked to answer questions about casual games and casual games sites. In total, 241 boys and 240 girls completed the survey. The results were sub-divided into three age groups: • 8-9 years (192 respondents) • 10-11 years (193 respondents) • 12 years (96 respondents) The aim of the survey was to obtain insight into what children come across when visiting casual games sites, and what they think about this. Which sites do they visit, what do they play there and what negative and positive experiences have they had? What do they like, what do they experience as unpleasant or even frightening, and how do they communicate with their parents about this? Casual games per medium The survey gave the following picture: • all children (100%) who took part in our survey play casual games; • 62% play games using a game console such as Playstation, Wii or Xbox; • 70% play games on handhelds such as Nintendo DS or Gameboy; • 56% play games locally from CD-ROM or DVD-ROM (such as The Sims); • 43% play online multiplayer games, such as World of Warcraft, Runescape or Habbo • 14% sometimes play a game on their mobile telephone. Popular casual games sites By far the most popular casual games site is Spele.nl. Three quarters (74%) of all respondents (8-12 years) visit this site, and of the 12-year-olds, 80% regularly play a casual game here. Children do not restrict themselves to one or two of the big, well-known sites, however. Large numbers of them also visit Zylom.com, Speeleiland.nl, Elkspel.nl and dozens of other – large and smaller – casual games websites. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 8 The major casual games sites are, in order of popularity: Spele.nl 80% Zylom.com 41% Casual games.nl 41% Funnygames.nl 32% Spellen.nl 31% Speelzolder.nl 30% Spelle.nl 24% Speelplein.nl 14% Spelletjesplein.nl 9% Nuspelen.nl 9% Types of casual games and their popularity (by gender and age) As we may expect, there are typical boys’ casual games (racing, fighting, shooting, etc.) and typical girls’ casual games (dressing up, etc.). The distribution when it comes to ages was less predictable, however. The results of the survey are given below. • • • • • • • • • Dressing up casual games are typically girls’ casual games: 68% of all girls said they play these casual games, as opposed to only 5% of all boys. Interest in this type of casual game becomes less as children get older. Racing casual games are a particular favourite among boys (71%, as opposed to 29% of girls). Their popularity is highest among 10 and 11-year-olds. With a score of 52% (total percentage boys and girls), these scored on average a little higher than among 8 and 9-year-olds (50%). Among the eldest respondents, this percentage dropped to 45%. Action casual games are typically played by boys. They are played by 66% of boys and 31% of girls. Their popularity increases with age, from 42% of 8 and 9-year-olds to 57% of 12-year-olds. Adventures are also more popular among boys (43%, as opposed to 27% among girls). We saw no clear increase or decrease in popularity of these casual games with age. Card and board casual games are more popular among girls than boys (28% of girls as opposed to 17% of boys) and this category shows a clear peak with the 10 and 11-year-olds. Of these, some 28% spend time playing this type of casual game. In comparison: among 8 and 9-year-olds this is 20% and among 12-year-old boys and girls just 19%. Puzzle and word games are also played more by girls than boys (53% of girls as opposed to 21% of boys), and again there is a peak among 10 and 11-year-olds. Shooting casual games (56.8% of boys, as opposed to 13% of girls) are played more by older children. Whereas 28% of girls and boys aged 8 and 9 together choose shooting casual games, among the 12-year-olds this rises to 41%. Sports casual games are played by 49% of the boys and 25% of the girls. Looking at their popularity by age group, we again see a peak among the ever-keen 10 and 11-year-olds: 43% as opposed to 33% of 8 and 9-year-olds and 37% of 12-year-olds. Fighting casual games are not interesting for girls, of whom only 4% stated they play this type of casual game. The figure among boys is 45%. As with the action and shooting casual games, their popularity increases with age, from an average of 20% among 8 and 9-year-olds (boys and girls) to 28% of 12-year-olds. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 9 Finding new games As online casual games are very simple, they do not stay interesting for very long. So a need naturally arises for something new. How do children find new casual games? Principally by returning to their favourite casual games site, where new casual games regularly appear. Or through tips from friends. In figures: • for boys, friends are the most important source of new games (64%), followed by visiting familiar casual games sites (60%); • among girls, it is the other way around. For girls, the sites they already know are slightly more important (58%) than friends (53%). Among the youngest children (8 and 9 years), their parents’ contribution in presenting new casual games is still relatively high (30%), but the parents’ role decreases rapidly as the children get older. Among 12-yearolds, this is just 7%. On average, 24% of the children sometimes got a good tip from their brothers and sisters. This is more significant among girls than boys. Google accounts for 18% and is popular primarily among the older children. Children are fairly conservative in their selection of new casual games: • 41% look for nice casual games that resemble those they already play; • 44% look for both new challenges and variations on their existing favourites; • only 6% look for casual games that are really different from those they already know. Fear and shock experiences To the question of whether they had ever played an online casual game that gave them a shock or frightened them, 14% of children stated that they had experienced this. Of these, almost half (47%) said that this was accidental, as they had clicked on the wrong link. This was more prevalent among boys (56%) and older children. Of the 12-year-olds, 67% said they had accidentally clicked on the link themselves. Among 8 and 9-year-olds, this figure is 42%. It is striking that only 7% of this group stated that they had themselves made a conscious choice to click on the scary shock casual game. Frightening, bad experiences were principally the result of the assignments they had to fulfil during the game, and then often in order to win: they described casual games in which they had to shoot and fight, in which there were enormous quantities of blood on show, with assignments such as shooting cats or getting dogs run over by cars. A number of quotes from the survey: • You start playing slowly and it gets more and more difficult. Then there was a nice face, and after that a mad zombie clown face. • If you did it wrong, scary things happened. • You had to rescue someone and there was blood everywhere and dead bodies and knives with blood and stuff. And at the end a scary man came out of a shed and gave you a shock. • A casual game in which fingers are cut off. And it was with shooting people dead and running them over and then there was lots and lots of blood and screaming. • You had to go on a mission and shoot people’s heads off and it was very realistic. • I had to shoot scary monsters. Sometimes I find Warcraft scary too. • It was about a casual game with a dog. You had to take him for walks and you had to do it on a Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 10 motorbike and then you could stop at the traffic lights. If you stopped, the dog crashed into the motorbike and then he had blood and I didn’t like that. The level of realism of the images contributes to the feeling of fear. It is mainly realistic and detailed images that are seen as frightening. In addition, having to inflict damage yourself and sudden, scary images if you have done something wrong, are seen as frightening. Shocking nudity was not referred to. Other negative experiences On average, 11% of the boys and girls stated that they had had negative or ‘irritating’ experiences on a casual games site, such as annoying pop-ups or casual games that didn’t work properly. There is little difference between boys and girls in the extent to which they reported negative experiences. A clear increase can be seen as the children get older, however: • 7% of 8 and 9-year-olds; • 12% of 10 and 11-year-olds; • 19% of 12-year-olds. There are many possible explanations for this increase. Without further research, it is impossible to say which may be true. Negative experiences are often related to things not working as we expect. The most frequently cited examples were: • casual games that freeze up; • software that you are then stuck with; • irritating pop-ups; • crashing computers; • casual games with illogical or unfair rules. The children also said that they often had trouble with ‘hackers’ and ‘viruses’, although it is doubtful whether these are really what caused the problems. They know these terms, but do not yet really know what they mean. A troublesome pop-up, for example, is then often referred to as ‘a virus’. A number of quotes from the survey: • When you are playing a casual game, you very often get a virus. • You can be happily playing away and then suddenly you can’t carry on. • Some of the casual games don’t work. • With Bob the Builder, there were suddenly all these funny ugly words. • Something came up on the screen that I didn’t want. • I couldn’t win it. • Screens that were in front of it with things I don’t like. Nudity Sex, porn, erotic images and erotic games can be found all over the internet, including on many of the sites children visit. For example, Spel.nl has a category called ‘Cheeky Peeking’ [Dutch: ‘Stiekem spieken’] (Home > Behendigheid >Meer spellen > Volgende pagina > Stiekem spieken) which features casual games such as ‘Perry the Perv’, which rewards naughty behaviour. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 11 In total (boys and girls, 8-12 years), 9% of the children surveyed have played a casual game which showed nudity. The number of girls who experienced this was a little higher (10%) than boys (8%). This could be explained by the search terms used by girls (girls, pussy, etc.). Or perhaps they are simply more open about it. This number was lowest among the youngest group (7%) and of 10 to 12-year-olds, 10% sometimes came across nudity while playing a casual game. Quote from the survey: • I clicked on one of those pop-ups and then all these ladies in swimsuits appeared. How did they end up playing such a sexy casual game? • 26% think they accidentally followed a wrong link; • 5% say they consciously clicked on the link; • 14% think ‘the website made a mistake’; • 42% think that it ‘happened by itself’; • 28% have no idea how it happened. Here too, it appears that the children often seem to have difficulty distinguishing good content from bad. Advertising For many casual games sites, advertising is the way of making money (or at least covering the costs). Visitors see this advertising in many different forms: as buttons, banners and sponsored casual games. Advertisements are not always recognizable as such, however. The survey included a number of questions on the recognisability and desirability of advertising on websites. Later on in this dossier, we will discuss the various forms of advertising on sites. Is advertising clearly recognizable as such? • 44% of children say that they believe this to be the case; • 26% think the advertisements should be marked more clearly; • the remaining 30% either didn’t know, or found the advertising to be clearly recognizable. It is striking that, of the 8 and 9-year-olds, no less than 19% said they never saw advertisements on the casual games sites they visit. This is demonstrably impossible. These children clearly do not recognize the advertisements for what they are, or they simply do not see them. 72% of all children, on the other hand, clearly recognized advertising messages appearing the moment they start to load a casual game. Among 8 and 9-year-olds, this figure is 67%, while among 12-year-olds, it rises to 84%. The parents’ role We asked the children about the arrangements they have with their parents concerning visiting casual games sites, and in particular about the amount of time they are allowed to spend on this. This varied from every day to less than once a month, although the most significant outcome of this question is that approximately one third of all children (35%) were subject to no arrangements at all in this respect. There is no difference in this between boys and girls, although age is a factor. As the children get older, they increasingly state that no arrangements have been entered into. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 12 No arrangements entered into: • 8-9 years 22% • 10-11 years 38% • 12 years 52% Parents themselves also play casual games on casual games sites, whereby mothers (32%) are more active than fathers (9%). 22% of children have parents who both play these games. Do children talk to their parents about casual games sites, and do the parents know what casual games their children are playing? • of the children aged 8 and 9, 84% talk to their parents about the casual games sites. Among the children aged 12, this figures falls to 57%. No difference was found between girls and boys in this respect; • 22% of the children say their parents know which games they play, but they don’t talk about it. This figure rises to from 13% among the youngest children to 33% of the older children. • 6% of the children say their parents don’t know what casual games they play. This figure increases as the children get older. 35% of boys admit that they play casual they think their parents would consider violent. Generally speaking, boys more often consciously expose themselves to scary experiences than girls, whereby they are more frequently confronted by frightening things. Should we then just give up and conclude that parents lose control of the internet use of their children, somewhere between the ages of 8 and 12? No, this need not be the case. 27% of the children play a casual game with one of their parents monthly (or more regularly). And most parents keep up with what their children are doing online, even if they do not talk much about it. 2.2 Group interviews We discussed the results of the survey with children at two primary schools: De Klimop in The Hague and Maerten van den Velde in Stompwijk. We carried out group discussions with 13 boys and 9 girls, aged 8 to 12 years. In addition, we conducted duo interviews with 4 children from group three: two boys aged 6 years and two boys aged 6 and 7 years. For privacy reasons, we have changed their names. It appeared from the group interviews that all children play casual games from a very early age, usually from around the age of 5. At the De Klimop primary school too, we noticed that children were visiting casual games sites at an early age. We asked the children in groups 3 and 4 (6 and 7 years of age) whether they ever sit at the computer and go onto the internet (thereby clearly making a distinction with games consoles such as Wii, Playstation and Xbox360). In group 3, 15 out of 25 answered in the affirmative. To the next question, whether they ever play casual games on the internet, again 15 answered affirmatively. So we can conclude: all children who make use of the internet, play casual games. The results were the same in group 4. Although this is not a representative random sample, it does give a pretty good indication. When they are young, they restrict themselves to the same starting point. This was, in any event, the Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 13 conclusion we drew from talking to the 6-year-olds. They used Spele.nl and Funnygames.nl as the only sites from which they would select casual games. As they get older, they tend to roam more widely. They then tend to move on from Spele.nl to Elkspel.nl, and play on Zylom.com and Spelle.nl, but also start searching for casual games using Google. They know that the world wide web offers an endless supply of casual games. The older they get, the quicker they become bored with a particular site. Spele.nl and Funnygames.nl are seen by some as ‘boring’. “I have played all the casual games and they hardly ever update the sites”, one 12-year-old boy said. Scary casual games In the survey, 13% of the children (1 out of 8) answered ‘yes’ to the question of whether they had ever played a scary casual game online. The group interviews initially produced the same response. However, how the question is formulated makes a difference. If you ask: ‘Have you played a frightening casual game in the past?’, they all raise their hands. In all of the discussions, it turned out that the children found it particularly frightening if, when concentrating hard on doing something, a frightening event unexpectedly occurs. For example, a ‘spot the differences’ puzzle, whereby a screaming witch suddenly appears on the screen. Or getting onto a difficult level, when scary things suddenly happen. Once again, the more realistic the images, the more easily they have a frightening effect. Something that is not realistic, seems to be easier to put into perspective. Two quotes: • I was 3. When I was doing ‘Spot the three differences’, a witch appeared. Then I had nightmares about it. (Farid, age 11). He dreamt that ten witches were after him. His older sister had shown it to him, as a joke. • Scary is when you see a lot of blood and your head comes off and you see the insides and you hear a really realistic noise. (Jurgen, age 12) Computers freezing up Something often goes wrong when surfing on casual games sites. From what the children say, it seems that most of the children always have a lot of screens and programs open, which greatly slows down the computer. This means there is a greater risk of the computer freezing up when you are playing a game. Which, according to the interviewees, regularly happens, often giving them the idea they have ‘got a virus’. This freezing up is in fact sometimes used as a handy excuse. Quote: • If I accidentally click on a casual game with naked ladies in it and my parents come in, I hide it by turning the computer off and back on again and then I say the computer had crashed. (Dennis, age 10). Children as games educators and advisors We asked the children how they, when they are grown up, would educate their own children. What rules would they give their children in relation to casual games? Children of 10, 11 and 12 years of age saw this particularly clearly, and had clear ideas about it. These ideas corresponded to the boundaries they consider important for themselves. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 14 Educational tips from the children themselves: • Only allow your children, particularly when they are young, to play casual games under supervision. I would tell them where the nice games can be found and I would warn them if they got too scary. (Bart, age 10) • Don’t let them play any casual games that are not for their age group. And definitely no 18-plus games and no pistol games. And: fighting games are ok, but not shooting with pistols, because otherwise they might do that later on for real. (Jamey, age 8) • Tell them you can be hacked and that you can lose your virtual stuff. The youngest children (6 and 7 years of age) cannot yet see themselves as fathers or mothers, supervising the internet access of their own children. They are very protective towards their own younger brothers and sisters, however. The 6 and 7-year-old boys all play casual fighting games; they do not find these scary at all. But they do not consider these casual games suitable for ‘smaller children’. “Particularly ‘Swords and Sandals’ [Dutch: Zwaarden en Sandalen]”, says Rick (7), as you have to kill in this casual game. The casual games 6-year-olds find most annoying are those they find difficult. The casual game in which you have to destroy houses, is annoying according to Job (6). Why? Because you very rarely manage it, and points are deducted from your score very quickly. This could be an argument for the application of age recommendations. Not only for harmfulness, but also for suitability. The interviewees – in particular the children from the age of 9 up – also had some recommendations for the operators of casual games: • be clear about what you are offering. Make a website with just all games for girls, with no dirty things on it (Rosanna, age 10) • I wouldn’t put anything for age 18 and older on it. There’s no point. What 18-year-old would want to play on the sites where mostly children come? (Farid, age 11) Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 15 3. Surfing behaviour and background information from developmental psychology In order to find out what casual games do to children, we first need to know how children surf (for example: what do they click on? What do they see and what don’t they? How do they respond to instructions?) and what is the impact of what they see and experience. This impact naturally depends on their age, but also on personal factors. Some children are more sensitive than others, for example. This section provides you with the necessary background information. The data on the surfing behaviour of children comes from a dossier we published previously, under the title ‘Click and away you go – on usability and the surfing behaviour of children’ [Dutch: Klik en klaar – over usability en surfgedrag van kinderen]. The developmental psychology background information has been drawn from research in the literature. 3.1 Surfing behaviour In 2008, the My Child Online foundation and usabilitybureau 2C published the report ‘Click and away you go – on usability and the surfing behaviour of children’. A total of 50 children aged between 8 and 12 years were asked to carry out certain tasks on the internet. The aim was to test the user-friendliness (usability) of children’s websites and find out what children do well and less well online. It is a much-repeated myth that children are wizards with a computer, able to overcome all digital obstacles and even show their parents the way online. They are the digital generation that is growing up with new media, it is said. They are reputed to be digital omnivores, blessed with excellent information skills and superbly equipped to multitask. The report demonstrated that this certainly does not hold true for children aged between 8 and 12 years in relation to looking for information on the internet, however. The most important findings of this research are given below. • • • • • • • Reading on the internet Children do not read online. They don’t want to read – when searching, they expect to see what they are looking for immediately. They want immediate success from a website. They also cannot read and write well. After all, they are still learning to read and write. As they are still in the middle of their linguistic development, they have a relative handicap. Many search attempts are not successful or bring children to places where they do not belong. This happens as a matter of course with young children particularly, but not exclusively. 11 and 12-yearolds spell domain names incorrectly, for example nikkelodeon.nl (with KK instead of CK). They then end up at ‘typo domains’, or websites filled with advertisements presented as normal links. In this way, they also end up on dubious casual games sites. Searching on the internet Children are not able to set out a sound search strategy. They seldom pay attention to the relevance and reliability of information on the internet. In most cases, they have also not yet learned what to look for in order to test such relevance and reliability. Their impatience gets in the way. Many children do read the explanation of a casual game, but too quickly. They click on too quickly, thereby missing important details. They can also completely miss Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 16 the essence of a game, which is less fun or more scary than they expected. • • • • • • • • • Assessing information Children are confronted by a profusion of unstructured information on the internet. Even if they are just searching on one website, they are faced by a huge surplus of information. Most websites offer a very wide range of choices, which are difficult for children to make. What information is important in a targeted search? What terms should you look out for in the navigation structure? What is the relationship between text and images? Children have yet to learn all of this. Dealing with advertising Children are very aware of advertising. They avoid it; for example, by considering all images on the right-hand side of the screen to be advertisements and ignoring them. This in turn leads to content sometimes wrongly being seen as advertising, and vice versa. Normal pictures on a page with a lot of text are also often seen by children as advertisements. They find internet advertisements ‘stupid’, although they understand that websites cannot do without advertisements. Advertisements are unpopular because they ‘get in the way’. The frustration is caused by children clicking on advertisement by mistake. This happens, for example, when they think they are clicking on the link ‘go straight to the game’, but are actually clicking on the advertisement immediately above it. Children do not have the critical awareness to realize what is a commercial message and what is not. Giving away personal information Children are careful about giving away their personal details. They seldom give out their Christian name or surname and address. They will usually enter fake details. If they are asked to leave their name and e-mail address before they can continue, they start to ask questions. Why do they need this? they wonder. They don’t understand it. Lack of understanding goes hand in hand with irritation about registration procedures whereby personal data has to be filled in. Children aged 8 and 9 in particular are put off by this. They find it too complicated. Children who are subject to rules clearly behave differently (i.e.: more safely) than the rest. The ‘wiser’ children are principally those children who are told by their parents or school that some things on the internet are not allowed. Such as: never give your private details. Children without rules will leave their 06 (Dutch mobile) number in an advertisement for ‘free’ ringtones. However hesitant children may be, sometimes they allow themselves to be tempted. They think it can do no harm to give the e-mail address of their friends if it means they could win a prize. “Sometimes, I give the mobile number of one of my girlfriends on a website for a free ringtone.” The usability of casual games sites Our usability survey shows that most children’s sites are not user-friendly enough. Most of the assignments could not be completed well by children, owing partly to poor instructions, unclear navigation, etc. Nevertheless, the casual games sites made a more positive impression than the rest. They came out of the usability test well. The ease of use of Spele.nl was particularly appreciated by children. Within two clicks, you have found a casual game, you do not need to spend a long time searching. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 17 3.2 Developmental psychology backgrounds No consensus has yet been established among researchers on how significant the influence of games violence is on children. Some experts say that film and TV have a greater influence than games, because a game is – literally – just a game. Others argue that, in the case of television, children are nothing more than passive viewers, whereas when playing games, they are actively training themselves. As no research has yet been carried out into the influence of violence in casual games, although research has been conducted into the influence of violent TV programmes and larger games, we must restrict ourselves to the latter categories. Below, you will find a summary of what is known about the development of children in relation to media. In particular, what effect violence and frightening scenes have on children. The basis for these conclusions is Nikken (2007). From 6 to 7 years of age: imaginative and abstract Children are confronted with violence at an early age through television. Adults watching cartoons such as Tom & Jerry, see horrendous acts. But, because the images are so imaginative and far from reality, children do not see this as violence, but as entertainment and nonsense. This form of violence has proven not be harmful to children aged 6 or 7 years. Whether this is also the case with younger children, is not known. The essence of Tom & Jerry and comparable cartoons is that these contain ‘cartoon violence’. This is not the case with a TV series such as The A-team, for example. This too is fantasy violence, but because the actors look realistic, children do see this as violence (with all the potentially harmful consequences thereof). Around the age of 9 or 10, a critical phase starts. This is when children learn that media productions are thought up and made by directors and games designers, who have particular intentions with these. Children under 9 years of age still have trouble understanding elements of parody in particular games, which can lead to negative shock reactions. Aged 10 up: recreated reality In the case of TV programmes such as police series, children from around the age of 10 know that what they are seeing is acting, although they see this as 'recreated reality'. The people on the screen are actors, but for children, ‘real’ policemen would catch the bad guys in just the same way. These children do not yet have enough knowledge of reality to be able to adequately assess the scenes they are seeing. Although no real research has been carried out in this particular area, it is probable that this age limit is the same for games as for television. If children are nevertheless exposed to violent games at such a young age, this can lead to desensitization. The risk of the children recreating these violent scenes is also present, but not very likely, as children cannot yet deal with extremely violent content. Somewhere between the ages of 10 and 12, children begin to understand fantasy characters. They realize that their actions are acted, that the people are actors and that the blood is not real. Even when confronted by the harsher games, they remain able to distinguish between reality and ‘virtual reality'. They realize it is only a game. Risk groups However, we still regularly see news reports of shootings, the perpetrators of which say they were inspired Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 18 by games. They have trained themselves on these games and acquired a particular way of thinking, although the environment in which they grew up plays a more important role. Communication between young people who have gone off the rails and their parents was usually poor. In those cases in which things go badly wrong, there is always a combination of factors involving upbringing, media and environment. In other words: it is never the games alone that are to blame. A range of research has revealed that certain children are at risk. These are children who: • identify strongly with the games they play; • are completely absorbed by these games; • do not finally distance themselves from what they come across in such games; • are less inclined to empathise with others; • think violence is a normal means of resolving problems. Aggressive behaviour prompted by games also occurs somewhat more frequently among boys than girls. The level of realism of the images, the ease with which you can become immersed in the game world and identify with these games, all have an influence on their potential effects on children. Being active with these games yourself reinforces their interactive nature and thereby increases the likelihood of influence taking place. If all of these conditions are present, a situation in which someone is frustrated and worked up – especially shortly after playing such a game – can be the trigger for an explosion. Parental supervision Generally speaking, parents still have a good overview of the ‘real’ (big) games their children play at home. This is particularly true of children up to the age of 12, who do not yet have enough money to buy games themselves. It is considerably more difficult to maintain this overview in relation to games played elsewhere (at friends’ houses, etc.), and with casual games even more so. Particularly if the child in question has a computer in his or her own room. Parents who want to maintain supervision of the online gaming behaviour of their children should therefore be extra alert regarding the casual games they play, and talk to them about what they think of particular games. You can also see how your children respond to the casual games they play. After all, it is always a good thing to show interest (sit with them, ask questions, stimulate them to make an effort, etc.) as well as playing a casual game yourself every now and again. This will deepen your understanding of what you are talking about. More on this topic can be found in Section 7 – Conclusions and Recommendations. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 19 4. Casual games sites In this section, we will take a look behind the scenes. What are the major sites and which companies are behind them? We will also answer the question of where the casual games on these sites come from, who makes them and for whom they are intended. Finally, we will discuss the ways in which money is earned with casual games. 4.1 The major sites Spele.nl The largest of the Dutch casual games sites is Spele.nl. This site is a product of the internet company I-Med Internetdiensten [IMed Internet Services]. Spele.nl is visited by some 10 million people every month. Approx. 30% of visitors are between 6 and 12 years of age, according to the information Spele.nl provides to advertisers. That amounts to almost all the children in the Netherlands. In our own survey, 76% of 8 to 12-year-olds said they play on Spele.nl. The youngest target audience is very interesting for Spele.nl from a commercial point of view, as evidenced by the fact that toy manufacturer Lego is prepared to pay € 7,500 a day for a ‘site takeover’ – a form of advertising whereby the advertiser takes over the background of the site (see illustration). Children are attracted to this site. They don’t need to think hard about how the URL is spelt, it is a short word to type, and there is a broad range of casual games on offer. All you have to do is click on the casual game you want to play and you can play straight away. If the casual game chosen isn’t what they want, it is very easy to return to the main menu and select and play another casual game. I-Med is a small company with four employees. The founders were still in their teens when they started up Spele.nl. Alongside Spele.nl, I-Med also owns Clipjes.nl and Banditi.nl, an online mafia game. Funnygames.nl Funnygames.nl has been operated since 2002 by Tibaco Internet Media of Eindhoven. This company was founded by Erik Banken and Tvan den Tillaart, who set up Funnygames as a hobby while they were still teenagers. The site has gained markedly in popularity, now attracting some 3 million visitors a month. Most visitors are aged 13 to 49 years, Tibaco says. Even so, according to the My Child Online survey, 30% of Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 20 children aged 8 to 12 years stated that they visit Funnygames.nl. Funnygames.nl is also described by children as a pleasant, easy-to-use website. At least, this was the case in May 2008, when the My Child Online foundation published the usability report ‘Click and away you go – a survey of usability and surfing behaviour among children’. Funnygames.nl presents the casual games in columns and categories. This makes it seem as if there is a limitless supply of casual games on offer. Over the years, Funnygames.nl has indeed started offering more and more casual games that appeal to an older target age group. You can play poker on the site, and there are casual games featuring violence that are not intended for children. Alongside Funnygames.nl, Tibaco also operates other casual games sites, such as Jogo.nl for children aged 6 to 9 years, Playtime.nl, which is aimed at women aged 15 to 40 years, Kindertent and the video site Vetja.nl. However, these sites are considerably less popular than Funnygames. Spelle.nl Another large casual games site is Spelle.nl by Plox Internet Media. The colours blue and orange give this site a cheerful look, which appeals to children. The site is visited by approx. 3 million people a month. According to Plox, a third of these are aged under 13 years. The site was originally set up as a hobby, to earn some pocket money from advertisements on the site. Rick Feijen was 17 years old at the time. Spelle.nl gained in popularity very rapidly, and in 2003 Feijen decided to set up the company Plox Internet Media. Alongside Spelle.nl, Plox operates the site for casual football games, Voetballe.nl, Leerspellen.nl for educational casual games and Gamegirl.nl aimed at girls aged 5 to 20 years. The international site Gameitnow.com also belongs to Plox. The latter is geared to the American market. Plox aims to expand further outside of the Netherlands this year, and has plans to launch casual games sites in Italy and Portugal. The company also develops its own online casual games, including various racing casual games. Spelle.nl has a very young target group, but nevertheless there are casual games on the site that are intended for an older target group, such as gambling casual games. Spelletjes.nl According to our survey, 43% of children aged between 8 and 12 years visit the website spelletjes.nl. The site is visited by approx. 1.8 million people a month. The fact that this site scores less well than Spele.nl may be linked to the presence of more images on the site. These are seen by many children, as revealed by the usability survey previously carried out by us ‘Klik en Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 21 Klaar’, as advertisements, and children do not like advertisements. The publisher of Spelletjes.nl is Spil Games. The company started small, but has since become a large international player in the market for casual games. Spil Games supplies casual games for more than 50 sites in approx. 20 languages. It is said that, through its websites, the company reaches more than 100 million unique visitors worldwide. Spil Games expects to soon overtaken the number one in this area, Yahoo Games. Its head office is in Hilversum, the Netherlands, with other offices in Poland and China. The company currently employs more than 200 people. Spil Games was set up in 2001 when the emphasis was still on online communities such as chatten.nl. The company launched its first casual games site, Spelletjes.nl, in 2004. When this proved a success, the company decided to focus its attention on the games industry. Other popular casual games sites by Spil Games are: • spel.nl • girlsgogames.nl (for young girls) • agame.com (for teenagers) • onrpg.com (massive multiplayer online games) Speeleiland.nl The initiative for Speeleiland.nl came from 23-year-old Seth de Koning, who wanted to create a site for his younger brothers and sisters. He started the site when he was a 20-year-old dentistry student. De Koning: “I had always played a lot of online casual games myself. It often took me hours to play my favourite games through various different sites. So I thought it would be handy to make a kind of start page for myself, with an overview of all my favourite games, which I could then play immediately.” The design is the work of his mother. Some 80% of visitors to Speeleiland.nl are children. The site is visited by approx. 2.5 million people a month. Elkspel.nl Elkspel.nl is an up-and-coming site. It is not the best visited site among children, but that is not to say it will not become so. Children referred to this site reasonably often in our survey. The site has a child-friendly image, with apes swinging happily through the trees. At the same time, the site has a lot of casual games that are neither intended nor suitable Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 22 for children at all, such as zombie and war casual games. The number of unique visitors a month is unknown (30,000 to 50,000 per day). The company behind Elkspel.nl is Admeen, established in 2006. It has two employees, whose backgrounds are in advertising. The owner of the site previously had an advertising agency, and advertised on casual games sites. He noticed that there was a market there, although he found that he was having to hand over a considerable portion of the turnover generated to the sites in question. So, together with a business partner, he set up the casual games site Elkspel.nl. I Admeen now has casual games sites in ten other European countries, including Germany, France, Spain, Italy, Sweden, Romania and Greece. According to its own statement, Admeen tries to offer as many casual games as possible, without submerging its visitors in a flood of advertisements. The company is currently looking at expansion into China, although this is a challenging prospect owing to the language. Other sites In addition to the real casual games sites, the most important of which we have named above, the following most definitely also deserve a mention: • the casual games elements at Nickelodeon.nl and Jetix.nl (the sites of the TV stations of the same names). Here, they offer exclusively their own casual games; • Spelletjesplein.nl, which offers references to educational casual games. How professional are the casual games sites? All casual games sites started off small. Which means: with few visitors. Some have stayed small, and are not of interest in this dossier as few children visit them. Sites which are visited by large numbers of children, can be divided into two categories: 1. sites that have become both large and professional. A professional site has a privacy policy and is easily accessible to people with questions – not only business contacts (advertisers), but also parents and children. An example of this category is Spelletjes.nl by Spil Games; 2. sites which have become large but which are (still) not professional in terms of their provision of service. The majority of these sites were originally set up by teenagers, who managed to build a successful venture from nothing: a site with a considerable reach, and correspondingly sizeable advertising revenue. These are sites that provide their users with fun casual games, but which have not developed as an organisation, do not have a clear commercial policy, and do not apply a privacy policy. The operators are often difficult to contact, as no contact information is given on the site. It is almost as if they don’t want to be found. Examples of the second category include Spele.nl, Elkspel.nl, Spelle.nl and Speeileiland.nl. These are the most popular children’s sites in the Netherlands, yet they have no privacy policy. They therefore do not say what they will do with the personal details they gather. This need not mean that their intentions are not honourable. They are young entrepreneurs learning their trade – that of internet publisher. They have not yet realized that this also involves a certain degree of responsibility. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 23 4.2 Origin of the casual games Looking into the origin of the casual games explains why some of them are more violent and bloody than others. Online casual games are drawn from three sources: • dev-games – professional casual games, developed by companies; • indie games – casual games developed by independent (or ‘indie’ for short) developers. The makers are often professionals who – without the financial backing of large companies – experiment with their own casual games; • user generated games (UG games) – casual games developed by amateurs. Casual games sites that generate their income principally through advertisements, generally focus on quantity (as many games as possible), whereby the quality of the games can suffer. Also, for financial reasons, more indie games and user generated games than dev-games are placed. The latter category is of course more expensive. Indie games and UG games more often contain violence and bloodthirsty scenarios. We can explain why this is by discussing the various starting points in the production of the different games. Dev-games In the case of dev-games (created by professional companies), a great deal of attention is devoted to a good balance between challenge and routine. Not only is balance sought in the gameplay, but the design also corresponds to the control system and often consists of a carefully designed series of levels and a reasonably neutral image. Blood and erotic content are rarely found in dev-games, unless a developer focuses specifically on such a market. Spil Games, a Dutch game producer, but also the company behind the popular casual games sites spelletjes.nl, spel.nl and girlsgogames.nl, states that the neutral nature of its games is a requirement: Not only are they location-neutral, they are also designed with all sorts of players in mind (Spil Games, 2008). Extensive testing rounds are an integral part of the development process. This makes dev-games reasonably ‘bug-free’, i.e.: the game will cause few computer problems. Owing to the broad target group, the developers of dev-games are cautious about the introduction of radically new game concepts. Dev-game developers need to take into account not only the reception of their games, but also their own personnel and corporate identity. A number of players in this market are: GameHouse.com, Spilgames.com, Ranj.nl, realore.com, qb9.net, bigpoint.com, playrix.com, sandlotgames.com, spelpunt.nl, absolutist.com, mumbojumbo.com, interplay.com, alawar.com, popcap.com and freshgames.com. Indie games Unlike the corporate dev-game developers, independent (indie) game developers are less constrained by considerations of corporate identity and employees. They are often enthusiastic professionals or semiprofessionals who work on projects on a freelance or voluntary basis. Thanks to their independent status, they are free to try out innovative and unconventional game systems, and their products often contain Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 24 violence, erotic content and drugs. Indie game developers will also be more inclined to make a political game (either on their own or for a customer). Indie games have a reasonably painstaking level structure, polished design, few technical problems and are often highly innovative. This creative strength is then often recognized and supported by producers and sites (such as Armorgames.com and Kongregate.com). User generated games User generated games (UG games) are generally created by young programmers. These games often have a confused level structure, poor positioning of the buttons, little control over gameplay elements and their design is often ‘derived’ from well-known games such as Super Mario Bros, Sonic the Hedgehog, Mega Man and Metal Slug 2. The jokes are usually simple and often intended to shock. In addition, the majority of UG games contain a great deal of violence and blood. Because the makers of UG games want to distribute their work as widely as possible, their games are usually free. Which makes them very attractive for casual games sites. The basic visual material for UG games is usually drawn from ‘sprite archives’ on the internet. These are websites that provide ‘sprites’ – the graphic elements from which games are built. From characters to accessories and even complete game worlds. UG games are more about demonstrating your prowess as a programmer than perfect presentation. These games are usually made by just one person, who often has little or no experience of games development. It may seem therefore that UG games are best avoided, but this is not always the case. UG games are a nursery for young talent. Sometimes, UG game makers are discovered at an early stage. For example: 16year-old Coolio Niato. He single-handedly developed Light-Bot, an educational game that teaches the basic principles of object-oriented programming. Conclusion Dev-games are developed for the whole family, indiegames and UG games are not. Free casual games sites, however, are full of indie games and UG games. The latter two types can be very innovative and fun, but take scant account of the potential vulnerability of (young) users. It is therefore indie games and UG games that cause the most problems. These casual games can be placed on casual games sites at little or no cost, but are often bloody, contain adult humour, and are often not suitable for young children. 4.3 Intended target groups and actual visitors Many casual games sites, such as: Spel.nl, Girlsgogames.nl, Meidenstart.nl and Leukekinderspelletjes.nl, are geared explicitly to children and young people. This does not automatically mean, however, that these sites are also really suitable for their intended target groups. The use of language can be incomprehensible, there can be violent and frightening casual games on the site, et cetera. Also, there are casual games sites that give the impression that they are intended for children (colourful design, simple layout, simple navigation, short texts, etc.), while this is not actually the case. Sites such as Spele.nl, Crazygames.nl and Elkspel.nl are most certainly not children’s sites. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 25 Untranslated (Korean) game on Funnygames.nl An example. Popular website Crazygames.nl claims to be geared to children and young people aged 10 to 25, but contains a large number of casual games that are not suitable for children as they are violent, or offered in the original Korean version (see illustration), and therefore totally incomprehensible, or because they contain animal abuse. Within its advertising model, Crazygames.nl offers external games suppliers the opportunity – in return for payment – to be the first link in a category. This can mean that the game Gangsterleven.nl can be found in the categories ‘humour’, ‘skill’, ‘combat’ and ‘multiplayer’. In this game, the aim is to sell drugs, rob banks and steal cars in order to achieve a higher rank. Gangsterleven.nl is also one Double Media’s own titles (the operator of Crazygames.nl). For the sake of profit, significant concessions are thereby made in relation to the categorization of the games. Not only does the content of the casual games on various sites not always correspond to the child-friendly environment, but the companies advertising on these sites also fail just as blatantly to correspond to the way children see the world, as demonstrated by the presence of advertisers such as World of Credit (a credit provider) and Telfort. Misleading advertising Misleading advertisements are still omnipresent, including on casual games sites, in spite of strict enforcement action by the Advertsing Code Committee [Dutch: Reclame Code Commissie]. Examples we found include: the now well-known free ringtones, which in reality are an expensive subscription; laptops and games consoles you can win, but never get; in short: everything we previously described in our advertising dossier ‘Free! (but not really)’ [Dutch: Gratis! (maar niet heus)]. “Congratulations!” (misleading advertisement on Girlsgogames.nl) In the weeks leading up to Sinterklaas (Saint Nicholas’ Day, 5 December), the girls’ site Girlsgogames.nl showed an advertisement from SD&P Interactive b.v / YamTalk. By playing the game, you will automatically – so the ad claims – win. All they need to know is your 06 (Dutch mobile) number. However, what you then end up with is not a gift, but a paid subscription to Yamtalk, without this immediately being made clear. The cost of this subscription is 9 Euros a week. It is only then that you have a chance of a gift. This type of advertisement should not appear on websites intended for children. 4.4 Business models Casual games sites usually offer free play. The site owner therefore generates income largely from the placing of advertising (in the form of buttons, banners, site takeovers, etc.) However, there are also other options. The games world has, roughly speaking, seven business models, which we will briefly examine below. In a limited number of cases, some of these models are also used on casual games sites. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 26 1. Retail / pay per game The traditional business model for games is the retail model (sales model). In this model, the games are sold to the customer individually. This may be in the form of a physical product, such as a CD-ROM or a cartridge, or in the form of a digital file. The game is then installed and played on a PC, a games console such as PlayStation or a handheld, such as the Nintendo DS. Old campaigner Sega, which until recently has concentrated on distribution by retail, has been experimenting since October 2008 with a free games site: www.playsega.com. After registration, a handful of free games can be played. 2. Try and play Because players want to know what they are buying, a lot of developers offer the opportunity to try a game out before buying. These ‘trial’ versions are presented in a number of ways. Sometimes, only part of a game is made available (the first levels, for example); another developer offers players a trial period. Players are ‘tempted’ with a small part of the game, so that they finally purchase the whole game. This business model can be found at Zylom.com, among other sites. The ‘full versions’ are given the strategic name ‘deluxe versions’ by Zylom. 3. Pay per Play A third model involves paying every time you play. In this case, players usually buy a number of virtual monetary units (diamonds, credits, game points, etc.) and these can be spent on any game on the site. This is very similar to the ‘coin-up models’ that have been used for a very long time in gaming halls. Players put a (virtual) coin into the machine and can then play until the Game Over signal. This type of model assumes optimum coordination of playing time/level of difficulty and ‘coin drop’. 4. Subscription model Some sites offer subscriptions. Depending on the form these take, you can then play limited or unlimited online games. 5. Freeplay + Content Pay This model is relatively new to the games industry, and is usually applied in virtual worlds and MMORPG’s (Massively Multiplayer Online Role Playing Games). Players can play for free, but are stimulated to buy accessories, such as clothing, weapons or raw materials. In the Netherlands, this model is applied on teen site (12+) Habbo.nl . Here, you can furnish your virtual character’s room using furniture bought on the site. 6. Tournament – Skill-based In this business model, players pay to take part in a game tournament. The winner receives part of the pot, as does the operator. For legal reasons, this is rather thin ice for the operators, as the games must be completely ‘skill-based’. This means that the outcome of the competition cannot be determined by chance factors – otherwise it is considered gambling. The websites King.com and Gameduell.nl organise such tournaments. Puzzles publisher Keesing (part of de Telegraaf Media Groep) has also recently become active in this area, through the website Zigiz.com. Judging by the casual games on offer, Zigiz.com is aiming for an adult public. 7. Free play + Advertisements Virtually all casual games sites place advertisements. This business model is strongly dependent on the Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 27 number of visitors the site attracts. The more visitors, the higher the advertising income. The advertisements can take all manner of forms. Spele.nl , for example, offers the following options: • • • • • • • around the casual games, as a ‘site-takeover’. The background of the site contains a sponsored depiction of a product or brand; as ‘loading screen’ or pre-roll before the casual game starts. Before the visitor can play a casual game, the site shows an advertisement in this space; as a banner. A banner is shown while the casual game is being played; as a sponsored game. When you click on the game, you are sent straight to the advertiser’s site, where the game can be played; as a text advertisement. While playing the game, a text by the advertiser is shown below the game (often in the form of a Google Ad); as sponsored items in the casual game. For example: the Adidas clothing at whyrobbierocks.com; as game advertorial, or a game in the look & feel of the casual games site. Banners can be paid for on the basis of the number of times they are viewed (cost per mille (thousand), or CPM) or on the basis of the number of times people click on them (cost per click, or CPC). In the first case (CPM), the operator of the site will tend to put as many casual games as possible on the site – including bloody games if necessary – or place the same casual games in several categories, in order to generate the maximum number of banner views. In the second case (CPC), advertisements can be disguised as casual games in order to maximize the likelihood of people clicking on them. We have seen the latter at crazymonkeygames.com, among others. Conclusion As the current casual games sites derive virtually all their income from their advertisements, they focus on quantity rather than quality. Each click brings in income, but a small range of expensive dev-games alone is not enough for a casual games site to generate sufficient advertising revenue. The more casual games a casual games site has, the more advertising income. This means that free sites are overloaded with indie games and UG games. Indie games and UG games may be innovative and fun, but they take little account of children and their vulnerability. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 28 5. Undesirable casual games For children, it is virtually impossible to find a site with free casual games without coming across violent games. Of the 70 providers we examined, only 10 sites contained no violent or bloody games. The popular sites, such as spele.nl, spel.nl, spelle.nl and elkspel.nl, all contained such games. Below, we will examine a number of undesirable casual games, from least to most harmful. This in accordance with the PEGI rating – a European rating system for games on sale in the shops. In addition, there is also PEGI Online for online games. 5.1 PEGI, Kijkwijzer for games Since 2003, the games you can buy in the shops have been provided with the pictogrammes we are familiar with from Kijkwijzer. For games, this system is called PEGI (Pan European Game Information). On the basis of the pictogrammes, parents can see for what age a game is suitable (or, more accurately: from what age a game is no longer harmful), and what harmful elements they may contain. PEGI pictogrammes The idea behind this type of pictogramme – which is the result of ‘classification’ – is that the pattern of expectation is of crucial importance when playing a game. You could compare this to a haunted house – you know before you enter that you are going into a haunted house. You are therefore expecting frightening elements, which need not always be bad. If you are expecting frightening moments, you can also enjoy them. If you are just walking along the street, however, when someone gives you a fright, this will have a different effect from that when you enter a haunted house, when you know in advance what to expect. It is the same with games. This is the difference between classification and non-classification. • • • • • Terms and parties involved PEGI stands for Pan European Game Information. PEGI gives consumers information about games for sale and rent. For further information: www.pegi.info PEGI Online assesses online games in accordance with the same system. For further information: www.pegionline.eu The PEGI system is owned by ISFE, the Interactive Software Federation of Europe. For further information: www.isfe.eu ISFE has contracted out the implementation of the system in the Netherlands to Nicam, the Netherlands Institute for the Classification of Audio-visual Media. This institute has been responsible for the Kijkwijzer system in the Netherlands since 2001, and since 2003 also for PEGI. Kijkwijzer provides consumers with information on films and television programmes. For further information: www.kijkwijzer.nl The PEGI system has age pictogrammes for 3+, 7+, 12+, 16+ and 18+. Note: there is no pictogramme for 9+, although this would be desirable. We will return to this topic below when discussing the undesirable casual games. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 29 In addition, there are warnings for bad language, sex, discrimination, drugs and, added recently, also a pictogramme for online games. This last pictogramme shows whether a bought game also contains online elements, and therefore involves certain extra risks. For example, in the case of games that can be played partly online, children can often chat with other players or access user-generated content. In the Netherlands, Nicam applies the same criteria and age limits for PEGI as for the rest of Europe. This often leads to stricter rules than we are used to in the Netherlands, as some Member States place greater emphasis on certain elements of the guidelines. Greece, for example, has outlawed gambling, which means a game will always have the age recommendation 12+ if it contains a gambling element. PEGI Online A recent development is that online games can now also carry the PEGI pictogrammes. The PEGI Online rating system is comparable to the system for bought and rented games, and uses the same age categories. A website with a ‘PEGI Online Hallmark’ assures parents that the content of that site has been approved for children of a particular age. The requirements cover matters such as privacy policy and the way in which the site handles advertisements. As well as, of course, the content (the games themselves). The latter is problematic. Unfortunately, it is difficult to apply PEGI Online to casual games sites. One of the requirements is that all content on the site must be rated. For large games producers, such as EA-Games (maker of the Sims, among others), this is not such a problem, but for casual games sites, such as Spele.nl, with hundreds of – unrated – games, it is. PEGI criteria An important criterion when assessing violence, for example, in a game, is the question of whether it looks realistic. Violence in a game can be presented in a slapstick-type way, as in the Tom & Jerry cartoons. Such a game will naturally be given a different rating from a game in which you can blow someone’s head off with photographic realism. The extent of violence is tested on the basis of a questionnaire compiled by European experts drawn from the fields of child psychology, church movements, the legal profession and academia. These experts determine which criteria apply to which phase of life, and this is then summarised in a list of questions used by Nicam and its coders. PEGI encompasses an extensive set of criteria, including the following: • serious violence (beheading, hacking off of limbs, torture) always gets the 18+ pictogramme; • if someone is shot and the reaction of the victim is realistic, without a lot of blood and wounds being visible, the game will be given the age recommendation 16+ plus violence. The same applies if the game contains drugs or alcohol use; • the rating for bad language is reasonably strict because of the United Kingdom. Sexually explicit games are always rated 16+ and are also provided with the pictogramme for bad language; • realistic-looking violence, used against a fantasy character, or non-realistic looking violence used against people or animals and the use of words or gestures that are sexually explicit, will lead to the use of the pictogramme for 12+ • non-realistic violence against fantasy characters is found to be suitable for 7+ • slapstick-type violence or violence in cartoons that can be offensive, images of nudity in a non-sexual Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 30 way and frightening images and sounds are also rated 7+. In the paragraph below, we will apply the criteria listed above to a series of online casual games. Parents can then do the same for the casual games their children play. 5.2 Examples of undesirable casual games for children Undesirable online casual games can be divided into two main categories. • offensive casual games; • potentially harmful casual games. The effects of such casual games can vary from desensitization to images of violence, to becoming fearful, and showing violent behaviour. A number of examples of both types of undesirable casual games are given below. For each casual game, comments are given by two experts: • Peter Nikken is a psychologist affiliated to the Netherlands Youth Institute (Dutch: NJi) and is the author of the book Media Violence and Children (Dutch: Mediageweld en kinderen); • Martijn Huigsloot works for NICAM, where he is responsible for the PEGI ratings. Note: normally speaking, a PEGI rating is determined on the basis of the complete content of a game. The games in this survey are unrated, so Martijn Huigsloot has given an indication of the expected PEGI rating on the basis of part of the game, usually the first level. 1. Offensive casual games We will start with category 1: the offensive casual games. These are casual games that reward a moral code different from that which is usual. Naughty games, in which disobedience and the like are rewarded. Although probably not harmful to development, these are casual games which could lead to children becoming conflicted within themselves. It is therefore up to parents to determine to what extent their own children can deal with such messages. Perry the Perv [Dutch: Perry de gluurder] This casual game rewards peeking at women under the shower. If you do it well, you end up in bed with the girl in question. www.funnygames.nl/spel/perry_de_gluurder.html Peter Nikken: “This game appeals to the awakening sexual feelings of pre-adolescents and young adolescents, and could appeal particularly to young boys. It is probably too silly for adults and older adolescents. Use (abuse) is made of familiar, favourite elements, such as animation and Harry Potter, to interest children from the age of around 7 in the game. It gradually builds up, rewarding the peeping tom with increasingly revealing images. The message to children is that voyeurism pays and is acceptable. Whether this is actually harmful, it is difficult to say. Sexualisation is certainly not discouraged; women are portrayed as sex objects.” Martijn Huigsloot: “On the basis of what I have seen to date, I can say that no explicit sex occurs in the Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 31 game. Under PEGI, this game would therefore receive a 12+ rating on the basis of suggestive visual material.” Miss Malfunction You can win this game by clicking at the right moment with your mobile telephone to take photos of models at a fashion show. Points are earned by photographing untied bikini straps and underwear visible beneath falling skirts. www.spel.nl/game/Miss-Malfunction.html Peter Nikken: “A pretty tasteless casual game that elaborates in an abstract way on the perversity of pre-adolescents and young adolescents. What it is exactly you are photographing is never made very clear. This could be seen as sexualising, whereby women are seen as sex objects and have no other function. Whether this is harmful, and if so how harmful, it is difficult to say.” Anne Frank Chestnut Tree Game [Dutch: Anne Frank Kastanjeboom Game] The chestnut tree in the garden of the Anne Frank House in Amsterdam is under threat of being cut down. In this game, you can either cut down the tree or save it from destruction. www.lollibomb.com/projects/anne The launch press release from Tibaco Internet, the maker of the game, stated: “Tibaco Internet Media has launched the Anne Frank Kastanjeboom Game on Funnygames.nl. Funnygames.nl wishes to respond with this to the hype that arose around the removal of the chestnut tree Anne Frank saw from her hiding place in the back of the house.” In short: a Holocaust icon as amusement. The game is no longer available on Funnygames itself, but can still be played on the site of Lollibomb, the originator of the concept, the soundtrack and the game. Amy Winehouse – Escape from Rehab Help the addicted Amy Winehouse escape from the rehab clinic. It isn’t easy: she is completely drunk, has taken drugs and finds monsters blocking her path. www.spelletjes.nl/spel/Amy-Winehouse-Escape-from-Rehab.html Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 32 Escaping Paris Help Paris Hilton escape from prison. The guards must not see her. If she is caught, she is beaten with batons. www.spele.nl/game/ontsnap/laatparisontsnappen.html Peter Nikken on both casual games (Winehouse and Hilton): “Parodies on the drooling news reporting surrounding Amy Winehouse and Paris Hilton. Children would have to be at least 9 years old to be able to recognise this. From the age of 12, they will have no trouble doing so. The violence is not always very realistic and can be recognized by children of 9 years and older as not real. Martijn Huigsloot: “Based on what have seen of the games, I would say the rating for both games would be based on the violence: unrealistic violence against a human-type character. Under PEGI, this would lead to a 12+ rating”. 2. Potentially harmful games What can be potentially harmful, are violent or bloodthirsty casual games for children who are too young for these, as well as scary casual games children send to one another as ‘a joke’, by MSN or e-mail. These harmful effects can be expressed in bedwetting, nightmares, desensitisation, etc. Below, we will give a number of examples of casual games that can be found on the more well-known sites. Nikken and Huigsloot played a number of these games. They then provided comments and, where possible, an age recommendation. In most cases, the recommendation was: violent games are not suitable for children under the age of 9 years. Nikken explains: “For most games, violent behaviour by the gamer is rewarded with points and levels, the violence is always seen as justified (the bad guy has to be stopped using violence, not in any other way) and pain and suffering are trivialised. Furthermore, the player has to keep practising to get the hang of the (violent) acts. The fact that children have to perform these acts themselves, makes games different from the films and series children watch in a more passive way. The fact that some games show external similarities to cartoon series, does not by definition make them more innocent.” Nikken continues: “More realistic games will have a stronger effect, but unrealistic games with abstract figures can also cause changes in attitudes, because as a player of these games you also become absorbed in them; this has been shown by research into the potential effect of violent games. From a developmental psychology perspective, it is clear that children generally only have sufficient cognitive capacity from the age of around 9 to adopt a critical attitude in relation to media products (in other words: being able to recognize fantasy as ‘not real’ and provide arguments for this), and to be able to distance themselves from these emotionally. From this age, they also start to give arguments for their own emotions, ideas and preferences and approach these from a third-person perspective.” Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 33 Swords and Sandals [Dutch: Zwaarden en Sandalen] ‘Swords and Sandals’ is a popular game already available in many parts. 6-year-olds also like to play it. Fight as a Gladiator against other cartoon-type characters and earn pieces of gold for each fight you win. This can then be used to buy better weapons. www.speeleiland.nl/spel/zwaarden_en_sandalen_zwaarden_en_sand alen.html Peter Nikken: “In the version I played, my first opponent was defeated after a number of rounds by his head being cut off. The head ended up on the ground a clear distance from the body, and surrounded by red pools. A large red pool surrounded the body. The game is in English, but the pictures are instructive enough for children who don’t speak English to play the game. The violence is set in the distant past and the characters, which you put together yourself, are reasonably abstract. Although there is, objectively seen, serious violence in the game, it is not clear that this is experienced as such subjectively by children. The characters are not realistic, but 2-dimensional. The actions are also not detailed and there are no defenceless victims.” Martijn Huigsloot: “In spite of the fact that the game is 2-dimensional and uses drawings of characters, they are human types and the violence in the game is serious. There are decapitations, and arms and legs can also be cut off. For this reason, this game – on the basis of what I have see of it – would get a 16+ rating.” Skull kid Speeleiland.nl describes Skull Kid as follows: “To get through, you have to use a character with a skull for a head to saw through cupboards and kill other people using the saw. If you are successful, you go up a level each time.” It then says: “contains a funny tune!!” The blood flows freely, and the funny tune does nothing at all to detract from this. www.speeleiland.nl/spel/skullkid.html Reaction Peter Nikken: “This game is tasteless. Both objects and people have to be sawn through or blown away in order to progress. There is no alternative to reach a higher level. Blood is visible in the case of the people and there is a lot of, repetitive, violence. The acts of violence are not super-detailed, however, although the acts themselves are serious.” Martijn Huigsloot: “On the basis of the first two levels, under PEGI this game would be given a 16+ rating. This is because the game contains repeated serious violence against human-type characters.” Sift Heads 4: Vinnie’s Paradise Sift Heads is a popular series on the various sites, in the style also known as Xiao Xiao. Sift Heads means something like ‘make sieves of heads’. Sift Heads 4: Vinnie’s Paradise places the player in the role of a sniper and adds another layer to the game: recognizing the target and not taking out any ‘innocent’ bystanders. www.speeleiland.nl/spel/xiao_xiao_sift_heads_2.html Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 34 Peter Nikken: “A somewhat abstract drawing style indicates to children that this is a game that is not part of reality. At the same time, it also has elements that have been taken specifically from reality (in particular, the types of guns used). In order to assess this properly and be able to distance yourself from it, you have to be at least 9 years of age.” Martijn Huigsloot: “In spite of the moral and the fact that this game is an animation, PEGI would rate this game 16+, owing to the large amount of serious violence and blood.” Shoot Terrorists / Bin Laden Liquors The hunt for Osama Bin Laden has also permeated through into online casual games. On the net, various casual shooting games can be found in which you can shoot at terrorists (i.e.: Arabs on camels). They most resemble a shooting stall at the fair. And, of course, you get extra points for hitting Osama himself. We found it tasteless and oversimplified. www.1001spelletjes.nl/spellen/Bin+Laden+Liquors.html Peter Nikken: “Here, Osama is depicted as the archetype of the bearded, turban-wearing terrorist. Children cannot recognize this archetype and can certainly not distance themselves from it, whereby the risk of stereotyping for them is greatest. The game environment, Bin Laden Liquors, is static, but also realistic owing to the photographic design. The gun is also clearly realistic. This increases the risk of desensitisation. Anti-Muslim sentiments can be reinforced. On the other hand, the blood is not very realistic and the Osama figure always falls down in the same, relatively simple, way when it is hit.” Martijn Huigsloot: “On the basis of what I have seen, this game would be given a 16+ rating on the basis of the bloody violence against a human-type character that is seen in the game.” Body Ladder Body Ladder is an example of a game type that is very heavily represented on casual games sites. In such murder games, ‘stick men’ (abstract characters that consist of a circular head and thin, stick-like body parts) have to be murdered. These games are particularly bloodthirsty and stimulate violent behaviour by giving high scores for the number of game characters murdered. www.elkspel.nl/spelletjes/Actie+spelletjes/Body+Ladder.html Peter Nikken: “This game contains no explicit, realistic actions. The animation style is 2-dimensional and the zombies are shown in a pretty abstract way, with no eyes, for example. Young people can distance themselves from this.” Martijn Huigsloot: “The characters in the game are not realistic and 2-dimensional, but the violence is bloody and very frequent. For this reason, on the basis of what I have seen to date, this game would receive a 16+ rating.” Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 35 Rapid Randy ‘Neutralise your enemy’ is the assignment in war games such as Rapid Randy. In a metro station, you have heavy weapons at your disposal to get rid of the terrorists. www.elkspel.nl/spelletjes/Schiet+spelletjes/Rapid+Randy.html Peter Nikken: “The environment in this game is pretty realistic (metro station, quay by the harbour, etc.), as are the characters. The shooting action is also presented in a 3-dimensional way that makes a realistic impression. According to PEGI, 16+ would be rightly applicable. Desensitisation to violence is a potential risk of repeatedly playing such games.” Martijn Huigsloot: “On the basis of what I have seen of the game, this game would receive a 16+ rating on the basis of the violence in the game aimed at people.” Death Game The Death Game is a real test: can you jump out of the way of the approaching train in time? If you’re too late, you hear screams and end up lying in pieces on and alongside the rails. A bloody game for 18+ which is available to young children at Spele.nl. www.spele.nl/game/reactietijd/springoptijdweg.html Peter Nikken: “A pretty tasteless game, involving avoiding an onrushing train in the nick of time. The game results in two different emotions, depending on the outcome. Firstly: pride if you manage to jump out of the way in time, and the motivation to try and stay there just that little bit longer next time. This is reinforced by the reward being expressed in the distance to the train at the moment you jump. As a player, you tend to want to make this distance as small as possible. Secondly: horror if you jump away too late. The sounds and blood reinforce this emotion. The images are pretty realistic, but the perspective (birds-eye view) requires the capacity to perceive this. Younger children can’t do this.” Martijn Huigsloot: “Owing to the serious violence, seeing a human body being smashed to pieces by a train, under PEGI this game would be given an 18+ rating.” Hostal Part II – The Killing Floor The description on Spele.nl says it all: “You will play in a bloody world and have to try to escape from the torture rooms. Make sure you rescue the other captives!” The game world is seen with photographic realism from the perspective of one of the captives. www.spele.nl/game/hostalpart/hostalpartthekillingfloor.html Peter Nikken: “An extremely violent game that is absolutely not intended for young children. The elements of torture, kidnapping and the realistic framework make the game captivating. There is a danger of desensitization among fans of this genre and fear effects among new (less experienced) players.” Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 36 Martijn Huigsloot: “Based on what I have seen of this game to date, PEGI would give this game a 16+ rating on the basis of realistic and bloody violence.” Brainz Brainz is an example of a ‘Zombie Shooter’ game. This genre is often found on casual games sites. Players have to protect themselves against hordes of murderous zombies. Zombie shooters are usually derived from the horror game Resident Evil, which has an 18+ rating. Lots of blood and scary monsters. www.spelle.nl/Aktie/4417/Brainz.html Peter Nikken: ‘The introduction page shows that this is a very violent game, showing a pretty realistic character with ripped off limbs and bloody wounds. The addition of zombies appeals to the interest young adolescents and pre-adolescents have in this genre. The game itself starts from a bird’s eye perspective; the player is a small figure on a flat grassy surface, and is approached by zombies (other shapes). Yellowish shapes indicate that you are shooting, and red dots that blood is flowing and that limbs are being torn off. This is a long way from reality. The question is to what extent we can talk about human characteristics here. The instructions within the boxes are more realistic, for example that you know what type of weapon you have.” Martijn Huigsloot: “These games contain a great deal of serious violence against human-type characters, in a three-dimensional environment. On the basis of this, these games would get an 18+ rating under PEGI.” Colour Vision Test My Child Online received most complaints about the shock game Color Vision Test on Spele.nl. In this (so-called) test, players have to enter a number that is hidden in a picture. After a few pictures, this is no longer possible and you are ‘punished’ with a scary photo and a ghastly scream. [Orinal URL at Spele.nl no longer available. Spele.nl removed the game short after the publication of the Dutch version of this dossier.] This casual game is not placed in the shock games category by Spele.nl, but in the reaction time category. If this game were in another category, it could immediately have a completely different effect. Categorising games in the right way can save a great deal of problems. Peter Nikken: “With this casual game, I can well imagine that you can get quite a shock from the noise, in combination with the weird image. The game consciously gets you to focus intently on what you are seeing, and on reacting as quickly as possible. Children learn to recognize and write numbers from the age of 5 to 6. So they can play this game from this age.” Nikken continues: “If young children play this game alone, it could lead to negative shock reactions. Their pride in being able to recognize numbers well is suddenly crushed by this brutal ending. This could also give them the impression that, whenever you enter a wrong answer, you will be punished. Whether this has consequences (such as bed wetting, nightmares, etc.), it is difficult to say; this will in all likelihood vary from child to child. I would certainly discourage children under the age of 9 from playing this game, however – Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 37 certainly if playing it alone.” 5.3 Alternatives to PEGI? As stated above, the PEGI rating system is not (yet) available for casual games sites. Alternatives are feasible, however (or even already available), in the form of proper categorization of the casual games. Three options can be identified: on the basis of rating, on the basis of category and on the basis of age. 1. On the basis of rating Many sites give their casual games a quality indication based on the number of play sessions (i.e. how many times the game has been played), or on the basis of a rating system whereby users award a score to the game. Both variants give a good idea of what the fun, interesting games are, but of course say little about the content of the games. 2. By category Most casual games sites structure the range they offer by categorizing games by themes or genres, such as ‘dressing up games’, ‘thought games’, ‘letting off steam’, or ‘racing games’. This categorization by genre says nothing about the quality of the games and gives little or no information on the minimum age for which the game in question is suitable. 3. By age None of the popular casual games sites has categorized its games by age, which would certainly be a useful option. The fighting and shooting games in particular, as well as the games featuring adult humour, would benefit from an age recommendation. The only situation in which we found an active age-check, was with the game Drugsdealer on 1001spelletjes.nl. In this case, the check was principally owing to the fact that, in this game, players also have to perform assignments of a more adult nature, such as collecting photos for a nude magazine. There are other games on the list whereby it is explicitly stated that they are for adults, but whereby no age-check is offered. We conclude from this that the technology to warn children to a certain extent and protect them does exist, but has not yet been fully implemented. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 38 6. Good casual games Fortunately, there are also many casual games that are good. The problem is, how do you determine what is good and suitable? The PEGI rating is not much use in this case, as this only concerns potential harmfulness. A puzzle game, for example, may have an age recommendation of 3+, as it contains no sex or violence or other problematic elements whatsoever, although it is completely unsuitable for 3 or 4-year-old children as it is much too difficult. That a game may not be offensive or harmful is a necessary precondition, but not enough of a precondition. Below, we will define ‘suitability’ in two ways. Firstly, on the basis of the usual quality criteria for good games in general, and then in accordance with the criteria previously developed by My Child Online for the Golden @-sign [Dutch: Gouden Apenstaart, the annual award for the best website for children]. The second then ends with some examples of online casual games that fulfil both sets of criteria. 6.1 General quality criteria for games Good games – including online casual games – fulfil the following quality criteria: 1. they have clear rules; 2. they have clear objectives; 3. there is clear feedback from game actions; 4. the introduction of new game elements is well balanced; 5. they arouse feelings of control and mastery; 6. they lend themselves to different playing styles. Below, further elaboration of these criteria is given. The paragraph closes with some ‘good examples’. 1. Clear rules The rules that determine the course of the game must always be clear and consistent. The boundaries of the virtual playing field must be as clear as the lines on a real football field. Negative rules must be enforced consistently. In games, players are seldom surprised by the negative outcome of rules, as can happen in board games such as Game of Goose or Ludo. In computer games, ‘chance’ will seldom send you back to the beginning of the game world. Nor is there a large risk of losing your advantage by a ‘lucky throw’ on the part of an opponent. If games do contain surprise rules, these usually have a positive outcome. For example, players can get ‘power ups’ or ‘bonuses’ at random moments. Nevertheless, it is striking how often the rules system of good games has a rigid structure, with little room for chance. 2. Clear objectives As online games generally present clear and easily understandable rules, the same applies to the game objectives in a good game. These are easily expressed and always seem to be attainable. Game objectives are often ‘tangible’ and seldom seem to be far away in the future. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 39 The achievement of an objective or sub-objective is a pleasant experience. Concluding an action, thought process or time period is referred to in neuropsychology as a ‘closure’. Within this scientific discipline, it has been demonstrated that closures work like rewards and give a corresponding feeling (Holopainen & Meyers, 2000; Holopainen, 2008). 3. Clear feedback on actions Good games are full of closure moments. Every ball eaten in Pac-Man gives a closure moment. The computer is constantly saying: ‘you’ve eaten a ball, you’ve eaten a ball, you’ve eaten a ball’, etc. The points score also accumulates simultaneously with eating the balls, and the player hears a sound: ‘you’ve eaten a ball’. This type of feedback on actions in games is particularly important to the experience of pleasure by the player. Nevertheless, this form of feedback – linking actions to a scoring system, sounds and visual cues – is often overlooked by games developers. In this case, the player doesn’t know what s/he has done right, nor whether s/he is successful. The game becomes meaningless if the player doesn’t receive sufficient feedback. The rules and aims of a game can only give the impression of being clear and achievable if sufficient feedback is given for each action. A good game can often be recognized by a clearly communicated control system (part of the rules), consistent reprimands for wrong actions and an objective that can be expressed in a single sentence. 4. Balanced introduction of new game elements As soon as the rules and aims are clear to the player, s/he must feel a challenge. Games often have increasingly difficult levels. Level 1 of Super Mario Bros, for example, is easier than Level 8. The creation of this learning curve is one of the more difficult tasks facing the game designer. The player shouldn’t find the game too easy, nor too difficult; a balance must be struck somewhere between boredom and irritation. This happy medium is often referred to in game theory as ‘flow’. This term, coined by psychologist Mihaly Csikszentmihalyi (2001), describes the mental state of a person concentrating completely on the action, and thereby seeming to forget their environment. Players lose themselves in a game like readers who are drawn in by the narrative of a book or the audience of a film in the cinema. One way of achieving this is to introduce all the game elements in a painstaking manner. A golden rule for this introduction is i+1. Elaborating on the knowledge gained in a previous level, the game designer introduces one new game element at a time (and no more). A similar principle applies to the way the controls are explained to the player. 5. Feelings of control and mastery Players must have the feeling that they are the masters of their own progression through the game. They now know how the game should be played, and what the next hurdle to overcome is. The more the game progresses, the more difficult it becomes to overcome particular problems. These problems never seem insurmountable, however. This increases the feeling of mastery of the game, and thereby the player’s pleasure. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 40 6. Suitability for different playing styles Finally, a good game should appeal to different types of player. Different players have different playing styles. One may work analytically, like a chess player, exploring the various possibilities, while another may play more pragmatically, using ‘trial and error’ to try and get from one level to the next. The game must cater for all these various types of players. Good examples Below, a selection of casual games is given that comply with the criteria outlined above. I.e.: these are casual games that fulfil the general quality criteria for games. This need not necessarily mean that they are casual games that are completely suitable for all children in all situations. The instructions for most of the casual games, for example, are in English, which means that they cannot be played by all children without help. The instructions are, however, often so simple that children will have no trouble with them if they are given a little help by their parents. Fancy Pants www.spele.nl/game/platform/fancypantsdeel2.html Skywire (cable cars) www.funnygames.nl/spel/kabel_baan.html Penguin Diner www.spele.nl/game/bediening/penguindiner.html Open Doors www.bigfishgames.com/online-games/3119/en_opendoors/index.html Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 41 Bubble Tanks 2 www.spelletjes.nl/spel/Bubble-Tanks-2.html 6.2 Criteria for good casual games sites My Child Online has previously drawn up criteria for good children’s websites (also in cooperation with Peter Nikken of NJi). These criteria were at the time intended to serve as a guideline for the jury of the Gouden Apenstaart, the annual award for the best children’s website of the year. These criteria are repeated below, specifically in relation to casual games sites. • • • • • • • • • • • • • • • • • • • • • • A casual games site should be attractive The site should not be full of buttons and banners, making the site primarily an advertising hoarding Texts should be well-written: good use of language, geared to the target group The site should be understandable by the target group The site should have clear instructions for all games in the native language There should be a good balance between the use of text and images The site should contain no casual games that encourage violence or bullying The site should contain clear categories, and not too many subcategories The casual games should be in Dutch or English (i.e. not in Korean or Japanese, making the game impossible to play) The range should be subject to a critical selection, and not everything should be put on the site simply because it is available A casual games site should be reliable The provider/maker of the site should be clearly stated Makers of the site should be easily contactable through the contact information The site should contain information on the makers’ aims E-mail to the site managers should be answered within two days The site should contain information on publication dates The site should contain information for parents The commercial aim should be clear and advertising messages recognizable as such The commercial partners should be reliable. Unreliable partners include, for example, suppliers of ringtone advertising Children should not be tempted to spend money by the site Children should not be tempted to give information, to be passed on to third parties, about themselves or others (parents, friends) via the site The site should contain information on any processing of visitor data The site may not breach any privacy legislation If children have to register, they should be shown a message telling them to fill in the form together Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 42 • • • • • • • • • • • • • • • • • with a parent If the site contains a forum or chat facility or a link to such, this must be adequately managed to provide a safe environment for children The site must not contain any offensive material or other harmful elements, such as very violent casual games The site should indicate for each casual game from what age the game is suitable The site should not refer directly to other sites that are not suitable for the target group The casual games on the site should be in the right categories – in relation to shock casual games and violent casual games in particular, it is very important to know what to expect All links should work – the site should not contain any ‘dead’ games or links The site should not contain any links to websites containing viruses or other malware A casual games site should be user-friendly The site should have an easy URL The site should have a short loading time, both in terms of the homepage and subsequent pages Links and buttons should be recognizable as such The site should have a user-friendly navigation structure, geared to children It should not be possible to get lost within the site: you should always be able to see where you are and easily return to the home page The design of the website should support the navigation and not the other way around All games should be divided into categories that are clear and logical for children. A casual game, the aim of which is to give children a shock, should be classified under ‘shock games’ and not ‘skill games’, for example The casual games should load within a frame within the website. In order to play the games, there should be no or hardly any use of external links All casual games should have clear instructions in Dutch on how to use the game, at a fixed location within the page (i.e. not only within the game itself) The site should have a clear layout of all the casual games that can be searched by category and age limits. 6.3 Examples of good online casual games sites for children Clearly, practically none of the popular casual games sites fulfil the criteria given above. They may contain good casual games, but generally speaking, all of these sites are simply not suitable for children. But: there are alternatives. The internet is huge, and there are still many safe places offering good casual games for young children! We have categorized them as follows: 1. casual games with an attractive, imaginative environment; 2. casual games that promote logical thought; 3. casual games that develop skills; 4. casual games that allow you to learn and remember things; 5. casual games that correspond to themes discussed at school; 6. casual games which enable you to identify with a positive character; 7. casual games that stimulate thinking about good and evil; 8. casual games that encourage cooperation; 9. casual games that encourage you to make things yourself. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 43 1. Casual games with an attractive, imaginative environment Many children are scared by blood splashes and scary monsters; these also leave little scope for the imagination. There are games, however, that are so attractive that children want to play them purely for that reason alone. Playing attractive games can be a way of introducing children to art and entering into a discussion with them on what they consider to be beautiful and ugly. Nice, well-executed casual games can often be found on the websites of your child’s favourite television programmes. Miffy mini-games [Dutch: Nijntje spelletjes] www.nijntje.nl Orisinal www.ferryhalim.com/orisinal Beautifully designed mini-games, which are also fun to play. These games are intended for children, but are so attractive that adults can also enjoy them. 2. Casual games that promote logical thought Many games appeal to the skill of looking for solutions in a logical, structured manner. What should you do first, and how should you then proceed? On most casual games sites, these games are called puzzle games, strategy games or thought games. Examples of casual puzzle games are Bejeweled and Zuma. Most of the computer variants of well-known board games, such as chess, Go, Mahjong and the like also fall into this genre. Zylom www.zylom.nl 3. Casual games that develop skills As we have already seen, casual games can be good for hand-eye coordination. There are also casual Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 44 games that teach you how to use a mouse, in which speed of reactions or ability to concentrate are required, or in which the player can practice typing. Typemania proto5.thinkquest.nl/~kle0061 Practising sums a lot is also very useful, even if it is not the favourite pastime of many children. But present it in the form of a casual game, and it is suddenly much more fun! Not for nothing has the Freudenthal Institute for Science and Mathematics Educations [Dutch: Instituut voor Didactiek van Wiskunde en Natuurwetenschappen] created dozens of casual games during recent years, in which players have to do sums. Table maze [Dutch: Tafeldoolhof] www.leerspellen.nl/spel/730/Tafeldoolhof.html 4. Casual games that allow you to learn and remember things The most well-known memory-training game is memory. But there are many more casual games that train the memory – for example, casual games whereby players have to click on items in a particular sequence and games in which you take orders and have to deliver these to the right people on time. Happy Memory www.1001spelletjes.nl/spellen/Happy+Memory.html Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 45 5. Casual games that correspond to themes discussed at school These days, museums, the government and all kinds of organisations involved in education develop games. These games often cover topics from the fields of learning that deal with ‘learning about yourself and the world’ (geography, history, nature studies, etc.). Some of these games were designed to also be used at school. Fatfit [Dutch: Vetfit ] www.lekkerbelangrijk.nl/vetfit/main Vetfit by The Netherlands Nutrition Centre [Dutch: Voedingscentrum] deals with healthy eating and nutrition in a playful way, whereby you earn points by planning the daily meals and activities for your game character. Game plaza [Dutch: Spelletjesplein ] www.spelletjesplein.nl This site links to the sites of museums and other organisations, but also private projects involving games that are both fun and educational. The casual games are arranged according to school subjects and themes. Games from the BBC www.bbc.co.uk/schools/games The BBC has a large number of casual games that can be used in education. On this site, you will find a kind of fruit machine with which you can search for all kinds of games. For both primary and secondary education. 6. Casual games which enable you to identify with a positive character It is always nice to play at being a knight: you are the strong hero who kills the dragon and rescues the damsel in distress from her ivory tower. Everyone loves to escape into another role now and then. For a shy child, it can be fun to transform into a cunning magician in the game; for a child that likes to talk about his or her daring exploits, it is great to care for a helpless animal – without his or her peers knowing about it. There are also many games in which players can carry out a profession, such as vet or waiter, doctor or chef. Some games even give a pretty accurate impression of reality! First-aid game [Dutch: EHBO-spel] ehbo.nl/jeugdkizzy1.htm Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 46 Magic Baking Game www.elkspel.nl/spelletjes/Humor+spelletjes/Brood+Bakken.html 7. Casual games that stimulate thinking about good and evil Social organisations sometimes create games that bring players to think about their own actions. There are such games that deal with the environment, but also with political topics and development aid. Save the short-eared owl [Dutch: Red de velduil ] www.leerspellen.nl/spel/797/Red_de_velduil.html 8. Casual games that encourage cooperation Many casual games are played alone, but there are also games in which the best results are achieved if you cooperate with others. There are games whereby you play together at the same computer and games whereby you cooperate via the internet, such as Pictionary at Spelle.nl. Usually with online casual games, the opportunities for communication outside of the game are limited, meaning that the risk of undesirable events occurring is small. Playing together, however – whether at the same computer or via the internet – always demands special attention from parents and guardians! 9. Games that encourage you to make things yourself Some games are in fact more of a toolbox that allows children to make their own games. For example, building your own rollercoaster or cycle track or obstacle course with magnetic and electrical obstacles, air pressure or water pressure. Those who are really creative can create a whole game online using the GameKit from Klokhuis. These home-made products can usually then be shared with others via the website, whereby children are stimulated to make their casual games even better. Klokhuis Game Studio gamestudio.hetklokhuis.nl/index/home Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 47 Yoyogames www.yoyogames.com At Yoyogames.com, you can find lots of games made using the free GameMaker package. This offers an easy way to make your own games. Once you have created a nice game, you can then share it with others on YoYogames. Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 48 7. Conclusions and recommendations Below, we present the conclusions we can draw from the above. We have drawn up a number of recommendations based on these, both for operators of casual games sites and for parents. 7.1 Conclusions • • • • • • • • • • All children aged between 8 and 12 years play online-casual games A large percentage of children aged 5, 6 and 7 years also visit casual games sites A few sites attract the most visits, but children roam all over, for example by searching for ‘casual games’ using Google The range of easy-to-play online casual games on offer is gigantic, both nationally and internationally Most casual games sites arose from a hobby, and they were often set up by boys in their teens wanting to earn some pocket money With a few exceptions, most of these sites have not got their house in order. They usually have no privacy policy, and it is usually difficult to contact the makers of the site Without supervision, children will always find violent casual games on casual games sites The group aged between 5 and 10 years old is the most vulnerable. The majority of the casual games that feature violence is not suitable for them A substantial proportion of the casual games sites feature violent casual games that could even be harmful to children aged up to 12 years or even older, owing to the serious violence they contain, the relationship between violence and reward, the repetitive and frequent nature of this, the active contribution of the players that resembles training and thereby has a potentially desensitising effect None of the sites applies age categories. 7.2 Recommendations for operators • • • • • • Sites should draw up guidelines for self-regulation. For example, through the recently established sector association Dutch Game Association or through Digibewust (English: Digiaware) Sites should inform their users better about the content of their games. If sites do not wish to or are not able to choose a clear target group and adapt their advertisers or business model accordingly, they should warn players about offensive or potentially harmful games Sites should become more professional (including drawing up a clear privacy policy and better availability for questions and complaints) Sites should introduce an age rating system, preferably PEGI Online, starting with the most popular games Sites should differentiate their range of casual games more in terms of suitability for particular ages: all casual games for a certain age together. This will allow parents to better see how children can best use the site, or screen off particular sections of the site, or make these available in ‘your own environment’ (i.e.: in a children’s browser, such as MyBee). Sites should de more accountable in terms of their policy concerning the selection of games, whereby a conscious effort should be made to arrive at a better balance between quantity and quality. If the age of visitors to the site starts at 5 years, and there is a large group of visitors aged between 6 and 12 years, it is appropriate to not simply publish everything you can find, but rather to make a considered selection Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 49 • • • Sites should be more transparent in their commercial aspirations, particularly if they offer casual games to children Sites should make a clearer distinction between advertisements and games Sites should contain more information for parents. 7.3 What does this mean for parents? Children up to the age of 12 usually come across unsuitable content on casual games sites, such as erotic content and extreme violence, entirely by accident. If this is not 18+ nudity, the harmfulness of this is probably not so great. This does not apply to the violence in many games, however. A large number of violent casual games is potentially harmful to children under the age of 9 years, while another considerable number are also potentially harmful to children up to 12 years old, or even older. This is because of the type of violence in question, which is frequent and has to be repeatedly dealt with by the player, who in effect is therefore being trained in using violence for his or her own benefit (more points, higher level), whereby the effect on the victim is trivialised. Children can only adopt an attitude to this themselves from the age of 9, and distance themselves from it emotionally. Even then: the repetitive nature of this violence, the confrontation with torture, beheadings and other bloody and tasteless violence, can lead to a certain degree of desensitisation at this age. For this reason, it is in many cases safer to apply a limit of 12 years. Naturally, this depends on the particular child. For children younger than 9, and certainly younger than 7, however, the violent casual games we have discussed are certainly by no means just an innocent pastime. It is therefore necessary to state clearly that children may not play games involving nudity and violence. This is a start: talking about it and telling the children what you approve of as a parent, and what you don’t. Your personal taste will play a large role in this, as it should. But there are also moral issues involved. If your child knows where your moral boundaries are, this provides him or her with a significant benchmark. It is therefore important to warn your children that there are casual games that are not suitable, and to tell them that they should close these immediately if they accidentally come across them. This offers a certain degree of protection, but it is of course not enough. The fact is, it is very difficult for young children up to 10 years old to make a distinction between the various kinds of casual games, which means they are not able to consciously develop a strategy to effectively avoid undesirable effects. We are therefore forced to conclude that most casual games sites are not suitable for children, even if these sites seem to be made specially for them. Action needs to be taken to make it fun for children again. As long as the makers of casual games sites are not willing to make concessions to parents by following the recommendations given above, parents will have to take matters largely into their own hands. A number of practical tips in this regard is therefore given below. 7.4 Tips for parents • • Talk to your children about the kinds of casual games they play on their favourite casual games sites. Where do they like to play, and why? Ask them to show you the casual games they like Try to tell your children how to make a good choice of casual games and how to find nice casual games (which categories are best), and how to avoid the wrong casual games. Be honest about Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 50 • • • • • • • • • wanting to avoid nudity and violence. Talk to them about why you don’t want them to play these kinds of casual games Try to guide them as much as possible to casual games sites that are decent, or take measures to prevent them accessing sites you do not want them to visit. For young children, the children’s browser MyBee (www.mybee.nl) is a good idea: this allows you to retain the maximum amount of control and to profit from the experiences of other parents with good sites Install a good virus scanner and keep it up-to-date. The world of online casual games is very hazardous in this regard: protect your computer against potential damage from harmful downloads You can help children who are interested in games and computers in general when taking the first steps designing their own games. This brings in another, more creative, element. Several good books have been published that help children learn to use the programme GameMaker, for example. Remember that there are many casual games with very subtle forms of violence, in the form of misogynistic behaviour, anti-Islamic attitudes or other forms of discrimination. Racism and extremely unpleasant behaviour involving animals also occur. Often you will not see these things immediately when starting to play a casual game. Explicitly condemn these types of casual games. With a child of 10 year and older, you can also enter into a discussion on how it is that people like these kinds of casual games, i.e. on the function of malicious pleasure. Some people use this to defuse their fears. But if you are not afraid (of women, Muslims, people with a different colour skin), there is nothing funny about them, is there? Talk to children about clever, cunning commercial interests, and the fact that they can sometimes be tempted to play a casual game and leave their mobile telephone number in order to win a prize, but in actual fact they are thereby taking out a subscription to an SMS service that costs a lot of money. To prevent your child taking out such a subscription, you can register the telephone number at www.smsdienstenfilter.nl. If you have fallen prey to such a casual game, submit a complaint to the ConsuGuide consumers’ guide [Dutch: Consuwijzer]. You may also want to tell your children about the existence of ‘shock games’. The best way is to play one that you already know together. Introduce it well, tell the child what is going to happen, what s/he can expect and explain that some people like to give others are really bad fright, but that this usually isn’t funny. If the child knows what is going to happen, and plays the game together with you, the effect is relatively less harmful and s/he will be much better able to put it into perspective the next time. Realise that children can also play multi-user games via casual games websites, whereby they can chat at the same time (using the chat function that belongs to the game). This exposes them to intensive contact with strangers. Many children in our survey said that they had experienced unpleasant or aggressive behaviour from other players. Manipulation, aggression, exerting pressure and threats are not uncommon in these environments. Discuss online behaviour as part of your internet education as soon as you allow your children to play on casual games sites. How do people behave towards one another? Why do people sometimes do something unpleasant, which they wouldn’t do as readily face-to-face? How can you respond if you experience something unpleasant like this? Our survey revealed that parents talk more to young children about their online experiences than with children aged 12 and older. It is a very good idea to keep talking to children about their experiences, particularly as they are getting older – it is then that they will start to use the multi-user games environments more frequently. With children above the age of 12 years, continue to pay close attention to their reactions after playing games. Vulnerable children are those children who become completely absorbed in a violent Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 51 • • • • • • • • game, don’t talk about anything else, cannot let it go, feel strongly attracted to violent games and cannot empathise well with others. These children are extra vulnerable to harmful influences. If you have the feeling that the behaviour of your child is being influenced negatively, you should act. Finally, your knowledge of your own child should be the measure of what you permit and what you don’t. At the same time, you should take note of the recommendation that children up to the age of at least 9 years should not play games that feature serious violence, however cartoon-like the environment, and however innocent they may seem, by being offered on those nice casual games sites. Important websites www.weetwatzegamen.nl – for parents, containing information on games, with a weblog for and by parents www.mijnkindonline.nl – on internet education in general, with a weblog on children and media www.ouders.nl – everything for parents, with an extensive forum, also about children and computers www.mybee.nl – the best children’s internet environment for primary school aged children – and its free! www.game-maker.nl – starting point for learning to design and make games yourself, using the GameMaker programme www.consuwijzer.nl – information from the government, advice and complaints about consumer affairs www.smsdienstenfilter.nl – here, you can block your child’s mobile phone number from subscriptions to SMS services, such as ringtones, etc. Finally: have you come across something you would like to tell us about? Do not hesitate to mail: [email protected] Next Level – Dossier on online casual games for children – Mijn Kind Online – 2009 52 Literature Bartle, R. A. 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