Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
on video games
The mission of INTECO is to provide value and innovation to individuals, SMEs, Public
Authorities and the information technology sector through developing projects which contribute
towards increasing confidence in our country’s Information Society services, while also
promoting an international course of participation. For this purpose, INTECO will develop
proceedings along the following strategic lines: Technological Security, Accessibility, ICT Quality
and Training.
CONTENTS
1 INTRODUCTION.............................................................................5
3 REGULATORY FRAMEWORK....................................................18
4.5 GROOMING............................................................................................. 27
1 INTRODUCTION
The use of video games and entertainment software is a daily leisure activity for Spanish
children and teenagers. This preference is growing to the extent that advances in
technology offer new hardware and software, interconnection of players, image quality or
realism, highlighting the opportunities provided by Internet connectivity: online games,
downloading and/or buying games or innovative content, content sharing, etc.
Experts have studied the positive effect of this use in different aspects of the child's life,
noting its educational and cultural value among its attributes 1 , which:
This guide aims to show parents this reality, i.e. your children's access to video games,
taking into account the positive aspects reported by this use and the legal framework that
protects the child but with special emphasis on the risks such as:
• Risks associated with inappropriate content such as bad language, sex and
eroticism, violence, discrimination, drugs or gambling.
• Risks associated with both psychological and sometimes physical abuse and
addiction to video games.
• Risks associated with contact with other users via chats and forums present in
video games.
• Technical risks related to the presence of malware when downloading and sharing
files, as well as the use of personal and/or banking data by children when using
video games.
1
Source: Choosing the appropriate video game, CONSUMER EROSKI Magazine. December 2005
Video games are construed as a piece of software or IT program that uses images,
sounds and different effects to represent a simulated reality. It is created for
entertainment in general and based on the interaction between one or more
individuals and the electronic device that is running the game.
With new technologies, the term video game has expanded its definition, and video game
is not only understood as the software for video consoles or PCs, but new platforms have
emerged like mobile phones or websites, among others, that make the range of
entertainment possibilities much broader. Specifically, the Internet is the technological
element with the largest impact on video games by multiplying the user options for access
to new types and forms of gaming. It also allows users to simultaneously interact with
others, regardless of their geographical location.
There is a wide variety of programs and different gaming platforms, so that, as guidance,
a series of classifications are included based on the following categories:
• Genre of video game, based on the theme of the challenge posed by the game
• Interactivity of the video game, which aims to separate those that pose playing
alone from group play.
• Cost of the video game, as the video game itself is a consumer product with
different ways of being purchased.
The classifications provided are very general in order to cover almost all programs and
video game platforms, given that one game can be included simultaneously in various
classifications and/or categories, depending on the attributes to meet, as can be seen in
the tables of examples.
Genre Examples
In the case of children and teenagers, favourite genres are adventure sports and
fighting, showing less interest in strategy, simulation, platforms or role playing games 2 .
However, children and teenagers sometimes participate as adults, taking advantage of the
lack of age verification checks. This is important as they access other less suitable
content for their age or illegal content. In this respect, statistics warn that the genres in
which more time is spent by users in general are shooting, role play, erotic and cars 3 .
2
Source: Video games, children and parent’s responsibility. Study carried out by PROTÉGELES and CIVÉRTICE, with the
Child’s Ombudsman of the Community of Madrid
3
Source: Uses and habits of Spanish video players. aDeSe Study 2009
Technology Examples
Without connectivity
Tetris, Pong, Wii sports
(offline)
Connectivity
With connectivity Second Life, The Lord of the Rings Online,
(online) World Of Warcraft (WOW)
Computers Guild wars, Tomb Rider, Eve online
Consoles Battlefield, God of War, Dante’s inferno
Support Mobiles Cro-Mag Rally, Texas Hold 'Em
device
*New solutions:
peripheral device + Petimo
online platform
Source: INTECO
Finally, security and control features towards the smallest and functionality also increase,
as is the case of Petimo 4 , a robot the size of an apple, which allows children to interact in
the associated online platform (gaming, instant messaging, etc.), only if they are
previously known physically and they connect their devices. This hybrid includes social
networking features, video games and “searches“.
The difference between these two subcategories is that the multiplayer video game
occurs when multiple controllers are connected to the device, which results in the number
of players being limited, in the online massive video game a lot of players are related
through the Internet, and entails video games serving not only for playing but being used
as broader contact networks.
4
Available at: http://www.idc09.polimi.it/IDC_C4C_Cheok.pdf
Interactivity Examples
As for the method of payment, there are several options compared to a single payment.
In this way the purchase is distinguished into several successive payments (whether time
bonuses, Internet connection bonuses or improvements to add functionality to the game),
or in a pack. In turn, distributors are constantly looking for better ways to market their
games. An example is the Steam 6 generic platform where multiple games are available
for downloading at a charge and subsequent use in various modes of payment.
Cost Examples
Source: INTECO
5
MMORPG: Massively multiplayer online role-playing game
6
Available at: http://store.steampowered.com/
Video games are aimed at all kinds of users, depending on the type of game and
entertainment proposal: although in the case of users who are children, parents must
understand the implications that this use entails on their children. To better understand
this situation, some details of the relationship Spanish children have with video games,
both at the current time and in the observed trend, are included below.
The following key points demonstrate the current use of video games by Spanish children,
comparing in many cases the parents' perception of each aspect with the children’s
perception. The differences observed indicate the areas that parents, guardians and other
players involved in the field of video games should work on.
In the chart below, the weighting of the devices within the reach of Spanish children for
playing video games is highlighted in pink, compared to other devices in the home.
TDT 39.4
Laptop 10.3
Source: INTECO
2.1.2 FAMILIARITY
Playing online video games among Spanish children is quite common (28.4% of the
total), more common among boys than girls.
However, the perception of parents does not always coincide with the actual use by
children. In the case of girls, the actual use (18.9%) is significantly lower than that
expressed by parents (27.7%).
7
Source: Study on safe habits in the use of ICT by children and teenagers and e-trust of their parents (INTECO)
100%
90%
80%
70%
60%
50%
37.8% 38.0%
40%
28.4% 27.9% 27.7%
30%
18.9%
20%
10%
0%
Children Parents
Source: INTECO
There are also differences in the perception of use based on age, especially as this
increases.
100%
90%
80%
70%
60%
50% 44.7%
39.2%
40%
28.8%
30% 22.8%
15.1% 17.0%
20%
10%
0%
Children Parents
Source: INTECO
2.1.3 FREQUENCY
Most Spanish kids are quite moderate in their playing time and even less play on a daily
basis. This may be due to the fact that boys play more at weekends, when they have more
free time, although portable devices (handheld consoles, mobiles) make it easier for
children to play at any time.
1% 9%
37%
53%
Source: INTECO
8
GONZÁLEZ TARDÓN, C. (Coordinator of People & VIDEOGAMES www.peopleandvideogames.com ) Report ¿Do you
know how to use your video games? MARCAPLAYER Magazine
9
ARANDA D., SÁNCHEZ NAVARRO, J. and TABERNERO, C., Youths and Digital entertainment, UOC Editorial
http://www.editorialuoc.cat/index.php?main_page=product_info&cPath=7&products_id=548
7%
21%
40%
32%
Don´t know / no answer
I don´t like it much / at all, I don´t find entertaining
Somewhat, it is ok
I like playing it a lot / quite a lot, it is very entertaining
Source: INTECO
Nevertheless, it must be borne in mind that this preference may influence other activities
in daily life such as playing/going out with friends, playing sports, doing homework or
being with family.
10
See note 9
Children have video games available when they are online, as well as payment
applications that are sometimes obtained without the knowledge and consent of parents,
as shown graphically. For example, downloading free demos is one of the main hooks to
later purchase the full version 11 , so parents need to know and convey the implications of
uncontrolled spending to their children.
100%
7.0
90% 21.9
80%
37.0
70%
29.7
60%
50%
40%
30% 56.0
48.4
20%
10%
0%
Children Parents
Source: INTECO
The number of downloads and video games purchased by the teenagers themselves
increases with age, while purchasing or giving video games as gifts by adults decreases.
Kids prefer downloading especially due to the variety as well as the convenience of not
having to go to the point of sale 12 .
11
Source: http://www.adese.es/pdf/PPThabitos122009.pdf
12
Source: See note 9
The entertainment software industry is on course to grow and diversify 13 globally and
nationally, including the creation of the Academy of Interactive Arts and Sciences, which
aims to convey the cultural value of this industry, based on technological innovation and
aesthetical and creative contributions that other sectors carry out 14 .
These contributions are enabling game consoles and their interconnection capacity to be
developed, the development of mobile devices and the insertion of real advertising in the
virtual world.
But above all, this technological advancement results in increased realism in video
games, through:
• 3D and high-definition graphics, with higher resolutions and the ability to create
and animate increasingly complex 3D scenes.
• The level of interaction with other users, by connecting to local area or global
networks.
With these advances, the player experiences a more realistic sensory illusion to form part
of the game due to the textures, colours, sounds or vibrations. For example, through a
control with vibration, position sensors or force or speed simulators, the child has the
feeling of driving a Formula 1 car, hitting a ball or ski jumping.
13
Estimated growth rate for 2009-2013 of 7.4% Global Entertainment and Media Outlook report. 2009-2013.
PriceWaterHouseCoopers
14
Available at: http://www.elpais.com/articulo/Pantallas/videojuego/sube/nivel/elpepurtv/20100625elpepirtv_2/Tes
15
Example of virtual reality with a direct response to the nervous system: Epoc transforms the signals picked up by
electrodes placed on the scalp with specific orders to a computer.
3 REGULATORY FRAMEWORK
In parallel with the study of the current and future use of video games by Spanish children
shown in the previous section, a regulatory framework must be established that ensures
the safety and privacy of users, especially children 16 and their rights as consumers.
These two dimensions are developed below to facilitate the understanding of parents and
users on the main implementing legislation and guidance tools provided by the industry.
According to the United Nations Convention on the Rights of the Child 17 , the term
("child") applies to any person under 18 years old. This premise is also provided for in
Spanish legislation, led by the Spanish Constitution, which in Article 39 supports the
protection of children, in line with international agreements safeguarding the rights of
children and teenagers. Digital leisure activities have implications on the personal
development of children, who are especially vulnerable because of their age,
inexperience and immaturity. It is therefore necessary to have laws protecting them to
complement the education in new technologies they receive.
16
Commission Communication on the protection of consumers, especially children, with respect to using video games
http://europa.eu/legislation_summaries/information_society/co0002_es.htm (Not published in the Official Journal)
17
United Nations Convention on the Rights of the Child, November 20, 1989, ratified by Spain on November 30, 1990
Act 15/1999 of 13 December on the Protection of Personal Data (LOPD) and its
implementing regulations protect the rights of children and those unable to act legally. In
this respect, the law literally prohibits "the dissemination of information or the use of
images or their name in the media when it involves damage to their honour or reputation,
or contrary to their interests, and even if the child or their legal representatives have
consented to this”.
It must be remembered that the LOPD prohibits children under 14 from consenting to
their data being processed; therefore it will be their parents or guardians who will make
this consent in any case. In turn, suppliers are required to use simple language, which
does not collect information about other family members, and to apply the data quality
principle so that they are appropriate and have a specific and legitimate purpose.
The fundamental right of the secrecy of communications, which is the right behind the
above examples, is protected by Act 34/2002 of July 11, on services of the information
society and e-commerce (LSSI). This combats by proposing punitive measures and
compensation to victims.
Therefore it is necessary to teach children privacy tools such as using strong passwords
or the importance of being careful in the use of personal information about themselves
and others, especially in open communications such as forums.
Finally, but equally important are the risks associated with the use of illegal software
and pirated copies. It is important to know and convey to children that an original video
game will avoid risks (such as the presence of malicious code), risks for the computer
system (untested and not guaranteed) or risk to data (electronic fraud attacks, for
3.2 SELF-REGULATION
Despite the regulatory framework, the reality is one step ahead of the law, in this case
due to the dynamism of the video games and their constant technological developments.
To make up for this jump, the video game industry itself develops self-regulation, i.e.,
codes of conduct and ethical commitments that are appropriate instruments to purchase
safe and appropriate games, especially in the online version in which the protection and
privacy of its users is intensified.
Specifically, these self-regulations are intended to judge the game storyline, its image and
sound effects, and establish the audience it is targeting. Thus, the industry promotes the
prevention and resolution of conflicts to potential user demands.
The above codes are not the only ones operating in the market. Other examples of self-
regulation that have some relevance at a European level are listed below:
18
Available at: http://www.pegi.info/es/
19
Available at: http://www.pegionline.eu/es/
20
Available at: http://www.pegionline.eu/es/index/id/55/media/pdf/197.pdf
21
Available at: http://www.esrb.org/ratings/ratings_guide_sp.jsp
22
Available at: http://www.usk.de/
23
Available at: http://www.cero.gr.jp/
Today, adults know the importance of new technologies in the personal and educational
development of children. Nevertheless, it is also important to know:
• There are risks associated with their use, especially if it involves an online
connection.
• Children are especially prone to assume certain risks in their use, particularly
when using these technologies for leisure.
There are common risks to all types of video games, whether online or not, such as
dependence and addiction or inappropriate or illegal content. In the specific case of
online video games, the risks increase and evolve rapidly, driven by technological
progress itself. In many cases, these risks stem from pre-existing inappropriate
conduct away from the context of ICT (abuse, harassment and stalking by others,
financial fraud, sexual harassment, etc.), which have a greater impact when moved into
the digital environment.
The main categories of these risks associated with the use of video games are included
below, since being aware of them is the first step to combating
them.
The excessive and uncontrolled use of video games leads to behaviour associated with
dependency and addiction, affecting both adults and children.
The player's initial enthusiasm can give way to excess, a sedentary lifestyle, an obsession
or a possible break with social life. Some of these behaviours are typical of pathological
gambling or substance abuse dependence. For example, a radical version of this problem
is found in the Japanese hikikomori who are absolutely isolated from the world.
• Social isolation and/or giving up meeting with friends: extreme case in which
the quantity and/or quality and quantity of other activities of the individual are
impaired by the use of video games.
The development of realism in video games can influence the increase in these
behaviours as virtual worlds are becoming more complex and richer, more attractive than
the real world, and sometimes evolve even when the player is absent. Everything is
organised to create loyalty so it is a positive and enjoyable experience. Portable and
mobile devices, in turn, facilitate their use anytime and anywhere.
24
Available at: http://www.centro-psicologia.com/es/adiccion-videojuegos.html
Personality development occurs during childhood and adolescence and this development
is influence by models and stereotypes, such as the virtual world for example. The
content of video games can be harmful to children if they are complex to interpret, if the
child is mistaken in interpreting what is real and what is not or encourage negative
behaviour.
Inappropriate content reaches children in two ways. The first is that malicious users
actively distribute illegal or inappropriate content by exploiting the online medium on which
games are supported. The second is when the children visit sites that are not designed for
them in which legal but inappropriate content appears.
• The user log files managed by suppliers or online video game pages contain
personal information requested from the player. If these files are made available
to third parties or are transferred by the responsible parties without consent, the
player's privacy is violated.
• The computer’s remote possession by a third party who intercepts the user's
connection with the video game supplier or download page and captures his
personal information without leaving a trace in the log file.
• Cookies and other records on the user's online activity that, being legal, can be
used to collect valuable personal information for advertising or fraudulent
25
See section 3.2. Self-regulation
Within these personal data the user's image is very sensitive personal data,
especially if it is a child. Some online games such as the role-playing type involve
creating a character. The player turns his character into a reflection of his personality and
creates an image inside the game itself, so any alteration or use for other purposes can
affect him psychologically.
4.4 CYBERBULLYING
Cyberbullying is bullying among children on the Internet, and includes acts of blackmail,
harassment and abuse of kids to other kids 26 .
Many online video games allow players to communicate live via chat (via text or voice). In
this context, sometimes children verbally abuse other children by using threats and bad
language. Other times, they go much further and the cyberbully manages to hurt another
player, by hacking into his account or spreading rumours to get him expelled from the
game.
Although there are moderators in the chats, private chats are not controlled. So many
online video games warn of this situation with icons like the one included below.
26
Legal guide on Cyberbullying and Grooming. Available at:
http://www.inteco.es/Seguridad/Observatorio/manuales_es/guiaManual_groming_ciberbullying
Grooming is the set of strategies developed by an adult to gain a child’s trust over the
Internet with the ultimate aim of obtaining sexual concessions 27 .
As in the previous case, chats in video games are a space used by adults to coerce
children under false pretences. Besides the absence of a control on these private chat
rooms, often other controls fail, such as age verification of video games that can be easily
tricked by adults.
Online video games and video game downloads require an Internet connection, through
which you can get malware attacks, for example:
• By filling out information on a website without being certain that it is the correct
one.
27
Source: Friendly Screens. Available at: http://www.pantallasamigas.net/
While online video games or those available for downloading are vulnerable to malware,
the consequences will depend on the type of malicious program acting in each case. In
some cases, these will be visible and the operation of the support or video game program
will be altered (by the constant appearance of annoying jokes, failures in the game and
the machine, confusion when opening a page, etc.) In other cases, the consequences can
appear in the form of remotely kidnapping the computer or buying unwanted programs or
applications.
Indeed, the most significant threat in digital entertainment is related to the search for
economic gain. Cyberbullies use different malware to perform online fraud, consisting of
deception to get money, bank account theft and impersonating original pages through
false ones where users enter their data, etc.
Therefore, the game, conversations and buying video games or attributes through the
Internet involve technological risks for information security. The damage caused by
malware can be aggravated if the computer is not adequately protected, for example with
antivirus and firewall programs.
Adults in the family and educational environment are the closest point of reference
children have when faced with a problem, even in the virtual world, and therefore they are
the first people who can detect a dangerous situation and respond to the child's request or
need for help.
This section aims to give advice to adults caring for children on the usage habits,
purchasing and tools available to enhance security, which cannot only solve or mitigate a
dangerous situation, but may anticipate risks and prevent them.
When purchasing a video game it should be checked beforehand that it is suitable for the
child and is in line with their personal development.
• If you do not have an Internet connection, you can perform the verification when
purchasing the video game, because the game’s packaging has to identify the
specifications of the game in relation to the graphics system of each standard.
28
Available at: http://www.pegi.info/es/index/id/521
29
Available at: http://www.esrb.org/index-js.jsp
The European standard includes indicators of the recommended minimum age of use and
cataloguing of potentially conflicting features
Icon Description
30
See section 5.1.3.3. Links of Interest
Game: gambling and betting is promoted, or it teaches how to play such games
Sex: The game contains depictions of nudity and/or sexual behaviour or sexual
references
Source: INTECO
The American equivalent of European standards makes a similar rating. It is divided into
two sections:
• On the one hand, the suitable age for the game from the point of view of content
rather than its difficulty.
• On the other hand, the other elements that have led to the rating imposed on a
video game.
Icon Description
EC (Early Childhood)
May be suitable for children over 3 years old. Contains no material that parents
would find inappropriate.
E (Everyone)
May be suitable for children over 6 years old. Titles in this category may contain
minimal violence in cartoons, fantasy or mild violence or infrequent use of mild
language.
T (Teen)
May be suitable for people over 13 years old. Titles in this category may contain
violence, suggestive themes, crude humour, minimal blood, simulated gambling or
infrequent use of strong language.
M (Mature)
May be suitable for people over 17 years old. Titles in this category may contain
intense violence, blood and gore, sexual content and strong language
AO (Adults Only)
Should only be played by people over 18 years old. Titles in this category may
include prolonged scenes of intense violence or graphic sexual content and nudity.
RP (Rating Pending)
The title has been submitted to the ESRB and is awaiting a final rating. (This symbol
appears only in publicity prior to the game being published.)
Source: INTECO
Tips for parents, guardians and educators in relation to enjoying children’s digital
entertainment are aimed at looking for a space of trust and shared responsibility with their
own children or children in their care.
• Supervise the purchase and installation of the video games. The supervision
in that process is vital to guarantee security and compatibility. In the purchase
• Try your children play in common places at home. Monitoring the game
outside the home, i.e. at friends’ homes, is recommendable too.
• Establish rules of use referred to time and contents. Minors can participate in
that decision giving their point of view.
• Install necessary security tolls for each computer or device (antivirus, firewall,
antispy), as well as the specific ones for minors (parental control, web blocker and
others). Keep updated your computer’s software.
• Create customized user’s profiles for minors. With that, it’s avoided minors
acceding to adult’s sensitive information.
• Remember: you are not alone! Public organisms, associations, makers, security
forces, etc., can help you.
Having seen the global advices, some guidelines for boys, girls and teenagers are offered
below in order that they enjoy with videogames safety and confidently:
• Protecting the personal privacy is important, so the others’. The nicks must
be the unique identification in videogames. What is created in the game
(characters, relationship with other players) must remain in the game.
• No personal information can be shared with strangers, never. The minor must
think about the consequences of strangers accessing to his own personal
information or the others’ one.
• Care about your eyes and your position in front of the screen. Your back has
to be straight and rested in the sitting and shouldn’t be sheens or reflections in the
screen. If you feel inconveniences in your eyes or articulations, it’s necessary
blinking and giving a rest to your body.
Included below are parental control settings tools of the main devices, general protection
tools against the risks described in section 4, as well as a series of links for more
information and knowledge about the world of digital entertainment.
5.4.1 Settings
Here are the instructions to set control mechanisms in the latest generation of game
consoles 31 - Microsoft Xbox 360™, Wii™ from Nintendo, Sony PLAYSTATION®3 and
PSP™ - as well as Windows Vista™.
In the case of parental controls in the Windows XP and Mac OS X, you can consult the
How to activate and configure the parental control in operating systems 32 Legal Guide
developed by the Centre for Information Security and public access.
In addition to restricting games for different levels of content, some controls allow parents
to determine what people the children play with, how and when they do it and for how
long.
31
Taken from the Guide for Parents on Video Games, Controlling Them and Online Security Entertainment Software
Rating Board (ESRB)
32
Available at: https://www.inteco.es/Seguridad/Observatorio/manuales_es/guiaManual_activacion_contol_parent
In the Xbox dashboard, using the lever on the left or the round part in the control, you will
enter System, then Family Settings, and then finally press on the green button to access
Console Controls.
(WARNING: It is possible that the new systems, or those that have recently been updated
for Xbox LIVE, give input to the New Xbox Experience dashboard instead of the Xbox
Dashboard as indicated above. If this happens, you will have to access My Xbox using the
left button or the round pad on your control. Go to the right and select System Settings by
pressing the green A button. Then go down and highlight Family Settings, press the green
A button and select Console Controls. Then follow the steps below.)
By pressing the green button again, the Game Ratings option appears, where you can
select the highest level of ESRB deemed appropriate for your children (again you will
have to press the green A button).
In the Set Pass Code option, you must press the green A button twice and then insert a 4-
digit code using the Xbox controller buttons. In addition, you must select a question and
answer in case you forget or want to change the code.
Select Done in the Set Pass Code and Console Controls screens to register the
mechanisms fixed.
• Activate the Family Timer to limit the total time for which the console can be used
per day or per week.
• Hide restricted content (games that can be downloaded, trailers and demos) on
Xbox Live Marketplace and in inside Xbox.
To open an Xbox Live account separately for each child in the family, you will need
access to Xbox Live Controls (found in Family Settings.)
• Controlling who the child can communicate and play with, and by what means
(voice, text and/or video) (Select Privacy and Friends).
Nintendo Wii
In the Wii main menu, using the cursor and the A button on the remote control, select Wii
Options, then Wii Settings.
Click on the blue arrow to the right, to access the Wii System Settings. Select Parental
Controls and then Yes.
The next step is to create a 4-digit PIN and select OK. The system automatically prompts
you to select a secret question for use in case you forget your identification. Once this
process is completed, select OK.
After setting the password, the following control will select the highest rated game on the
Wii console. To do this, select Game Settings and PIN. After selecting the rating selection,
press OK, Confirm and Settings Complete.
• Avoid the use of Wii Points in the Wii Shop Channel where you can buy games.
If the child wants to play online with a friend, they should share and store the Wii number
of each one in the Mii name of the corresponding Address Book. Their Wii console
number can be found in the Address Book.
From the main menu, using the left lever or the joystick, access Settings and select
Security Settings by pressing X.
PS3 and PSP Step 1. Access the PS3 and PSP’s security settings
Options for restricting games are listed under Parental Control. A system number
indicates the relative level of restriction: the lower the number, the greater the restriction.
PS3 and PSP Step 2. Choosing a PS3 and PSP parental control level
To set controls in the Internet browser, again in Security Settings you will have to choose
Internet Browser Start Control. The options are On and Off. By selecting On, access to
Internet will be blocked.
The control mechanisms of PLAYSTATION 3 and PSP are set to a 4-digit password. The
password option is 0000 (four zeros). Resetting the password is recommended. To this
end, select Change Password in the Security Settings menu, enter the chosen alternative
and select the new password.
Other suggestions
• From Parental Controls block access to movies on DVD and Blue-ray (high
definition) according to MPAA rating.
Windows Vista
To open the initial menu, click on the Windows Vista Start button in the lower left corner of
the desktop.
Next, select Instant Search and include par to search for the control mechanisms.
Windows Vista Step 1. Access the control option to the Windows Vista parental control
In the Settings menu, choose Create a new user account, click on the text box and enter a
user name.
Other suggestions:
Create different logins for each child in the family: Use the Activity Viewer to monitor
computer usage and adjust control mechanisms. This is within User Controls in the
Parental Controls section.
Thus, tools and common security measures for Internet use are equally valid for
protection in the use of video games. For orientation:
• In turn, you must have an updated antivirus as well as other security tools to
enhance protection, such as antispyware and firewall programs.
• Measures such as removing temporary files and cookies, hard disk partition,
periodic backups and creating passwords are also recommended.
Protégeles: http://www.protegeles.com
Wiredsafety: http://www.wiredsafety.org
Teenangels: http://www.teenangels.org/
INTECO: http://www.inteco.es/Seguridad/INTECOCERT/Proteccion/tiles_Gratuitos_2
http://www.microsoft.com/spain/protect/products/family/onecarefamilysafety.mspx
Apple Leopard Parental Controls: http://www.apple.com/
The role of these institutions in the safe use of video games is fundamental as they must
establish the framework on which the efforts of parents and educators rest. The
recommendations in this section are aimed at strengthening those areas where there is
still work to be done.
These recommendations are grouped into two blocks, one focusing on the industry that
must produce safe games that are clearly aimed at a specific audience and another
focused on the public authorities that must create the legal framework, monitoring tools
and support with outreach initiatives the work of male and female parents and educators.
The industry is aware of the presence of video games among children and teenagers and
the potential they may have on other areas of their life, including cultural or educational
aspects. Similarly, industry must lead trust and safety in playing, which is the reason
why the following recommendations are provided:
• Provide more facilities in the privacy settings as a player and control of personal
data at all times. In particular, it is desirable that the default setting sets the
maximum degree of privacy in the user profile.
• Create tools that make it difficult for third parties to publish personal information
about users, especially in the case of children.
• Provide means for reporting problems occurring in the game. The attacked player
must rely on the anonymity provided by this means to report, while the industry
must make the necessary verifications.
Public authorities are also obliged to ensure the rights of citizens in the virtual
environment and to promote society’s education and awareness in using video games
and promoting a safe play environment.
• Develop policies that promote seeing the approach equally by adults and children
to new technologies, including video games, in order to overcome the "digital
divide."
• Carry out awareness and prevention training and management of risks associated
with the use of video games, covering the various groups present in the child's life
(parents, guardians and educators). Matters related to implementing new
technologies and safety in the school curriculum.
• Ensure the widest dissemination of information within and outside the public
sector, promoting the creation of forums for dialogue that include representatives
of parents, the world of education, industry, associations and NGOs, research and
knowledge centres, the State Security Forces, cross-cutting initiatives, etc.
• Work with European and international authorities to unify codes of conduct, self-
regulation and harmonise regulatory frameworks. Promote greater flexibility and
efficiency in resolving incidents of supranational importance.
www.inteco.es
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