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Video games target the natural interests of children and adolescents.  1

Video Games Can Help Engage Your Brain. 3

There are many video games that are family-friendly. 2

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In the last decade, video games have become the dominant form of entertainment worldwide - especially given the steady decrease in TV viewing habits. No longer confined to arcades or the home, today video games can be found almost everywhere. Portable systems, smart phones, and tablets make gaming a possibility regardless of where you happen to be. Of course, home consoles and computers also remain popular gaming systems for children, teens, and adults. What percentage of teens and children are addicted to video games?
Why are video games so addictive to children and teenagers?
What are the most addictive types of video games for children and teenagers?
Although the most addictive computer and video games will obviously differ from child to child, research has consistently found that online role playing games (MMOs), and to a lesser extent first person shooters (FPS), are the genre of games with the greatest potential for obsession and addiction.

There are numerous reasons for MMO computer game addiction, including:

Video games target the natural interests of children and adolescents

There is no single factor that makes video games so appealing to kids (or adults for that matter). Something about a game that is fascinating to one child may seem rather boring to another. The key is that no matter what the child happens to be interested in or engaged by...there is likely a video game that allows him or her to easily escape into this virtual world.

Children who in past generations may have spent hours playing "cops and robbers" or "war" may today be fascinated with first person shooters like "Call of Duty" or "Halo". Children that are interested in sports may today be more likely to live out their fantasies in a video game than on an actual field. Teens that are interested in fantasy worlds and exploration may be drawn to games like "World of Warcraft" rather than reading novels such as "Lord of the Rings". Children who would previously spend hours creating impressive structures out of Lego may now find greater appeal in a game like "Minecraft" which arguably allows for even greater creativity with much less effort.

Online gaming, social connections, and the appeal of virtual worlds

The online components of most modern video games adds not only to their general appeal and replay value, but also is thought to significantly increase the likelihood of addiction. During the first video game boom of the 1980s, games were largely single-player activities designed to keep the player engaged with increasingly difficult hand-eye coordination challenges coupled with the goal of obtaining a high score (think Super Mario Brothers and Tetris). True, some young players did become obsessed with mastering the games, but the possibility that children or teens could truly become addicted to video games really started when online gaming was introduced in the late 1990s and early 2000s.

Suddenly, gaming was no longer a single player challenge focused on mastering and memorizing a series of jumps and button presses. They were multi-player gaming experiences in which the players themselves became an essential part of highly detailed, constantly evolving, user-created virtual worlds. Gamers designed their own characters, started alliances with other players, created their own game objectives, and built digital universes that some players found more enjoyable than living in the real world. These online universes became more than just games - they were now approaching fully-realized societies with towns, currency, classes, stores and services, histories and mythologies, political systems, and even law enforcement!

Why some kids become addicted to video games

In summary, it can be argued that video games take what children naturally find interesting and:

...offers opportunities to explore these interests in a seemingly more engaging and visually stimulating format

...which allows the player to temporarily adopt a more exciting, powerful or appealing virtual identity

...which allows for virtual experiences impossible in the real world

...which requires much less effort than pursuing these interests otherwise

...and reinforces continued play though online social connections, obligation to teammates, rewards for continued play, a carefully crafted sense of gradual accomplishment, and well-established principals of psychological and behavioral reinforcement

Again, the previous passages describe just a few factors that potentially contribute to video game addiction in children and teens. For many (many) more, see the article " Why Are Video Games Addictive?"

The problem in answering this question is that, video game addiction is not officially classified as a mental health condition. Although the parents of children who are addicted to computer games, protest every time they are asked to quit, and have little interest in other activities would probably argue otherwise, video game addiction has not been recognized as a "true" psychological disorder. Therefore, unlike a problem like compulsive gambling, there is no list of universally accepted video game addiction symptoms.

As a consequence, researchers wishing to study child video game addiction have been forced to define the problem using their own set of symptoms. Not surprisingly, this has resulted in many different conclusions about how many kids and teens may be addicted to computer games. Nevertheless, findings the 2 - 12% range are common in most studies - depending on the population sampled and the criteria used to define video game addiction. Given the current limitations of the research, as a general guideline, 5% seems to be a safe prevalence estimate for video game addiction in children.

Not surprisingly, the ubiquitous nature of video games coupled with children and teens who do not always know when to stop playing, has resulted in parents who are concerned about child video game addiction. Parents understandably worry when video games become the number one priority in a child's life. They may neglect hobbies, sports, friends, argue frequently with family members who try to limit gaming, and put little or no effort into schoolwork.

The purpose of this article is to review the growing problem of teen and child video game addiction. The article is intended primarily for parents and those who work with young people who may be obsessed with video / computer games. Is video game addiction a real problem for children and teens? Why do some children and teenagers become addicted to computer games? What are the risk factors and warning signs for video game addiction? What can parents do to help teenagers or children addicted to video games?

Read on for the answers to all of these questions and many more.

The goal is to present a complete look at teen and child video game addiction which is based on current research and best clinical practice.

How many hours per day should parents allow children to play computer games?
First, it is recommended that any screen time (whether it is television, computer games, console games, games on an iPad, etc.) should come only after children or teenagers have attended to other responsibilities (e.g., homework and/or household chores). The American Academy of Pediatrics recommends limiting a child's viewing of movies, watching TV, and playing video games to How many hours of video games per week indicates that a child is addicted?
There is no set number of hours per day or week that signifies that a child or teenager is addicted to video games. Obviously, the more a child or teen plays, the more likely it is that he or she is playing too much. Extreme cases of computer game addiction are quite obvious (for example, 10% of the gamers in How does child video game addiction affect school grades?
Although there is a "common sense" assumption that kids who play video games do worse in school, the research generally does not support this conclusion! Simply being interested in and playing video games (as most children and teen do) does not appear to negatively affect school performance. Most kids can play video games without becoming addicted and their academic grades do not suffer as a result of occasional play. How should parents handle homework and video games?
Again, any video game time should be seen as a privilege that comes only if the child properly attends to other responsibilities. I strongly encourage parents to get their children into a daily habit of completing homework before allowing video games. Even if your child's school doesn't assign homework (yes, this is unfortunately becoming very common), I highly recommend that time be set aside each day for academic-related work. What psychological and social problems are associated with teen and child video game addiction?
Although child video game addiction research is still in its early stages, there is growing evidence that teens and children who are addicted to computer games can experience a host of social, emotional, and behavioral problems:

There are very good workbooks available for all school grades and subjects (try a quick search on Amazon) and many excellent educational apps for tablets (the iTooch series is excellent and one that I often recommend). The earlier parents start a regular schedule the better, but it is never too late to begin. With consistent enforcement of homework before video games, before long your child will understand that "learning time" must be a priority over video games, and that gaming time is earned, not an entitlement.

However...for teens and children who are addicted to video games and play much more than their peers, the research has consistently shown that obsessive and excessive play is associated with lower grades in school.

For more on this distinction, see the research article " Children and Video Games: Addiction, Engagement, and Scholastic Achievement".

this study played an average of 63 hours per week). A child who spends 5 hours per week playing video games is unlikely to be addicted. A teen who spends 10 hours per week is also likely to have gaming under control.

However, most parents start to worry when gaming creeps into the 15 - 30 hour per week range. Is this an addiction? In most cases, the definition of a problem will depend on how excessive computer gaming is affecting other areas of the young person's life. Is an obsession with video games resulting in poor grades at school? Conflict with parents? Extreme inactivity? Neglect of household responsibilities? Poor sleep habits? Lack of interest in other activities or hobbies? Loss of friends?

To assess whether your child may be addicted to video games, see The Video Game Addiction Test for Parents.

one or two hours per day. I personally recommend a limit of one hour per day of video games for school age children and no more than two hours per day for teens.

What are the risk factors for child and teenage video game addiction?

For more, see Ten Video Game Addiction Risk Factors and
Is teen and child video game addiction caused by an "underlying issue"? Short answer: Sometimes, but not always. Are other mental health issues caused by video game addiction? Again, sometimes, but not always. Can these issues exist independently from the other difficulties? Absolutely.

Yes, of course excessive gaming can occur in response to other difficulties (for example, depression or social anxiety). But, and this is the point some health professionals still seem to miss, excessive gaming can almost certainly exist independently as the primary problem...and as the underlying cause of other difficulties. Video Game Addiction Statistics - Facts, Figures, Percentages, & Numbers.

If a child or a teen is addicted to video games, is this just a symptom of a larger "underlying issue"?

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The truth about child video game addiction - TechAddiction

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In the last decade, video games have become the dominant form of entertainment worldwide - especially given the steady decrease in TV viewing habits. No longer confined to arcades or the home, today video games can be found almost everywhere. Portable systems, smart phones, and tablets make gaming a possibility regardless of where you happen to be.

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Tom Chatfield: 7 ways video games engage the brain

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Being a family who play video games together is no longer something unusual. Every family has people who loves games in it, and many of those find ways to share the hobby of children and parents.

The bigger challenge is finding the games that are a good fit to your family. At the start of each year I put together a list of the family video games my family is most looking forward to. Then, around now, I revisit it to see how many of those games turned out to be as good as they promised.

This year has really delivered on it's family gaming promises. To help you sift through the hundreds of games here's my list of top games arranged by ESRB rating to help you find the games that are not only suitable but a great fit for your children.

If you want further information on a rating or more background on a game from an impartial source, the ESRB site offers Content Descriptors on each rating as well as details about what happens in the game that led to the rating.

If you are looking for a list of games to hunt down on black Friday, this is a good place to start for families.
ESRB Teen
These are games where "content is generally suitable for ages 13 and up". They are great games for older families to play together -- not only because they are a lot of fun but because they raise pertinent themes in unusual ways for teenagers.

Fortnite (PS4, Xbox One, PC)

That's You! (PS4,PlayLink)

Star Wars Battlefront II (Xbox One, PS4, PC)

Uncharted: The Lost Legacy (PS4)

Knowledge Is Power (PS4, PlayLink)

Night in the Woods (PlayStation 4, PC)

What Remains of Edith Finch (PS4, Xbox One)

ESRB describes these games as potentially containing "violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language". ESRB Everyone 10+
These are games where "content is generally suitable for ages 10 and up". Not only are these selections suitable for children of that age but, played in a family setting, these are games that enable everyone to get in on the fun.

Mario Odyssey (Switch)

Knack II (PS4)

Steamworld Dig 2 (Switch, PC, PS4, PS Vita)

Zelda Breath of the Wild (Switch)

Lego Marvel Super Heroes 2 (Switch, PS4, Xbox One, PC)

Mario + Rabbids: Kingdom Battle (Switch)

Crash Bandicoot N. Sane Trilogy (PlayStation 4)

Lego City Undercover (Switch, PS4, Xbox One, PC)

Yooka-Laylee (PC, PlayStation 4, Xbox One, Nintendo Switch)

Rime (Nintendo Switch, PlayStation 4, Xbox One, PC)

Hat In Time (PC)

Halo Wars 2 (Xbox One, PC)

Splatoon 2 (Switch)

ESRB describes these games as potentially containing "cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes". ESRB E for Everyone
These are games with content suitable for all ages. It's worth noting on these games, that they may require gaming ability of an older player (or help from a parent) to enjoy them proficiently.

Dropmix (iOS, Android)

Everything (PlayStation 4)

Snake Pass (PS4, Xbox One, Switch)

Super Lucky's Tale (Xbox One, PC)

Forza 7 (Xbox One)

Farm Simulator (Switch)

Mario Kart 8 Deluxe (Switch)

Rocket League (Switch, PC, Xbox One, PS4)

Hanazuki (Android, iOS)

Gran Turismo Sport (PS4, PS VR)

ESRB describes these games as potentially containing "minimal cartoon, fantasy or mild violence and/or infrequent use of mild language".

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2017's Best Video Games For Kids, Teens And Parents

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Being a family who play video games together is no longer something unusual. Every family has people who loves games in it, and many of those find ways to share the hobby of children and parents. The bigger challenge is finding the games that are a good fit to your family.

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1)The effects of video games
2)Most popular
3)Class video games
4)Online game
5)Are video games good for your health
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While its far too early to say that 2018 will be as great as 2017 in terms quality video game releases, it is already shaping up to be a fascinating year for the video game industry. While Sony and Microsoft battle for control of a rapidly approaching 4K future, Nintendo is hoping to prove that the Switch's early success will carry over into year two.

Meanwhile, the PC market continues to benefit from the growing VR industry and a constant influx of indie titles.

Of course, the true star of 2018 will ultimately be the games. So far as that goes, there are already quite a few promising titles on the horizon.

We've taken a look at all of the games that are confirmed for next year, at least as a release window, and have chosen the ones we think you need to an eye on.

Here are the best looking games of 2018 so far:

A Way Out

March 23 | Hazelight Studios | XBO, PS4, PC

We've played co-op games for years, but few have ever taken advantage of the concept from a presentation and storytelling standpoint quite the way that A Way Out does. The game's split-screen style allows for both players to always influence the events of the story even when one is watching a cutscene or is otherwise indisposed. It's a remarkably fresh take on the co-op concept that may prove to be the shot in the arm the cinematic action genre desperately needs.

Bloodstained: Ritual of the Night

March | Inti Creates, ArtPlay, DICO Co. Ltd | XBO, PS4, PC, Nintendo Switch, PlayStation Vita, OS X, Linux

Koji Igarashi is the man you should thank for translating the Metroid style of gameplay to Castlevania and helping create the fabled "Metroidvania" genre. He was the driving creative force behind Castlevania: Symphony of the Night and the producer of many Castlevania titles released since 1996. Bloodstained represents his long-awaited return to the genre.

As we recently explored, Bloodstained is a Metroidvania-style Castlevania game in every way but its name. It is Igarashi's attempt to develop the kind of Castlevania games that he wanted to make before policy changes at Konami made the development of such titles an uncertain prospect. Castlevania fans have been supporting this game since its debut on Kickstarter, and we can't wait to see whether or not Igarashi can deliver the Castlevania spiritual successor that gaming desperately needs.

Code Vein

TBA | Bandai Namco Studios | XBO, PS4, PC

While many developers of Dark Souls-like games have attempted to avoid that comparison whenever possible, Code Vein director Hiroshi Yoshimura has welcomed the comparison. He knows that Dark Souls changed the action RPG genre, and he hasn't tried to hide the fact that Code Vein was heavily inspired by that classic franchise.

However, Code Vein is much more than a flattering tribute to Dark Souls. With its anime style and outlandish storyline involving a world of vampires, Code Vein is clearly not interested in replicating Dark Souls' somber tones and vague narrative. Instead, Code Vein figures to be a fast-paced and genuinely wild take on this genre that should still be rooted in the kind of deep and satisfying combat system that this genre is known for.

Crackdown 3

Spring | Reagent Games, Sumo Digital, Ruffian Games, Cloudgine | XBO, PC

It's been almost eight years since we last heard from the Crackdown series. There was a time when Microsoft's hidden gem open-world title provided a breath of fresh air to the subgenre. Its outlandish, superhero-like gameplay afforded players the chance to just go wild in a metro setting. Since those days, though, the open-world genre - and the world at large - has changed quite a bit.

Detroit: Become Human

TBA | Quantic Dream | PS4

Become Human is a neo-noir sci-fi thriller that tells the story of a group of androids who are trying to rebel against an abusive society and the people assigned to hunting them down. It's hard not to think of Blade Runner from that description, but Detroit: Become Human figures to distinguish itself from its inspirations through a branching narrative and its more thorough look at both sides of this conflict. It remains to be seen whether or not Cage's sometimes bewildering brand of brilliance will make this a truly special title.

Days Gone

TBA | SIE Bend Studio | PS4

Despite the fact that Days Gone has been one of Sony's centerpiece titles for the last two E3s, we still don't really know all that much about the game. It seems to be about a group of survivors in the zombie apocalypse just trying to do what they can to live another day, but the exact roles of the game's principal characters remain a source of debate.

What we do know is that 's The Last of Us presentation style and Horizon: Zero Dawn world design may just prove to be tantalizing enough to justify another trip through the zombie apocalypse. Days Gone's emphasis on the power of a horde in an open-world setting is a fascinating way to ensure that the game's zombies don't just become bullet sponges or jump-scare devices. We look forward to seeing what other innovations Days Gone brings to the table.

Dragon Ball FighterZ

January 26 | Arc System Works | XBO, PS4, PC

Hearing that another studio is making a new Dragon Ball Z fighting game is a lot like finding out you're out of toilet paper. It's a potentially disastrous situation that you quite honestly should have seen coming. However, Dragon Ball FighterZ is not just another Dragon Ball fighting game, and that's because it's not being made by just another studio.

No, Dragon Ball FighterZ is a high-octane, beautifully rendered, pure 2D fighting game from the makers of the series. With its impressive roster of memorable characters and 3 vs. 3 team system, Dragon Ball FighterZ is shaping up to be a fascinating alternative to the Marvel vs. Capcom series for those looking for a pure fighting title that emphasizes the insanity of epic encounters.

March 27 | Ubisoft Montreal | XBO, PS4, PC

Far Cry 5 is a difficult game to read. On the surface, this looks like just another Far Cry game. What that means - at least since Far Cry 3 - is a large world, co-op madness, a psychotic villain, and a variety of weapons and vehicles. Given that Far Cry 4 was admonished for adhering too closely to this system, it's strange to see how much Far Cry 5 looks like more of the same in many ways

April 20 | Santa Monica Studio | PS4

Much like Days Gone, God of War has been one of the centerpieces of Sony's E3 press conference the past two years, yet we still know relatively little about the game. What we can tell you is that God of War looks like a hard reboot of the franchise in terms of gameplay. The demos showcased thus far suggest that this new title will ditch the original trilogy's combo-based high octane gameplay in favor of a more methodical combat system, with a much bigger emphasis on narrative.

The jury is still out on that approach, but what really gets us excited about this game is the way that it incorporates rarely explored aspects of Norse mythology and seemingly casts Kratos into the role of protective father. In fact, God of War feels like a brand new IP due to the number of changes made to the formula.

Kingdom Hearts III

TBA | Square Enix Co., Ltd. | PS4

Kirby Star Allies

March 16 | Nintendo | Switch

While the next Kirby game certainly wasn't the star of Nintendo's E3 2017 showcase - how you doin' Samus? - it was one of those games that many found themselves taking a second look at when the festivities were over. Those that did may have noticed that this looks like a return to some of Kirby's platforming roots, albeit with a very welcome upgrade in visuals.

What really gets us excited about , however, is the way that it seems to be designed as a four-player co-op experience. Recent Nintendo multiplayer platformers - most notably Super Mario 3D World - rank among the most purely enjoyable gaming experiences of this generation, and looks to deliver more of that timeless fun.

Marvel's Spider-Man

TBA | Insomniac Games | PS4

When we heard that Insomniac Games was making a Spider-Man game, we wiped our monocles with our monogrammed handkerchiefs and declared it "acceptable" with an exhale of dignified air. When Sony actually showcased said Spider-Man game at E3 2017, we were forced to drop our cautious pretense and simply embrace the sheer fanboyish joy of what looks like a truly fantastic Spider-Man experience.

While there have been a few great Spider-Man games over the years, Insomniac's take on the character is already shaping up to be the character's greatest gaming adventure. Thanks to the innovations of the Arkham series and Insomniac's own experience with silky smooth movement controls, this upcoming Spider-Man game may just be the one Spider-Man title that actually captures everything interesting about the character rather than simply mastering a lone iconic aspect of one of Marvel's greatest heroes.

Mega Man 11

TBA | Capcom | PS4, Xbox One, Nintendo Switch, Microsoft Windows

Mega Man 11 looks to deliver something eerily similar to that ideal experience. Its re-imagined art style triggers bad memories of Mighty No. 9, but the footage of the game revealed thus far suggests that Capcom is serious about bringing classic Mega Man gameplay into the modern age. There's always going to be room on our digital shelves for a well-made 2D action title, and Mega Man 11 figures to be just that.

Metro: Exodus

Fall | 4A Games | PS4, XBO, PC

Monster Hunter: World

January 26 | Capcom | PS4, XBO, PC

While the Monster Hunter franchise is most certainly popular - particularly in Japan - it has arguably been some time since the series has expanded the size of its dedicated fanbase. That's largely because Capcom hasn't found much reason to tweak the franchise's formula in recent years. That has been enough to please current fans, but hasn't given those who aren't already spending their time besting a variety to towering behemoths reason to do so.

represents the developer's clearest attempt at creating a Monster Hunter game that will turn nonbelievers into devotees. The core gameplay remains the same as ever - hunt down a variety of monsters using a series of incredible weapons - but World figures to be the largest Monster Hunter game yet as well as the most ambitious from a sheer technological perspective.

Pillars of Eternity II: Deadfire

April 3 | Obsidian Entertainment | PC, Mac, Linux

Obsidian Entertainment has long been known as one of gaming's best sources for deep and intelligent RPGs. With Pillars of Eternity, Obsidian returned to the glory days of the isometric RPG experience and delivered one of the best genre experiences in recent memory. Now, they are back to improve upon their considerable previous efforts.

Red Dead Redemption 2

October 26 | Rockstar | XBO, PS4

What do we want? Red Dead Redemption 2! When do we want it? In a time frame that will reasonably allow developer Rockstar to find a way to somehow top the greatest western video game ever made and quite possibly the studio's finest hour.

Ok, that chant needs a little work, but the point is that we don't fault Rockstar for deciding to delay Red Dead Redemption 2 to 2018, nor do we blame them for telling us relatively little about the game thus far. Red Dead Redemption was an almost perfect video game experience. In fact, Rockstar accomplished so much with that game that we doubt it even technically needs a sequel. If they're going to give us one, though, we want to know they are able to deliver the kind of experience that makes us feel just like we felt the first time we rode into Mexico with a gut string melody lingering in the air.

Sea of Thieves

March 20 | Rare | XBO, PC

At the risk of toppling the "It's been awhile since Rare has delivered a truly great game worthy of their legacy" bandwagon, it really has been awhile since Rare has delivered a truly great game worthy of their legacy. At first, Sea of Thieves didn't look like that game. However, its impressive E3 2017 showing has left us singing a different shanty.

Sea of Thieves' greatest asset is Rare's complete abandonment of "realistic" pirate culture. Instead, Sea of Thieves embraces the romanticized concepts that propelled these seafaring outlaws into the pop culture stratosphere. The highest compliment we can pay Sea of Thieves is that it looks like it will perfectly recreate the imaginary adventures we enjoyed on the playground so many years ago when the jungle gym was a ship mast.

Shadow of the Colossus

February 6 | Bluepoint | PS4

We'd be lying if we said that we haven't thought much about Shadow of the Colossus since its 2005 debut - memories of the grand epic stand as a measuring stick for all other gaming experiences - but we never thought that we'd see a Shadow of the Colossus remake. Generally speaking, games casually, yet accurately, described as timeless aren't candidates for remakes.

However, the moment we laid eyes on the new Shadow of the Colossus' stunning visual design, we immediately felt the need to jump back into this world and replay a game that could be considered the truest testament to the "Games are art" argument. If you've not played the original or need an excuse to play this game again, 2018's Shadow of the Colossus is going to be a must-have.

Shenmue III

TBA | YS Net, Neilo | PS4, PC

When we first heard that Shenmue was finally receiving the third installment that most gamers figured would never happen...well, there may have been some entirely unprofessional giddy cheers. In the days, weeks, and months that have followed that reveal, we've unfortunately not been treated to many official updates regarding the game's story, gameplay features, or final visual style.

Still, we're talking about a sequel to a franchise that was not only revolutionary but has remained in the hearts of the many who played its first two installments. With any luck, Shenmue III will be the epic tale of kung-fu revenge and bizarre minigames that we've been waiting for.

Soul Calibur VI

TBA | Project Soul | PS4, Xbox One, PC

This latest entrant into the franchise looks to restore that magic by returning to the series' staples. Frantic weapon-based gameplay, a diverse cast of memorable characters, and a variety of modes all figure to make a glorious return in this fighter that may very well inspire fans old and new to pick up their favorite instruments of death and to battle once more.

State of Decay 2

Spring| Undead Labs | XBO, PC

While the biggest on-paper change coming to State of Decay 2 is the inclusion of co-op play, the reason we're especially excited for this game is that Undead Labs finally has the resources and experience they need to deliver the game that they attempted to deliver the first time around.

The Swords of Ditto

March | onebitbeyond | PS4, PC

Never heard of The Swords of Ditto? We're not surprised. Every E3, there is at least one game which can't quite match the budget or graphical prowess of major titles, but ultimately ends up being one of the best games revealed at the show. Based on everything we've seen thus far, The Swords of Ditto may very well prove to be that game.

The Swords of Ditto's core mechanic involves the legacy of the game's playable heroes. Much like Rogue Legacy, every successful and unsuccessful run through this game will leave a mark on the world. You can even quest to find the epic weapons that the previous hero left behind. What really makes The Swords of Ditto stand out, however, is its Adventure Time-esque visuals and creative co-op combat options. This is just one of those games that takes the best of what came before and binds it all together with irresistible charm.

World of Warcraft: Battle for Azeroth

TBA | Blizzard Entertainment | PC, Mac

Battle for Azeroth looks to take World of Warcraft back to its Horde vs. Alliance roots. That means a greater emphasis on PvP battles, new worlds specific to both factions, and a brand-new conflict system that incorporates elements of classic Warcraft RTS games gone by. On top of all that, you get the usual additions of fresh raids, new gear, and an even higher level cap to grind towards. This could just be the best WoW expansion yet.

TBA | Good-Feel | Switch

Much like Kirby, the list of things we don't know about Yoshi is slightly longer than what we do know about the game. What we can tell you, though, is that Yoshi's Woolly World was one of the Wii U's most underrated titles and one of Yoshi's greatest adventures. The reason that matters is because this upcoming Yoshi title looks like it intends to replicate many of the qualities that made Wooly World as great as it was.

This time around, however, the Woolly World formula is bolstered by the introduction of a new mechanic that allows players to "flip" a stage and open up new paths. It sounds simple, but if the game's first trailer is any indication, this mechanic will force players to completely reconsider the way that they view the typical 2D platformer level. For those who lament how far Mario has walked away from his platformer roots, Yoshi may just be the classic Nintendo experience you're looking for.

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The 25 Video Games You Need to Play in 2018

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While its far too early to say that 2018 will be as great as 2017 in terms quality video game releases, it is already shaping up to be a fascinating year for the video game industry.

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With February almost over, the NPD Group has finally come out with its January video game sales numbers.

The first month of 2018 saw major growth over the same time period last year, with total video game sales in the US up 59% to $1.1 billion. This is the best January the video game industry has seen since 2011. Growth occurred across software, hardware and accessories.
Software
January software sales were $517 million, up 51% from a year ago. Monster Hunter: World and Dragon Ball: FighterZ led the pack. Monster Hunter: World had the best launch month of any title in the franchise. Dragon Ball: FighterZ was the best-selling game in that series since 2002. Capcom was the top publisher of January 2018.
Hardware
Video game hardware sales grew 119% compared to a year ago to $278 million. There were over 1 million hardware units sold last month, the highest number since 2011. Consoles were neck-and-neck in January. According to the NPD, "In dollar sales, the gap between the top-selling platform and the third best-selling was only 3 percent."

Accessories, gamecards and headsets together posted a record January, up 37% to $301 million.

Let's take a look at the best-selling charts for the month.
The Best-Selling Video Games Of January 2018

1. Monster Hunter: World

2. Dragon Ball: Fighterz

3. Call of Duty: WWII

4. Playerunknown's Battlegrounds^

5. Grand Theft Auto V

6. NBA 2K18

7. Super Mario Odyssey**

8. The Legend of Zelda: Breath of the Wild**

9. Mario Kart 8**

10. Madden NFL 18

11. Star Wars: Battlefront II^

12. Assassin's Creed: Origins

13. UFC 3

14. Tom Clancy's Rainbow Six: Siege

15. FIFA 18^

16. Dragon Ball: Xenoverse

17. The Sims 4^

18. Splatoon 2**

19. Dissidia: Final Fantasy NT

20. Need for Speed: Payback^

With Monster Hunter and Dragon Ball taking the top spots it's no surprise to see both Call of Duty: WWII and PUBG rounding out numbers three and four.

And while it's no surprise, it's still kind of amazing to see GTA V in fifth-place given just how old that game is. Nevertheless, it shows up every month like clockwork. For Take-Two and Rockstar, it's the gift that keeps on giving.

** It's important to note that while Nintendo nabs the 7th, 8th and 9th place positions on this list, the Japanese game company does not participate in the NPD's digital sales tracking, so while games like NBA 2K18 (#6) and Madden NFL 18 (#10) have both retail and digital sales counted, the Nintendo numbers are for physical sales only.

^ Games with this mark have both physical and digital sales counted, but not PC digital sales. One wonders if these were counted whether or not Star Wars: Battlefront II would have made the top 10.
The Best-Selling Games In A Rolling 12 Month Period
This list tracks the best-selling games over the past 12 months, taking into account game sales between Feb 1st, 2017 through January, 31st 2018.

1. Call of Duty: WWII

2. NBA 2K18

3. Destiny 2^

4. Madden NFL 18

5. The Legend of Zelda: Breath of the Wild**

6. Grand Theft Auto V

7. Star Wars: Battlefront II^

8. Tom Clancy's Ghost Recon: Wildlands

9. Super Mario Odyssey**

10. Mario Kart 8**

Expect to see Call of Duty: WWII at the top, or very near the top, of this rolling list month-after-month until the holiday season. The game has been the best-selling Call of Duty entry in years and will likely continue to dominate charts throughout much of 2018.

Of the rest of these games, I'm mostly surprised to see Ghost Recon: Wildlands still showing up. Even down at #8, Ubisoft's cooperative shooter has defied expectations. The rest of the titles on here are no surprise, from the world's most popular sports games to Nintendo's biggest hits of 2017. Controversy certainly hasn't stopped Destiny 2 from performing well, either.
Further Reading

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'Monster Hunter: World' Tops Best-Selling Video Games Of January 2018

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With February almost over, the NPD Group has finally come out with its January video game sales numbers. The first month of 2018 saw major growth over the same time period last year, with total video game sales in the US up 59% to $1.1 billion.

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legitladygamers.net : Video Game Controller

It's the year 2016; we are at an age where technology is a society constant. Life at this juncture is practically unimaginable without the technology we enjoy today. In particular, life would not be as it were if not for video games. While, yes, one may think that video games don't seem as important as telecommunications, and social media, and all the modern day conveniences we need to live an optimal life, we neglect to think about just how much video games influence, shape, and impact our culture, history, and way of life.

zavvi.com: Mario

Our culture has been influenced by video games for more than 30 years. Starting with classic games like Pong in 1972 and Space Invaders in 1978, which kick started a cultural revolution. Notably in 1981, with Nintendo's masterpiece, Donkey Kong, and not only the introduction of the titular character, but the protagonist, Mario, who would become the mascot of Nintendo for years to come. Other examples include Pokémon, which became the most popular children's toy in 1999, and Sega's Sonic the Hedgehog in 1992, and the titular character becoming a mascot, these franchises have served as not only mascots, but also popular culture icons, every kid who grew up in the nineties has at least heard of them. It is also to the point that Pokémon even has it's own month dedicated to it throughout the year. But over that 30-year span, approximately 7 generations of video games have been created. It sprang from consoles and arcade games, to online-gaming and virtual reality. This gives a setup to a whole new culture.

nichegamer.com: 1979 Revolution
Today's history is influenced by video games; Grand Theft Auto developer Navid Khonsari created a video game called 1979 Revolution, a video game based on the 1979 Iranian revolution that established today's republic. However, the Iranian government has declared the game propaganda, and Khonsari a spy. Even current events today, like the war on terror in Iran, Iraq, and Afghanistan is reflected by the Call of Duty series. Why this is so prevalent in video games today, Kate Edwards, president of the International Game Developers Association, gives the appropriate answer, "On the issue of violence, I think most game designers are cognizant of the role that violent actions serve in their game's stories, similar to how a film's scriptwriter or a book's author leverages such acts to serve in stories they wish to tell."
nerdist.com: Pokemon
Other examples in today's culture are how video games shape our culture into what it is today, such as Pokémon, when it was introduced in the nineties, it started out as three games, Pokémon Red, Pokémon Blue, and Pokémon Yellow. As documented by Kurt Squire, in his article, " Video Games in Education", he had noted that Pokémon had developed from just a simple video game to a cultural phenomena. After spinning off into a trading card game, a TV show, multiple movies, lines of toys, and more games, it became a staple in youth culture. Another example is " Super Mario Bros." Back n the eighties, it quickly became so popular, that Mario had become Nintendo's mascot, to a point where there is likely not a single person who doesn't know Mario. Also, in the eighties, there is one mascot who was not so well known outside of Japan, Segata Sanshiro. Sanshiro would become a "Chuck Norris-like" figure known for accomplishing impossible feats while promoting the Sega Saturn. Sanshiro later became known in the United States and has become an icon for video gamers of the eighties.

america.pink/civilization-series

There is also an impact in education, thanks to video games. As Squire mentions, video games have clear, meaningful goals, multiple goal structures, scoring system, adjustable difficulty levels, random element of surprise, and an appealing fantasy metaphor, all things a good education system should have. An example of all of these qualities was provided in the form of simulation games that require one to form their own world, such as the Civilization series, and the Tycoon series. Other ways video games provide education, as Squire put it, allowing manipulation of otherwise unalterable variables, seeing phenomena in new perspectives, and observing actions over time.

While yes, arguments can still be made for video games and their connection to violence, there can conversely be arguments made for video games and their beneficial, positive, effect on our world today, the world has been molded and shaped today by the characters we grow to love and adore, and hopefully, as video games continue to make leaps into a new future, so shall we.

For another story of interest, see: " The Real-Life Superhero"

By, THOMAS CREGGE

@MasterBradC

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VIDEO GAMES and THEIR EFFECT on MODERN DAY SOCIETY

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legitladygamers.net : Video Game Controller It's the year 2016; we are at an age where technology is a society constant. Life at this juncture is practically unimaginable without the technology we enjoy today. In particular, life would not be as it were if not for video games.

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Parents tend to approach video games like junk food: games are fine in moderation but ultimately they are an evil temptation that's more bad than good. But according to an article published in Pediatrics: The Official Journal Of The American Academy of Pediatrics, we may be fundamentally mistaken in our thinking about how video games impact behavior.

Author Andrew K. Przybylski, Phd., conducted a study of "2436 male and 2463 female young people, ranging in age from 10 to 15 years." Entitled "Electronic Gaming and Psychosocial Adjustment," Dr. Przybylski's study looked at how different amounts of gameplay impact gamers, "the net effects that different levels of gameplay have on children's psychosocial development."

What he found was surprising. It fills significant gaps in psychosocial gaming research and may change the way we think about gaming's impact in general.

The mainstream view of gaming has become less curmudgeonly in recent years--we no longer think of games as a horrible evil demon trying to corrupt our children. However, most parents still see games as a negative influence on their children. They think it needs to be limited and restricted. They think it can lead to 'sins' like sloth and apathy. Of course, I use the word 'sins' with some cynicism. I want to point out that when it comes to our conceptions of developmental norms, 'healthy' is often code for 'morally preferable.'

After all, what do we want our children to develop into? And how much influence do parents really have? In developmental psychology, there may be inadvertent political agendas underlying many accepted theories. What we consider 'healthy' seems to be the acculturated development of personality traits that resonate in accordance with a particular view of normalcy. I have no objection to the idea that we come to a cultural agreement on traits that we consider to be beneficial to the collective. Creating norms and taboos that benefit a social community is the very work of 'civilization.' However, I do wonder if it is honest to use a word like 'healthy,' which implies an empirical truth rather than a flexible choice. Let's not forget that these are collective agreements.

Is gaming healthy? It depends on how we collectively define 'health.' Dr. Przybylski's study uses a widely accepted SDQ (strength and difficulty questionnaire) method of measuring "internalizing and externalizing problems," "prosocial behavior," and "life satisfaction." He found that in some cases, gaming is beneficial. "Compared with non-players, children who typically invest less than one-third of their daily free time showed higher levels of prosocial behavior and life satisfaction and lower levels of conduct problems, hyperactivity, peer problems, and emotional symptoms."

I have written a lot about the many studies that show that gaming can impact children in ways that may be in the best interest of society. I have pointed most often to the way game based learning nurtures meta-cognitive skills (the ability to think about your own thinking). Society as a whole values meta-cognitive skills and therefore considers development of these skills to be 'healthy.' But that does not necessarily mean that gaming is like eating vegetables. That is, it is not proactively nutritious. Dr. Przybylski's findings reiterate this point. He is careful to remind readers that "the small positive effects observed for low levels of regular electronic play do not support the position that games provide a universal solution to the challenges of development and modern life."

However, the findings do indicate "that electronic play has salutary functions similar to traditional forms of play; they present opportunities for identity development as well as cognitive and social challenges." In other words, video games are comparable to other kinds of imaginative play. And play, most folks tend to agree, is of vital importance. Adults and children need more of it. However, the popular notion that somehow video games belong in a different category--such as 'bad play'--is absurd.

In fact, Dr. Przybylski's study suggests that there's little distinction between gaming and other favorable activities. "Compared with factors shown to have robust and enduring effects on child well-being such as family functioning, social dynamics at school, and material deprivations, the current study suggests the influences of electronic gaming, for good or ill, are not practically significant."

That's a pretty shocking finding. And I imagine many parents will accept that all of those whimsical Nintendo family games are fine, even potentially beneficial when played as a family. There have been a ton of studies that show the positive impact of family gaming. Still, what about age-inappropriate gaming? Surely conscientious parents will object that first person shooters, other violent games, and sexual imagery must be unhealthy for young kids. After all, these things are immoral; we must protect our children from these dangerous temptations, right? Not necessarily.

On the contrary, Dr. Przybylski's study suggests that the ratings of games hardly correlate to typical conceptions we have of 'healthy' development of prosocial behaviors. Age-inappropriate gaming did not significantly impact the results (at least not when compared to movies and television). The study indicates that "the negative effects of age-inappropriate gaming on hostile thoughts, feelings, and real world behaviors are substantively smaller than those observed for passive forms of media entertainment."

Still, don't let your kids play games all day long. "Results from the current study also showed that children who spend more than half their daily free time [playing video games] showed more negative adjustment." As long as the kids play three or less hours a day things are fine. But go over three hours and things change. "Compared with non-players, these players reported higher levels of both externalizing and internalizing problems and lower levels of prosocial behavior and life satisfaction."

What does this all mean? Mostly, it tells us that most of our common assumptions about the way gaming impacts child psychology are potentially wrong. They are grounded in some kind of moral fantasy that's not necessarily aligned with the empirical ways in which we view the world (or at least the ways we claim to view the world).

Even those organizations that we tend to trust when it comes to health recommendations may be wrong when it comes to video games. "The present results advance the idea that the link between electronic gameplay and psychosocial functioning is nuanced and suggests that the limits focused guidelines advanced by the American Academy of Pediatrics, American Medical Association, and Royal College of Pediatrics may need further evaluation."

When it comes to video games, it is time to put the anti-tech narratives aside and stop parenting with an on/off switch. "The current study suggests guidelines may not be as simple as limiting exposure." Things are not black and white. "Indeed, responsible guidelines may require an evidence-based approach that weighs the relative benefits and drawbacks of varying levels of engagement and different forms of electronic games."

Parents need to reconsider their approach to electronic media. This bad vs. good moralistic approach might be comfortable, but it also seems to be out of joint with the kinds of critical thinking skills that we consider to be in the best interest of our children. Is this how we teach our kids to think about things? Hardly. We insist that they learn to be comfortable with some level of ambiguity.

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A Surprising New Study On How Video Games Impact Children

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Parents tend to approach video games like junk food: games are fine in moderation but ultimately they are an evil temptation that's more bad than good. But according to an article published in Pediatrics: The Official Journal Of The American Academy of Pediatrics, we may be fundamentally mistaken in our [...]

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2/2/18 #

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Video games are present in almost every home in America. In fact, according to the Entertainment Software Association, in 2009, 68 percent of American households played video or computer games. While playing video games in moderation isn?t likely to affect the family in a negative way, if playing video games interferes with family life, the effects of video games on the family must be analyzed.

Positive Effects of Video Games

Playing video games together can have a positive effect on the family. Getting everyone together to play can promote family bonding and unity. Some video games, like classic arcade and sports games, are perfect for families to play together. Between turns, family members can talk and enjoy spending time together. Families who tend to be physically inactive may also benefit from playing video games by choosing games like Wii Fit or boxing, which can promote physical activity. Educational video games can also have positive effects on the family. Video games designed for young children can help them with math concepts and reading.

Negative Effects of Video Games

If someone if your family is glued to his hand-held or game console, video games could be affecting your family negatively. Playing video games too often can promote isolation and seclusion and can cut down on your family time and communication. If your family members have unrestricted access to their video games, they may be at risk for becoming addicted to them. Playing violent video games may also lead to increased violence and aggression in family members.

Prevent Negative Impacts

Parents can prevent video games from negatively affecting their families by following a few simple rules. Video game consoles should be located in public areas of the house, like in the living room or family room. When video games are played in public areas, playing time and game choices can be more easily monitored. Setting limits about when individual family members can play and how long they can play for can also help to reduce the negative impact video games may have on their family. Having set boundaries around play time can reduce fights over who gets to play and can prevent too much playing from occurring.

Help for Gaming Trouble

If you feel like your family is having negative effects from video game use, you can stop and reverse their impact. First, you can cut out video game playing completely for two weeks. Doing so can help everyone get a much needed break from the screen. Next, you can reintroduce video games to your family in a structured way. You can have children earn play time or set aside limited time for play each day or on weekends. Lastly, you can set aside a weekly family night that is free from video games. You can play board games or engage in another nongaming activity.

Video Game Considerations

When choosing video games, it is important that you choose games that are appropriate for your family. In addition to being age appropriate for family members, the message of the video game should not conflict with your family?s values or rules. For example, if your family doesn?t allow guns in the house, playing a video game that involves shooting isn?t a good idea. If the video games allowed in your home contradict your family?s values, it will send a confusing message to your children.

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The Effects of Video Games on the Family - ModernMom

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Video games are present in almost every home in America. In fact, according to the Entertainment Software Association, in 2009, 68 percent of American households played video or computer games. While playing video games in moderation isn?t likely to affect the family in a negative way, if playing video games interferes with family life, the effects of video games on the family must be analyzed.

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2/2/18 #4

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For decades, video games have brought joy to countless children around the world. And with more adults playing games in recent years, the industry has become truly massive in its size and scope.

The statistics that follow will help to give you a sense of the awesome scale of the global video-game market.

The stats

1. There are more than 2 billion video game players worldwide, according to market intelligence company Newzoo.

2. Here in the United States, 63% of households have at least one person who plays video games regularly (3 hours or more per week), while 48% of U.S. households own a dedicated game console, according to the Entertainment Software Association.

3. And its not just kids who are playing these games; the average game player age is 35 years old.

4. In fact, while 27% of game players are under 18, 26% are 50 years old -- or older.

5. As for gender, 59% of game players are male, while 41% are female.

6. In stark contrast to the image of an isolated gamer locked away in a dark basement for hours on end, gaming appears to have a significant social element to it; 53% of the most frequent game players say video games help them connect with friends, and 42% feel video games help them spend time with family.

7. Moreover, the most frequent gamers who play multiplayer and online games spend an average of 6.5 hours per week playing with others online, and 4.6 hours per week playing with others in person.

8. In a sign that the industry has won increased parental approval, 68% of parents say video games are a positive part of their child's life, and 62% of parents whose children are gamers play computer and video games with their children at least weekly.

9. There appear to be benefits to video game playing in addition to just having fun. Of the most frequent gamers, 75% believe playing video games provides mental stimulation or education. This coincides with a study by Yale University that showed that students who played a brain-training video game for 20 minutes three times a week for four months performed better on reading and math tests than their peers who did not.

10. These perceived benefits are likely contributing to the growth of the U.S. video game industry, which saw video game software sales rise 6% to $24.5 billion in 2016, according to the ESA.

11. On a global basis, the video game market reached $99.6 billion in revenue in 2016, up 8.5% compared to 2015, according to Newzoo.

12. China, which, like the U.S., accounts for nearly a quarter of all global game revenues, is expected to approach $29 billion in game revenue by 2019, up from $24.4 billion in 2016.

13. Newzoo estimates that mobile gaming generated 37% of total global video-game revenue in 2016, rising 21.3% year over year and surpassing PC revenue for the first time ever.

14. Still, PC and console-based gaming remain vital components of the video-game market, with each segment comprising more than $31 billion in sales in 2016, according to Newzoo.

15. To date, ((( Sony NYSE:SNE) has dominated the console wars, with sales of its PlayStation 4 recently surpassing 53 million units worldwide. That's more than double the estimated 26 million Xbox One units Microsoft NASDAQ:MSFT) has sold, and triple the 15 million Wii U units sold by Nintendo NASDAQOTH:NTDOY), according to research company SuperData.

16. That's a valuable position for Sony -- and to a lesser extent, Microsoft -- to hold, as consoles are increasingly becoming an entertainment hub, with 50% of people who own game consoles using them to watch movies, 28% using them to listen to music, and 21% using consoles to consume live and other content, according to the ESA.

17. Notably, the growth in gaming appears to be coming at the expense of other forms of entertainment. In particular, gamers who are playing more video games than they did three years ago are spending less time playing board games (49% of gamers), watching TV (37%), and going to the movies (37%).

18. Virtual reality appears to have a bright future within gaming, as 58% of the most frequent gamers who are familiar with virtual reality intend to play games on VR, and 40% say they will likely purchase VR within the next year, according to the ESA.

19. An even more powerful growth driver for the gaming industry is the emergence of eSports. The global audience for eSports surged 36.6% to 323 million in 2016, and Newzoo projects that it will exceed 589 million worldwide by 2020.

20. Global revenue in the eSports industry rose an even more impressive 51.7%, to $493 million, in 2016 -- and is expected to approach $1.5 billion by 2020.

21. All told, Newzoo forecasts that the global video game market will exceed $118 billion in total revenue by 2019.

Investor takeaway

The growing attraction of gaming among people of nearly all ages and the surging popularity of eSports are propelling the already $100 billion video-game industry to ever-rising heights.

While some are attempting to profit from this trend by buying stock in console makers such as Sony or Microsoft, investors may be best served by instead purchasing shares of the top video game makers, such as ( Activision Blizzard (NASDAQ: ATVI) and Electronic Arts NASDAQ:EA).

Activision makes some of the most popular eSports games, including Heroes of the Storm, Call of Duty, StarCraft, and WarCraft, while Electronic Arts is owner of two of the most popular sports-based eSports franchises in Madden and FIFA.

While console makers often struggle with razor-thin margins, video-game makers are benefiting from the trend toward digital distribution, which is boosting margins and overall profits for both Electronic Arts and Activision.

Perhaps most importantly, Activision and EA are video-game pure plays, while Microsoft and Sony are much more diversified businesses. As such, investments in Activision Blizzard and Electronic Arts are a direct way to profit from the growth of the global video-game market -- a bet I expect will pay off handsomely in the years ahead.

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21 Video Game Stats That Will Blow You Away

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For decades, video games have brought joy to countless children around the world. And with more adults playing games in recent years, the industry has become truly massive in its size and scope. The statistics that follow will help to give you a sense of the awesome scale of the global video-game market.

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2/2/18 #3

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Video Games and Children: Playing with Violence

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Video gaming (playing video games) has become a popular activity for people of all ages.