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Families at PlayConnecting and Learning through Video Games$
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Sinem Siyahhan and Elisabeth Gee

Print publication date: 2018

Print ISBN-13: 9780262037464

Published to MIT Press Scholarship Online: September 2018

DOI: 10.7551/mitpress/9780262037464.001.0001

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PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2022. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 04 July 2022

A New Perspective on Games and Families

A New Perspective on Games and Families

(p.1) 1 A New Perspective on Games and Families
Families at Play

Sinem Siyahhan

Elisabeth Gee

The MIT Press

This chapter introduces the core argument of the book- that intergenerational play and family interactions around video games can promote connection, communication, and learning - and describe the context and rationale for the book. The media often portray video games as addictive, violent, mind-numbing, and a cause of physical inactivity, leading parents to view games as something to be restricted, managed, and otherwise controlled. We briefly address the lack of evidence for these negative consequences of gaming, and the limitations of a purely psychological view of gaming. We offer an alternative way of understanding gaming and its role in a family, social and societal context.

Keywords:   families, video games, research on video games, history of video games, intergenerational play, screen time

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