William E. Kennard, Chairman of the Federal Communications Commission, delivered opening remarks that set the tone for a fruitful and intriguing dialogue. He stressed the need for industry to develop content and technology that supports all children and youth, taking into consideration different cultures, backgrounds, gender and abilities. Participants agreed that there has not been enough research on new media to understand its impact on our nation's children. They discussed what quality new media means, particularly in the context of promoting healthy identity formation. Now's recent roundtable discussion, new media industry leaders discussed ways in which gender differences are evident in Children's Internet use and offered suggestions for positive online experiences for girls.
Boys seem to find what they are looking for as video game consumers.
Girls, while avid consumers of other forms of entertainment, do not consume video games like their male counterparts. This issue of Media Now focuses on gender and video games and the content available to girls in particular. This issue also identifies ways in which the industry can play a role in creating and advertising games that appeal to girls and can contribute not only to their desire for entertainment, but also to their healthy development. The gaming industry can now boast that its products are the most popular form of entertainment in U.S. households. Traditionally, the vast majority of video game consumers have been male.