Every year for the past four years the National Institute on Media and the Family has provided this snapshot view of the electronic game scene as well as parent-generated evaluations of many popular games. The Institute's mission is to maximize the benefits and minimize the harm mass media have on children through research and education. Video and computer games are among children's most asked-for gifts during the holiday shopping season. The video and computer game industry is one of the fastest growing sectors of the entertainment industry in the United States. 77.5 percent of teenagers, for example, now own a video game console.
Additional teens play games on home computers.
Electronic games are only 27 years old and require technical skill to play. As a result, most parents and other adults over thirty are not knowledgeable about games and their content. More children are spending more time playing games every year. There is growing concern about the effects of some games on children among parents and professionals. Research is starting to confirm the beliefs that violent and antisocial games do indeed affect youngsters.