The Digital Gamers, Inc. Vision

Digital Gamers offers on-line gaming services that are family-friendly in their cost, content, and control.

Cost

Our service is offered by subscription, with both individual and family subscription rates available. Under a family subscription, multiple logins may be set up for a single account, with separate logins for the father, the mother, and each child of the family. The family subscription sets our service apart from most other on-line gaming communities, which require a separate account for each user who will be logging into the service.

Content

The content of our products is designed with families in mind. Four categories of products are offered:

  • Educational software - including educational games and interactive essays
  • Role-playing games – online multiplayer environments with a twist: complete control over the elements of the game exposed to each player
  • Parlor games – traditional board, card, and tile games in solo play, pickup games, or league play complete with ratings and competitions
  • Branded games – traditional games from independent studios and designers, brought to the internet for solo play, pickup games, or league play

While it is true that "bad guys" may be present in some of our offerings (much as in real life), and while it is true that some players may choose to play "bad guys" (much as in real life), our products will never glorify the car-jackers, vampires, assassins, or other criminal or anti-social "heroes" that some competitors' products feature. Our products will never feature "hormonal appeal" as a major game element. Our products will be grounded in a sound moral foundation, in which anti-social behavior will carry with it significant consequences.

Control

Digital Gamers provides control over the user's environment to a degree rarely seen in similar services. A parent may precisely control the features of the service used by each child. Such controls allow a parent to regulate on a login-by-login basis:

  • Which products a child may use;
  • When (day, time) a child may use a particular product, and for how long;
  • Preconditions on the use of portions of the service (for example, a child must use the education software for 30 minutes during the current day before getting access to a particular tournament game);
  • Curriculum configuration on educational products;
  • Restrictions on features within games (for example, prohibiting access to any chat features within the service, limiting the actions a child may perform in a role-playing environment)

With these controls, a parent can build a very detailed set of conditions on how a child may use the service, for example, permitting a child access to the service for one hour each weekday, two hours on a Saturday, no access on Sunday; limiting the child to only educational games on weekdays; and allowing the child access to the role-playing feature on Saturday but preventing the child from engaging in any anti-social behavior in the role-playing environment.