The same computer games are played by youth all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet these concerns vary depending upon where they are situated: in families, legal contexts, industry, or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. This book, by contrast, gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children as they are variably situated throughout society and across cultures.