I think the "10 and up" label on the old TSR D&D and AD&D sets was probably a good rule of thumb -- but individuals are individual.
The 4e game by default puts a greater game-mechanical burden on character players. To the target audience, that is of course less a "burden" than part of the fun. It might be more like dull work to an eight year old, though, if one were to expect the same management of rules and number-crunching.
I don't think it has to be too violent. A greater concern to me, really, is that a fight scene takes so long to get through if you do it precisely by the book. That certainly blunts any potential impact of shock action, but perhaps at the risk of boredom.
Kids that age tend not, I think, to get as focused as older gamer types on combat scenarios -- or "heroic fantasy" trappings -- as ends in themselves. Adventure is the thing, and doing things in the real world really gets their attention. Some humorous or other reassurance that violence is not real (a la Saturday morning cartoons) might be appreciated more than going the opposite, gory way -- but scary threats that are somehow avoided or overcome can also be effective.
A lot of things might be scarier than threats to a sense of mortality that is perhaps not yet fully developed. Basically, I think you'll probably get more mileage out of exploring the context that makes a fight significant than out of half an hour of slow-mo blow-by-blow.
Your Mileage May Vary! Again, individuals are individual.
The 4e game by default puts a greater game-mechanical burden on character players. To the target audience, that is of course less a "burden" than part of the fun. It might be more like dull work to an eight year old, though, if one were to expect the same management of rules and number-crunching.
I don't think it has to be too violent. A greater concern to me, really, is that a fight scene takes so long to get through if you do it precisely by the book. That certainly blunts any potential impact of shock action, but perhaps at the risk of boredom.
Kids that age tend not, I think, to get as focused as older gamer types on combat scenarios -- or "heroic fantasy" trappings -- as ends in themselves. Adventure is the thing, and doing things in the real world really gets their attention. Some humorous or other reassurance that violence is not real (a la Saturday morning cartoons) might be appreciated more than going the opposite, gory way -- but scary threats that are somehow avoided or overcome can also be effective.
A lot of things might be scarier than threats to a sense of mortality that is perhaps not yet fully developed. Basically, I think you'll probably get more mileage out of exploring the context that makes a fight significant than out of half an hour of slow-mo blow-by-blow.
Your Mileage May Vary! Again, individuals are individual.