Tuesday, June 26, 2007

Parenting in theDigital Age



Artwork (c)2006, www.psychotherapy.net


This workshop provided me with timely information and help as I am currently following up with a school refusal Sec 3 boy who is deeply addicted to computer games.

AP A Khoo is presently doing a research on computer addiction and her talk was entitled: The world of videogames – What’s so good and so bad about it. She talked about the different types of digital games - action and shooter games (e.g. tomb raider)/role-playing games (RPGs) (e.g. Everquest)/adventure games (e.g. Syberia)/real-time strategy (e.g. WarCraft)/simulators (e.g. Flight simulator)/sports (e.g. Tiger Woods Golf)/platform & puzzle games (e.g. Super Mario Bros).

Some benefits of game-playing:

1. develop strategic thinking & planning skills
2. generate creative solutions to problems
3. improve processing visual information and eye-hand coordination
4. provides esp males, with an outlet for pent-up emotions

Importance of digital games:

1. promote positive feelings
2. provide outlet for aggression, has cathartic effect
3. as learning tools
4. meet psychological needs
* entertainment and leisure
* emotional coping – fr loneliness, stress, low self-esteem (may increase self-esteem temporarily)
* escape from reality
* satisfying social needs, making new friends, strengthening friendships, generating sense of belonging and recognition
* need for challenge and achievement
* need for excitement
* need for power

Research shows positive effects:

* helping children with ADD
* use as a method of pain management
* improve laparoscopic skills
* process certain visual info as well as for combat
* games are part of well-adjusted lifestyle

Downside of exposure to violent games – increased acceptance of physical aggression. (short-term effects – aggressive thoughts; long-term effects – development of aggressive attitudes)

What parents can do:

Be aware of games that are available on the market and choose appropriate games for their children. (Use game ratings as a guide: ESRB – Entertainment Software Rating Board)

Have a deeper understanding of the nature (type and content) of games. (Set targets to be achieved in the game rather than limit the time they spend on the games.)

Supervise and monitor amount of time children/teenagers spend on games.

Play games with their children and advise them on appropriateness of emotions e.g. venting of anger.

Discuss issues such as gender and race stereotyping and the inappropriateness of violent solutions to real-life problems.

Encourage children and teenagers to have exciting and enjoyable offline real-life activities such as sports.

Research findings - Teenagers are LESS likely to meet someone face to face
when they have been given SPECIFIC-safety rules
* not allowed to arrange for face-to-face meetings
* not allowed to talk to strangers in chatrooms
* not allowed to give out personal information

when there is someone at home when they return from school

when there is close communication with parents at home

Games provide social interaction and friendships, empathy & help, achievement & challenge, leadership & teamwork.

The bottomline:

Is there a balance between online activities and that of the real world?

What activities are being compromised?

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