RGS Digital Parenting - Edition 1

Page 18

Safety equipment and measures are required to play many games offline, so why should it be any different online?

A SAFE G IS A GOOD G A M E “Checking in on what our kids are doing online isn’t ‘helicoptering,’ it’s ‘parenting’”. This observation is from blogger Galit Breen, author of Kindness Wins. Her quote emphasises that adult presence, along with continuous communication with children, are necessary steps parents should take for protective purposes and to educate young ones on the evils that exist online.

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Our world—schools, homes, workplaces, shopping centres, sports complexes—is a digital world with risks and dangers in corners and behind screens. One

and the average daily total time spent playing video games is 89 minutes. In 2016, the Raising Children Network published an online article illustrating that

The big issue with your child playing with strangers online is that you may never know if another player is an adult or a child medium that is often overlooked by parents when teaching their children about cyber-safety is online gaming according to Breen.

children of an extensive age range engage in video gaming: 39% of 1-4 year olds, 91% of 5-14 year olds and 84% of 15-24 year olds.

In 2017, Bond University collaborated with Interactive Games & Entertainment Association to produce a ‘Digital Australia Data Report Snapshot 2018’. This report established that 97% of residences with children have computer games

This article also established that children from each age bracket hold different purposes and gain various benefits from gaming. The younger children in the 1-4 year old bracket get the chance to develop skills in the fine motor and time management areas.

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