Guides to the world of digital entertainment
12.05.2021
New guidebooks are intended to explain to parents the phenomenon of digital games as a popular form of entertainment, and to equip them with general knowledge about online games.
During the lockdown, the time spent in front of screens became significantly longer. In addition to looking at the screen during remote learning activities and while contacting friends online, nearly one in three students plays digital games more often and for a longer time than before lockdown, and playing such games is one of the most frequent internet activities for more than 40% of children.
"Learning Through Gaming and Teenagers And Digital Games – A Guide For Parents" are two publications discussing, among other things, the pros and cons of digital entertainment.
Learning Through Gaming
The Association of Producers and Distributors of Entertainment Software (SPIDOR) and the Polish Programing School for Children “MindCloud” have launched an educational project entitled "Learning Through Gaming", with the aim of providing parents and teachers with information about responsible digital entertainment.
As part of the project, a guidebook was developed, offering hints on how to choose the right games for children and teenagers, as well as factsheets, applications and lesson scripts.
The publication contains a vast amount of information, numerous links to research findings and information about organisations aiming to protect players. It also offers practical solutions and safe tools for developing skills, such as TED conferences, Google Arts & Culture, Wszechnica.org or Wolne lektury.
The guidebook explains how much time a child can safely spend playing, depending on their age, how to talk to the child about the dangers, and why young users find games so appealing. It also envisages training courses about how to use games in the learning process, intended for teachers and parents, and instructs them how to ensure safe use of digital media by children.
As part of its activities, SPIDOR communicates the rules to be followed when playing video games and discusses the provisions of law governing game production, sale and use. It collects data concerning video game playing in Poland, popularizes knowledge about the Pan European Game Information (PEGI) system, and undertakes to promote safe game playing.
Teenagers And Digital Games – A Guide For Parents
Parents can learn from "Teenagers And Digital Games – A Guide For Parents" what they should be guided by when choosing a game for a child of a specific age. They will come to know a few simple methods that will help them better understand teenage fascination with games, prepare to talk to their children about playing games, and set the rules of balanced online entertainment.
The guidebook also discusses potential dangers that can hide behind an appealing facade. It examines the issue of the insidious “free-to-play” trick, hidden gambling, aggression and hate speech, excessive playing and the risk of contacts with strangers.
The guidebook suggests how to find out whether or not the child has excessively immersed themselves in virtual reality, and where to look for help in case of emergency.
The publication was developed as part of the Don’t Let Your Child Get Lost Online campaign launched by the Chancellery of the Prime Minister in collaboration with the NASK National Research Institute.