A new era in play
Reed Karaim
USA Weekend
December 16, 2007
From birth, today's kids learn about the world in a
completely different way than previous generations did.
Experts discuss the advantages -- and what has been
lost.
A child's world always has had odd dimensions, as narrow
as the backyard or a corner of the kitchen, but as broad
as the imagination. However, the world of today's kids
has stretched to accommodate new realms: video games,
virtual realities, online communities and a host of
high-tech toys. Today's kids have talking baby books;
they raise digital pets online before they can be
trusted to feed the cat; they fight wars on distant
planets before they're old enough to drive. Through text
messaging, they're perpetually in touch; through the
Internet, they can meet people halfway around the world.
From cellphones to "Halo 3," they take to all of it with
an ease and eagerness that can leave parents baffled. In
the brave new digital universe, "adults are immigrants,"
says Gary E. Knell, president and CEO of Sesame
Workshop, "and kids are natives."
But is this new world really a healthy one for children?
How are video games, electronic toys and the rest of the
chip-driven gizmos that fill modern life changing
childhood? Those questions loom large enough that next
month's International CES, the mammoth consumer
electronics trade show held in Las Vegas, is including a
conference -- The Sandbox Summit: A Playdate with
Technology -- to examine the way kids learn and play in
the new digital world.
"Clearly, we're in a digital age," says Claire Green,
president of the Parents' Choice Foundation, one of the
event's sponsors. "Kids are teething on remote controls.
They're constantly exposed to digital media. So let's
find out what makes sense. Let's find out what's age
appropriate and what encourages learning, thinking,
probing."
There's little doubt a technological revolution is
sweeping through children's lives. The Entertainment
Software Association reports that nearly a third of
Americans who play computer and/or video games are under
18. The Pew Internet & American Life Proj-ect says 93%
of teenagers are on the Internet. A study of the
cellphone industry found that up to 70% of 12- to
14-year-olds now have their own phones, as well as a
significant number of 5- to 9-year-olds.
According to a Kaiser Family Foundation study, American
kids ages 8 to 18 average 44.5 hours per week in front
of some kind of screen. The only thing that they do more
is sleep.
Concern about what this activity -- or, many would say,
lack of activity -- is doing to children dates back to
the dawn of television. But it has accelerated with the
spread of PCs and Xboxes into millions of homes. Much of
the concern has centered on content -- the violence and
sexual nature of some video games.
But some critics have raised more fundamental concerns
about how electronic media affect mental development in
children. Jane Healy, an educational psychologist and
the author of "Failure to Connect: How Computers Affect
Our Children's Minds -- and What We Can Do About It,"
believes they're actually wiring kids' brains
differently than in past generations.
Healy believes many of the most popular and exciting
video games engage and build the basic "fight or flee"
part of the brain rather than the centers of higher
reasoning. Some games, she acknowledges, are more
reflective, and she encourages parents to play along to
determine whether a game requires intelligent reasoning.
In many cases, children "look like they're solving
problems on a video game, but they're really just
responding on a sensory level," she says. "If you watch
kids on a computer, most of them, they're just hitting
keys or moving the mouse as fast as they can. It really
reminds me of rats running in a maze."
The rapid-fire pace of most electronic media is
different from the sustained thought necessary for
in-depth reasoning, Healy says. She is convinced that
pace can be tied to the dramatic increase in the
diagnosis of attention-deficit disorder among today's
children. Healy believes most children should be kept
away from computer screens until at least age 7, until
their brains have had more time to develop.
Gloria DeGaetano, an educator who founded the Parent
Coaching Institute in Bellevue, Wash., to help parents
cope with the challenges of raising children in today's
culture, says parents need to be particularly wary of
videos or electronic games promoted as effective
preschool teaching tools.
"There's an important theory in early-child education
called the 'theory of loose parts,' which means that
children need to manipulate things in a
three-dimensional environment to grow their brain," she
says. "These video games and electronic toys are
replacing the loose parts that kids need, and it's not
the same."
A recent study found that videos such as the highly
touted Baby Einstein and Baby Genius series actually
slowed children's language development. Sharna Olfman, a
professor of developmental psychology at Point Park
University and editor of the Childhood in America book
series, says, "There's really no reason why kids under 2
years of age should be sitting in front of any kind of
screen."
Olfman points out that many popular video and electronic
educational products for children come with commercial
tie-ins. "I think the primary education kids are getting
through these things is to be consumers," she says.
All these warnings may leave parents wanting to raise
their children in a cave. But on the other side are
those who believe the digital revolution offers as many
opportunities for children as it does dangers.
Green, of the Parents' Choice Foundation, which provides
information to parents who are looking for toys and
media that could help children learn, believes the best
video games and electronic toys can spur a child's
imagination. As an example, she cites the Nancy Drew
video games: "You have to think and really puzzle those
things through."
Sesame Workshop, the nonprofit organization behind TV's
"Sesame Street," is planning an ambitious effort to
spread its content across digital media platforms. The
show's famous fuzzy characters have popped up on tiny
screens from iPods to cellphones. "
We're the first ones to promote reading a book," Knell
says. "But we also know there are lots of kids who are
being exposed to iPods or video games or downloads on
the Internet. It's there. It's not going away. So why
not have content that's appropriate?"
Knell says Sesame Workshop and Sprint recently
distributed nearly 100 video-capable phones in a poorer
neighborhood and provided a download a day for kids.
"More than 75% of the moms viewed this as a tool for
their kids to improve their literacy," says Knell, who
is scheduled to give the Sandbox Summit keynote address.
Warren Buckleitner, editor of Children's Technology
Review and a believer in the benefits of mind-building
software such as Nintendo's Brain Age and Sony's
Practical Intelligence Quotient 2, says parents need to
"set the stage for healthy use" of all electronic media.
That includes setting time limits -- he stresses that
digital media should be only one part of a balanced life
that includes exercise and reading -- and paying
attention to the video rating system so your children
play games appropriate to their ages. Healthy use,
Buckleitner says, also includes sharing the activity
with your kids: "Get two controllers, not just one. Or
get four, and make it a social activity."
Lisa Guernsey, author of "Into the Minds of Babes: How
Screen Time Affects Children from Birth to Age Five,"
began focusing her research on children and screen time
after she had her own daughters. She found little
evidence that small amounts of time, 30 minutes or less,
in front of age-appropriate videos harms young children.
"The reality is, the time you set them down in front of
the screen is probably not time you were going to be
reading to them anyway," she says.
For electronic toys and games, she says, the best are
those that allow a child the freest range of expression.
The worst are those that require a child to follow only
narrow, preset patterns, which not only stifles
creativity, but also is frustrating to kids.
Rather than viewing electronic media and toys as a
yes-or-no proposition, Guernsey suggests keeping in mind
"the three Cs: content, context and your child." Make
judgments based on the material, the way you are using
it and whether your child is ready for it.
Buckleitner echoes that thought. "There are experts like
me," he says, "but there's only one person who knows
your child, and that's you."
