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Bluey Offers Parenting Training Plus So Much More

With streaming platforms, we have more options for viewing television than ever before. Binge-watching television has become the norm. But how do we know what is good for our kids to watch? Bluey is a show for all ages, even adults. It first came out in Australia in 2018. Then Disney picked it up and aired it in the United States in 2019. Bluey revolves around a husband and father (Bandit), his wife (Chilli), and their two daughters (Bluey and Bingo). There are elements to the program that help with parenting and problem-solving, which we at GetKidsInternetSafe support. Our GetKidsInternetSafe courses are designed to help families connect with cooperative dialogue about screen safety. For families with young kids, our Connected Family Course helps open the lines of communication and set up your home with optimum screen safety. For tweens and teens, we recommend our Social Media Readiness Course. The Readiness Course offers information to help teens better problem-solve independently and recognize the red flags of digital injury. Today’s GKIS article covers the benefits of Bluey and the drama that surrounds the program on social media.

Bluey Portrays Engaged, Playful Parents

Dads on television are too often portrayed to be oafish, heavy-set men who act foolish. We can all think of lazy father characters married to an attractive wives they take for granted but win her over with bumbling charm. Bluey represents fatherhood in a more accurate, positive light. Bandit, the father in Bluey, can occasionally be goofy. But generally, he is a loving, caring father and husband.

Chilli is a loving wife and mother. She is also shown in an independent manner. She is unafraid to ask for some time when she needs a break and is seen going out to play field hockey with a friend. She is strong and loving to her family.

The first child of Bandit and Chili is the title character Bluey. Often children’s shows have the children trying to connive their parents. A refreshing part of the show is Bluey is not trying to get away with anything. She is an energetic child that enjoys playing and using her imagination. Like many children, she has her moments, but with the guidance of her parents, she understands her mistakes.

Bingo is the youngest of the Family. She, like many, looks up to her older sibling but is often involved in the activities. She is not a pest or an antagonist, she feels down sometimes because she may not be able to keep up, but the family often acknowledges her voice.

The Bluey set typically involves kids having playtime using their imagination and involving their parents. We often see them playing make-believe where they may be at a pizzeria or playing with their mom pretending to drive a car. The parents are caring, loving, and look out for each other. This positive portrayal of playtime as an opportunity for coaching and learning is excellent parent and child training. Like the ground-breaking work of Mr. Rogers, Bluey offers useful instruction in the form of family entertainment.

With the pressures of modern life, parenting can be challenging. Although technology makes us more efficient, it also adds a lot of distractions that can get in the way of healthy family relationships. In her book Screen Time in the Mean Time, Dr. Bennett reports that psychology research demonstrates that there has been a 25% decrease in child empathy. She states that parental distraction and outsourcing parenting to screen time may be major contributors to this unwanted change. She elaborates that empathy is not innate, meaning we aren’t born with it. Instead, devoted parents model empathy for their children and instruct them verbally as their kids follow along with them day to day. She proposes that Bluey models the teaching of empathy between parent and child through imaginary play. That benefits not only the kids watching Bluey but their parents too!

Bluey Tackles Challenging Topics

Like Mr. Rogers, Bluey often brings in complex and challenging topics such as coping with death and loss, working through troubling feelings, and much more.

For example, the Bluey episode Whale Watching implies the parents drank too much at a party the night before. The parents try to avoid playing with their kids but ultimately realize how vital their engagement is, resulting in them pushing through their discomfort.

In another episode titled Stumpfest, Chilli teaches Bluey how parents also need space and adults need time with friends. The kids think the dad was mean when digging up a stump with his friends. Taking away something Bluey and her friends wanted to keep and use for themselves. Chilli explains to Bluey that Bandit’s yardwork with his friends was his playtime and bonding with his pals.

Another Bluey episode, Born Yesterday, shows Bandit acting like he was just introduced to the world. The kids enjoy showing him his new surroundings and how to perform in social settings. This episode helps viewers see how much we take social norms for granted and how to explain norms to the younger generation. It also encourages us to slow down, think simply, and enjoy the little things.

Other topics that have been addressed in Bluey include

  • Depression
  • Fear of abandonment
  • Divorce
  • Taking care of your parents
  • Death
  • Work Ethic

Teaching essential concepts like these to kids can be challenging. A great product GKIS offers to help bring the family together is our Screen Safety Essentials Course. Our Essentials Course promotes screen safety and a cooperative and positive parent-child alliance.

Online Conspiracy Theories About Bluey

Typical of the internet, there is social media drama surrounding Bluey. For example, there is online speculation about hidden adult topics within the show. TikToker conspiracy theories about Bluey include speculation that Bluey is a rainbow baby. A rainbow baby is a child born after a miscarriage. There is also speculation that one of the grandparent characters has Alzheimer’s disease and Bingo has celiac disease. An episode was temporarily banned because Bandit passed gas in Bluey’s face, referred to as a fluffy in the show. This episode got pushback, but the real lesson was about being honest and not trying to be sneaky. After viewers and parents realized this, the episode was placed back into the show’s streaming library.

If you find it difficult to play with your kids or integrate challenging topics into play, get your friends together and schedule an online parenting workshop with Dr. Bennett.

Thanks to CSUCI intern Keith Ferries for researching and writing this family-friendly article.

I’m the mom psychologist who will help you GetKidsInternetSafe.

Onward to More Awesome Parenting,

Tracy S. Bennett, Ph.D.
Mom, Clinical Psychologist, CSUCI Adjunct Faculty
GetKidsInternetSafe.com

Photo Credits

[1] August de Richelieu https://www.pexels.com/@augsst-de-richelieu/

[2] Cottonbro Studio https://www.pexels.com/photo/girl-in-red-dress-playing-a-wooden-blocks-3662667/

[3] RODNAE Productions https://www.pexels.com/photo/young-family-talking-to-their-parents-6148875/

GetKidsInternetSafe Response to President Trump’s Comments Linking Violent Video Games to Hate Crimes

Yesterday in response to the El Paso and Dayton mass shootings, President Trump stated, “We must stop the glorification of violence in our society. This includes the gruesome and grisly video games that are now commonplace. It is too easy today for troubled youth to surround themselves with a culture that celebrates violence. We must stop or substantially reduce this and it has to begin immediately.” In response, #videogamesarenottoblame started trending on social media. Talk show hosts came out in force stating that there are no research studies linking video games to mass shootings and youth in other countries play video games, yet they do not have mass shootings like America. Consistent with their argument, as video game playing has gone up, juvenile delinquency has gone down. Even Trump’s own 2018 school safety commission produced recommendations that do not support yesterday’s statement. But as founder of GetKidsInternetSafe, I’m behind the President on this one that the on-demand violent entertainment that proliferates American culture deserves serious discussion. Of course, video games are not the sole cause of hate crimes, nor is the research clean about video games causing violence. But that doesn’t mean it isn’t a contributing factor (among many) to making troubled people vulnerable to radicalization online.

In the wake of 31 additional innocent lives lost to senseless gun violence at the hands of extremists, we can all agree that we have reached a crisis point in the United States. The horrific violence of recent hate crimes demand that our leaders act with moral clarity and urgency of action. But they need our support to get this done. They cannot act decisively if everybody gets hysterical and arm-chair quarterbacks every statement of action. Instead of emotional one-sided arguments, let’s think through some of his points about violent entertainment and video games. After all, our kids are at virtual war several hours a day. It is common sense to consider that this may have negative impact on some of them…especially the psychologically vulnerable.

Here are two applicable excerpts from my book, Screen Time in the Mean Time: A Parenting Guide to Get Kids and Teens Internet Safe, that address violent entertainment consumption in America:

***

Violence for Profit: Passive Viewing of Television and Video

The United States has long been criticized as the dominant creator and celebrator of violent entertainment. Chalk it up to our fierce protection of the right to bear arms or our thirst for thrilling content, more and more Americans are fans of violent sports, television, movies, and video games. As adults gobble up violent content for entertainment, our children are too often exposed to violence early and often with little regard to the damage it may cause. Everybody is doing it. Right? Right. Yet it has been widely demonstrated that viewing screen violence, passively and interactively, causes aggressive and hostile behavior in children and adults. However, not everybody who watches violent TV or plays violent video games acts aggressively. How much is too much for children who are vulnerable due to immature brains?

First, we must accept that not all screen time is equal. Screen viewing can be passive (watching television and videos) or interactive (screen touch and video games). In regard to passive viewing of violent screen content, the American Psychological Association Council Policy Manual on Violence in Mass Media (1994) concludes from decades of research that there is correlative and causal risk. It specifically states:

On the basis of over 30 years of research and a sizeable number of experimental and field investigations, viewing mass media violence leads to increases in aggressive attitudes, values, and behavior, particularly in children, and has a long-lasting effect on behavior and personality, including criminal behavior;[i],[ii],[iii]

Viewing violence desensitizes the viewer to violence, resulting in calloused attitudes regarding violence toward others and a decreased likelihood to take action on behalf of a victim when violence occurs;[iv]

Viewing violence increases viewers’ tendencies for becoming involved with, or exposing themselves to, violence;

Viewing violence increases fear of becoming a victim of violence, with a resultant increase in self-protective behaviors and mistrust of others; and

Many children’s television programs and films contain some form of violence, and children’s access to adult-oriented media violence is increasing as a result of new technological advances.

These conclusions are particularly troubling when one considers that, despite these findings existing for decades, the Internet and screen technology has exploded access to on demand violent content for all ages. The younger the child, the more time viewed, and the intensity and applicability of the content, the more potential developmental impact. Research demonstrates that children who have not yet started talking are affected by screen viewing in ways parents cannot recognize and that impact changes month-to-month, year-to-year. Furthermore, even kids as young as infants who view alongside an older sibling or a parent may still be negatively affected by inappropriate content.

Violence for Profit: Gaming and Interactive Screen Use

All parents want their children to succeed and live happy lives. We’ve generally accepted that screens are part of it. But parents often wonder, how much impact does violent gaming content have on psychological process? Too often we are seeing school shooters reference violent video games in their pre-attack manifestos. Do we have anything to worry about?

The five main video game play genres include action, role-playing, simulation, strategy, and sports. Gaming ranges in content and interactivity from simple puzzle games to complex massive multiplayer online role-playing games (MMORPGs). In MMORPGs, a large number of people play online together as developed characters in complex, online lands with shared goals in real time. Platforms for gaming include smartphones, tablets, handheld gaming devices, computers, gaming consoles, and the developing market of virtual reality (wearable devices with sensors like a helmet, goggles, and gloves where users can “interact” with a three-dimensional environment) and augmented reality (computer-generated images superimposed on the player’s view of the real world, resulting in a realistic composite of real and virtual life).

Other new, immersive auditory and visual adjunct technologies include transmedia storytelling (story content presented across multiple platforms and formats using digital technology), mini-games (video games contained within video games), chrono- and geolocation (identifying the time and location of players), and object linking (embedded links that lead the player to sequential digital locations). With multibillions of dollars earned each year from the gaming market, gamevertising has also become increasingly prevalent. This means that games are being expertly designed for product placement and with manipulative neuropsychological principals built in to ensure that gamers stay online and spend more money.

Beyond education and entertainment, benefits that can be gained from playing video games include improvements in visual-spatial capabilities, reaction times, attention span, ability to process multiple target objects, and detail orientation,[v] as well as improved visual short-term memory, mental rotation, tracking, and toggling between tasks.[vi] Video games can also help with anxiety and mood and improve relaxation and improve problem solving, strategy building, goal setting, and cooperation with others.

Video games also have vocational applicability and can be customized for specific tasks, such as orienting and motivating employees, providing health care benefits like exercise or illness care, or teaching specialized skills like performing surgery or sporting ability.[vii] Some gamers compete in profitable e-sport tournaments in person and online, while others learn computer programming skills that can be marketable as a career specialty. Mastery of video games provides opportunity for increased confidence, social connection and networking, and self-esteem. Social benefits are particularly valuable for players who may be isolated by geographic remoteness or physical or mental disability.

Along with benefits come risks. Ninety-seven percent of teens play video games, and more than 85% of video games have violent content.[viii] As with all complex psychological phenomena, different effects happen in different situations with different people. Thus, issues like content, time spent playing, and player vulnerabilities due to family life or mental health must be taken into account when considering effect.[ix]This makes for messy factors to control for quality research and controversial opinions about the risks of violent video games.

Meta-analytic reviews of research have found that violent video games can cause aggressive behavior, aggressive thinking styles, and aggressive mood, as well as decreased empathy and prosocial behavior. In regard to the effect of violent video games on children, teens, and adults, the American Psychological Association Council Policy Manual Resolution on Violent Video Games (2015) concludes:

A convergence of research findings across multiple methods and multiple samples with multiple types of measurements demonstrates the association between violent video game use and both increases in aggressive behavior, aggressive affect, aggressive cognitions and decreases in prosocial behavior, empathy, and moral engagement;

All existing quantitative reviews of the violent video game literature have found a direct association between violent video game use and aggressive outcomes;

This body of research, including laboratory experiments that examine effects over short time spans following experimental manipulations and observational longitudinal studies lasting more than two years, demonstrates that these effects persist over at least some time spans;

Research suggests that the relation between violent video game use and increased aggressive outcomes remains after considering other known risk factors associated with aggressive outcomes;

Although the number of studies directly examining the association between the amount of violent video game use and amount of change in adverse outcomes is still limited, existing research suggests that higher amounts of exposure are associated with higher levels of aggression and other adverse outcomes;

Research demonstrates these effects are for children older than 10 years, adolescents, and young adults, but very little research has included children younger than 10 years;

Research has not adequately examined whether the association between violent video game use and aggressive outcomes differs for males and females;

Research has not adequately included samples representative of the current population demographics;

Research has not sufficiently examined the potential moderator effects of ethnicity, socioeconomic status, or culture; and

Many factors are known to be risk factors for increased aggressive behavior, aggressive cognition and aggressive affect, and reduced prosocial behavior, empathy and moral engagement, and violent video game use is one such risk factor.[x}

Not only do video games affect gamers in the immediate, but they can also lead to increased aggressive behavior later in life.[xi] Furthermore, some players become desensitized to their environment,[xii] increasingly spend more time gaming, and ultimately feel more connected to their virtual world than the real world around them. With new immersive technologies being introduced to younger and younger children every day, one can’t even imagine true cognitive and psychological impact over time.

Thus far, attempts to regulate and block violent video game content from minors have largely been unsuccessful. Since the 1972 release of the first popular video arcade game, Pong, parents have worried about the impact of video gaming on their children. Just like our kids, we have largely become desensitized to its impact. From 1976, when parents succeeded in getting the video game Death Race pulled from the shelf due to the little gravestone that appeared when a character was killed, to now, we’ve come a long way baby. Or have we?

In response to video game players committing violence, several lawsuits have been filed by private citizens and class actions claiming that video game manufacturers were negligent by selling violent content that is harmful to children. However, few have succeeded due to first amendment rights claims and insufficient evidence related to flawed research methodology or correlational rather than causal research. City ordinances attempting to limit violent gameplay by unaccompanied minors in public places have also largely failed. Law professors and psychologists continue to argue that the evidence is too flimsy to make solid claims that video games cause violence, particularly considering the fact that despite widespread gameplay, the rate of juvenile violent crime is at a thirty-year low.

A particularly impactful blow against state regulation was the United States Supreme Court ruling in Brown v. Entertainment Merchants Association (2011), which concluded by a seven to two opinion that the California law restricting the sale and distribution of violent video games to minors was unconstitutional. The ruling was based on first amendment rights, stating that “speech about violence is not obscene” and is “as much entitled to the protection of free speech as the best in literature.”

***

So, there you have it. Violent video games and entertainment are not turning us into gun-hungry zombies. Our avid gamers have friends, go to school, and love their families. We are not being infected en masse through our video consoles. But that doesn’t mean hours of violent play isn’t impacting us negatively, especially those vulnerable with growing brains or childhood trauma. Rather than arguing extreme positions and attacking issues of concern, let’s consider the idea that we can all do better. Four commonalities have been found among shooters; a history of childhood trauma, a situational crisis point, the study of previous shooters and searching for validation for their motives, and the means to carry out the hate crime.[xii] That leaves us with many potential entry points for intervention. Our first step is calm, generous, and intelligent dialogue. Let’s start acting like a community and make positive change. The finger-pointing is only a distraction.

I’m the mom psychologist who will help you GetKidsInternetSafe.

Onward to More Awesome Parenting,

Tracy S. Bennett, Ph.D.
Mom, Clinical Psychologist, CSUCI Adjunct Faculty
GetKidsInternetSafe.com

Works Cited

[i]Huston, A., Donnerstein, E., Fairchild, H., Feshbach, N., Katz, P., Murray, J., Rubinstein, E., Wilcox, B. & Zuckerman, D. (1992). Big World, Small Screen: The Role of Television in American Society. Lincoln, NE: University of Nebraska Press.

[ii]National Institute of Mental Health – NIMH (1982). Television & Behavior: Ten Years of Scientific Progress & Implications for the Eighties, Vol. 1. Rockville, MD: U.S. Department of Health & Human Services.

[iii]Murray, J. P. (1973). Television & violence: Implications of the Surgeon General’s research program. American Psychologist, Vol. 28, pp. 472-478.

[iv]Krahe, B., Moller, I., Kirwil, L., Huesmann, L., Felber, J., & Berger, A. (2011). Desensitization to Media Violence: Links with Habitual Media Violence Exposure, Aggressive Cognitions, & Aggressive Behavior. Journal of Personality & Social Psychology, Vol. 100, No. 4.

[v]Taylor, J. (2012, December 4). How Technology is Changing the Way Children Think & Focus. Retrieved October 18, 2012, from http://wwpsychologytoday.com/glog/the-power-prime/201212/how-technology-is-changing-the-say-children-think-and-focus

[vi]Holfeld, B., Cicha, J. & Ferraro, F. (2014). “Executive Function & Action Gaming among College Students.” Current Psychology Curr Psychol34.2: 376-88. Web.

[vii]Brown, S., Liebermann, D., Gemeny, B., Fan, Y., Wilson, D., & Pasta, D. (2009). Educational video game for juvenile diabetes: Results of a controlled trial. Vol. 22 (Issue 1), p. 77-89. Doi:10.3109/14639239709089835

[viii]NPD Group (2011). Kids & gaming, 2011. Port Washington, NY: The NPD Group, Inc.

[ix]Ferguson, C. (2011). Video Games & Youth Violence: A Prospective Analysis in Adolescents. Journal of Youth & Adolescence, Vol. 40, No. 4.

[x]Anderson, C., Ihori, Nobuko, Bushman, B., Rothstein, H., Shibuya, A., Swing, E., Sakamoto, A., & Saleem, M. (2010). Violent Video Game Effects on Aggression, Empathy, & Prosocial Behavior in Eastern & Western Countries: A Meta-Analytic Review. Psychological Bulletin, Vo. 126, No. 2.

[xi]Norcia, M. (2014, June 1). The Impact of Video Games. Retrieved October 26, 2014, from http://www.pamf.org/parenting-teens/general/media-web/videogames.html

[xii]Weger, U., & Loughnan, S. (2014). Virtually numbed: Immersive video gaming alters real-life experience. Psychonomic Bulletin & Review, 21(2), 562-565. Doi:10.3758/s13423-013-0512-2

[xiii] https://www.latimes.com/opinion/story/2019-08-04/el-paso-dayton-gilroy-mass-shooters-data 

7 Important Research Findings About TV That Every Parent Needs to Know About

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Parents often tell me that they struggle to regulate their children’s screen media use because it’s simply overwhelming. Research and regulations regarding children and television viewing have been firmly in place for many years. It makes sense that this well-traveled path is a good place to start with parenting in the digital age. Once you tackle and implement TV-watching rules, you have developed critical skills necessary to effectively tackle other screen media. Today’s article is designed to help you build mastery and confidence in actively parenting your family’s TV-viewing choices.

How often does your child watch television? If you answered that question with any response other than “never,” you must consider TV as your co-parent. Does that make you shiver? Well it should considering the proliferation of sex, violence, and just plain meanness that is included in even children’s television programming. The truth is, if your child is watching TV (or any screen media for that matter), then they are being affected and parented by what they are watching. The following research findings provide the pros and cons of child TV watching and will help you in your quest to becoming an even more awesome parent.

  • Parent guidance is necessary to lead kids to the best choices of TV programs.

Children’s programming is designed to attract viewers rather than provide education. As a result, broadcasters guided by profit aren’t great co-parents.

It doesn’t take long flipping through channels to recognize the amount of inappropriate programming available on even daytime TV. Programming channel availability on your television is a great first step to awesome parenting, followed by co-viewing and active guidance. Our family happens to have a kid TV as well as an adult TV. My husband and I deliberately selected the channels (and games) available on the kid TV for quality academic and prosocial content. The kids are only allowed access to the adult TV with permission or for family co-viewing.

Kids learn more when they are interested in the theme of the program and tend to prefer programs with social-emotional themes over programs with academic focus (Calvert, 289). When you are making parenting decisions about channel availability, I suggest you seek your children’s opinions and actively negotiate to reach a happy and productive outcome. And as always, this is a living agreement. In other words, you will need to revisit and renegotiate as your children get older and gain a larger variety of abilities and interests.

  • Regulation has made a difference in availability and quality of children’s television.

In 1990 the Federal Communications Commission (FCC) enacted the Children’s Television Act (CTA). CTA was designed to give parents better information, more clearly define core educational programming, and increase the amount of children’s television programming. Since CTA was implemented, access to quality children’s television programming in the US has improved with genuinely positive result (Calvert, 324). This regulation was developed due to a grass roots movement by concerned parents like us! This is a hopeful precedent considering the work we still need to do as the Internet continues to encroach unregulated into our children’s lives.

  • Children as young as a year old can learn to avoid dangerous things from simply watching actors on TV.

In a 2003 study by Mumme and Fernald, 32 12-month olds were recruited from a middle-class, predominantly white community. Four objects that they’d never played with before (a letter holder, a ball with weird bumps, a garden hose adapter, and a plastic valve) were shown on a TV screen along with an actor emotionally responding to those objects (neutral, happy, or fearful) with a simple verbal description (“look at it”). The infants’ parents sat next to them reading a magazine. When later given the objects to play with, it was discovered that the infants avoided the objects to which the actor responded fearfully. They approached the neutral and positive objects the same. Surprisingly, 10-month olds were not affected by what they’d seen on TV. Just two months of development seems to make a huge difference.

Even if your children are passively viewing adult TV shows, they are being affected by the show’s emotional content. Just because your child is young or viewing alongside a parent, doesn’t mean they’re not being negatively affected by inappropriate content.

  • Preschool children who watch educational TV are often better prepared for school (Wright, 1347) and even better students in high school (Anderson).

It’s not necessary to cut out TV completely to be an awesome parent. In fact, there are some great programs out there that will benefit your children’s overall academic success!

  • Children who watch prosocial TV programs demonstrate more kindness towards peers and animals.

 Not only will quality television make your kids more successful at school, but also with others!

  • When you’re making TV program selections, remember that age makes a difference in child choice of TV programs and the ability to understand complex plots.

Younger children choose and watch more educational and informational television programs whereas older children prefer entertainment programming. Because broadcasters know this, there is less educational content targeted at older kids. In regard to quality of viewing, older children learn more from all types of programming (Calvert, 318). As cognitive abilities develop, kids are increasingly able to identify factors relevant to the central plot, recognize order as the story scheme, draw inferences about the feelings and motivations of the characters, and recognize cause-effect relationships within the program.

Just as you stock your child’s reading shelf with kid’s books rather than adult novels, it’s important to shelf age-appropriate TV programs. Websites like https://www.commonsensemedia.org can be helpful when evaluating program content.

  • When parents discuss and support the lessons kids learned from TV viewing, kids are more likely to apply lessons in real life.

In regard to the kinds of lessons kids learn from TV, kids most often report learning social-emotional lessons, then information, physical well-being, and cognitive skills lessons (Calvert, 303).

Although our kids have a kid TV at their disposal, we still regulate viewing time and choice. The babies particularly clamor for “movie night,” because it’s their favorite thing to share a series or TV with us co-viewing. My husband and I like to reinforce the academic and social lessons weaved within what we’ve watched in later discussions. Not only is it a gift to provide enriching programming to your child, but it is particularly valuable to share your thoughts, values, and zany humor with them during family quality time. Our movie nights and later discussions help us really get to know our kids. When we see the kids amped up about certain themes and topics, we often head to the bookstore or library for books that they’ll be more likely to read. Win-win!

At this moment I’m flying to South Carolina with my 20 year-old to move her in for the fall semester. Believe me as I sit here with tears in my eyes marveling at the woman she has become, it’s important to soak in every precious parenting opportunity while you can. Some day sooner than you’d like, they’ll be spreading their wings in pursuit of their own wide open spaces.

I’m the mom psychologist who will help you GetKidsInternetSafe.

Onward to More Awesome Parenting,

Tracy S. Bennett, Ph.D.
Mom, Clinical Psychologist, CSUCI Adjunct Faculty
GetKidsInternetSafe.com

Works Cited

Anderson, D.R., Huston, A.C., Schmitt, K.L., Linebarger, D.L. , and Wright, J.C. “Early childhood television viewing and adolescent behavior”. Monographs of the Society for Research in Child Development 66 (2001) (1, Serial No. 264). Web.

Calvert, Sandra L., and Jennifer A. Kotler. “Lessons from Children’s Television: The Impact of the Children’s Television Act on Children’s Learning.” Journal of Applied Developmental Psychology 24.3 (2003): 275-335. Web.

Mumme, Donna L., and Anne Fernald. “The Infant as Onlooker: Learning From Emotional Reactions Observed in a Television Scenario.” Child Development 74.1 (2003): 221-37. Web.

Wright, J.C., Huston, A.C., Murphy, K.C., St. Peters, M., Pinon, M. Scantlin, R.M., and Kotler, J.A. “The relations of early television viewing to school readiness and vocabulary of children from low-income families: The early window project.” Child Development 72 (5) (2001): 1347–1366. Web.

CLICK HERE for some fun kids TV ideas!