In 2018, the gaming industry reported 30-billion-dollars in revenue with 2022 earnings expected to reach 50 billion![1] Much of this profit comes from the pockets of vulnerable kids and teens. To help your kids learn about the risks of online play before they get into trouble, we created the Social Media Readiness Online Course. Set up like driver’s training (but for the internet), each module is followed by a mastery quiz. That way, when your child earns their graduation certificate, you know they’ve learned what they need to have better judgment when faced with difficult online choices. For today’s GKIS article, we’ve uncovered another tricky trap that introduces vulnerable players to dangerous gambling behaviors, the loot box.
Microtransactions
In the old days, the only expense to gamers was the cost of buying the gaming device and the video game. Now video games require players to make additional purchases within the game to advance. A common and profitable expense comes in the form of microtransactions.
Microtransactions are in-game purchases of opportunity, goods, and game currency. Two types of microtransactions are desirable to players, fun pain and skill games. Fun pain purchases refer to a second chance opportunity. Skills games remove obstacles during stressful game situations. Microtransactions typically occur in the form of game currency.
Game Currency
Game currency refers to the virtual money or points necessary to progress in the game. For example, NBA 2k offers VC (Virtual Currency), Call of Duty provides CP (Call of Duty Points), Fortnite offers V-Bucks, FIFA offers FIFA coins, and Apex Legends offers Apex coins. One advantage to offering game currency is that it can have its own value. By giving a different name and image to currency, it’s easier for players to lose track of spending. Tempting marketing ploys are also common, like free offers, larger package discounts, limited time offers, and loot boxes.
Loot Boxes
Loot boxes have become a massive moneymaker for game publishers. A loot box refers to a box of virtual items (like stickers, skins, camos, weapons, in-game currency, or another loot box) that players buy before they know exactly what it contains.[4] It’s like a surprise bag that promises an advantage over other players.
Sometimes players get a disappointing loot box; while other times they win big. Creating different values to the loot boxes creates what researchers call the near-miss effect. That means the brain fires with an “almost win” in the same way it would for a win. Kids being hit with the near-miss effect are highly motivated to keep spending until they reach their dream loot box jackpot. What happens if they get their dream? They desperately keep spending to win again!
Do loot boxes introduce kids to the addictive features of gambling?
If it seems to you that the desperate quest triggered by the near-miss effect sounds like gambling, you are right. It’s one thing for adults to gamble, but it’s an entirely different thing to sneak gambling features into child activities. Because kids’ brains are still developing, they are particularly vulnerable to forming addictive behaviors.
Here is what loot boxes have in common with other gambling activities:
Exchange of money or a valuable item
Unknown outcome that can change based on future events
So is child gambling now a thing? According to the Gambling Health Alliance, it is.
They report that:
41% of gamers under the age of 18 have purchased a loot box
75% of gamers report that they’ve felt regret for loot game purchases
48% of gamers have hid the amount spent on in-game microtransactions
76% of gamers believe that loot boxes should be made illegal for minors[3]
Publishers That Incorporate Loot Boxes
Apex Legends by Electronic Arts
Call of Duty: Black Ops 4 by Activision
Counter-Strike: Global Offensive by Valve & Hidden Path Entertainment
FIFA ’17-20 by Electronic Arts
Fortnite by Epic Games
Gears of War 4 by Microsoft Studios
Halo 5: Guardians by Microsoft Studios
Injustice 2 by Warner Bros.
League of Legends by Riot Games
NBA 2k21 by 2k Sports
Overwatch by Blizzard Entertainment
PlayersUnknown’s Battlegrounds by PUBG Cooperation
Star Wars Battlefront II by Electronic Games
Furthermore, Activision and Electronic Arts have current patents on motivation to spend.[2]
How can you protect your kids from getting tricked into online gambling?
First, keep up with our free GKIS blog articles by subscribing in the orange box on the top of our GetKidsInternetSafe Home Page.
Start a healthy, informative dialogue as a family about the traps of online activities. We guide you through everything you need to know with our free Connected Family Agreement. It comes directly to your email once you subscribe to our home page.
Once your family learns the basics about online digital injury risks and how to be smart on your devices, you’ll definitely want to add our injury and the psychological wellness strategies to build health and resilience. GKIS supplements How to Spot Marketing, and our Cybersecurity and Red Flags.
And finally, as mentioned before, if you have tweens or teens our Social MediaReadiness Course offers the valuable information needed to avoid digital.
Too busy to figure it all out step-by-step? We’ve got you covered! Our GetKidsInternetSafe App takes you through all of our GKIS course content (including everything listed above) in quick and easy 5-minute weekly videos created by our own Internet Safety Expert, Dr. Tracy Bennett. A ten-minute commitment a week to avoid costly digital and psychological injuries down the road may be the most important opportunity for family safety we’ve ever offered. Your first 30 days are completely free. Click here to find out more so you don’t miss out!
Thanks to CSUCI intern, Christian Sandoval for gambling activities in video games, and for co-authoring this 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
“I can’t breathe, and my chest is killing me. My heart is racing. Am I having a heart attack? I am sweating, trembling, and dizzy. I think I’m going to vomit. My thoughts are racing. Have I gone crazy? What is wrong with me?” If this sounds familiar, you are probably one of three adults in the U.S. who has had an anxiety attack. Screens can have a significant effect on our levels of anxiety, but how?
What is anxiety?
In my 25+ years of clinical practice, I have treated many kids, teens, and adults with anxiety disorders. Since the advent of mobile screen technology, we have seen prevalence numbers increase dramatically. Twenty-five percent of 13- to 18-year-olds have mild to moderate anxiety with the median age of onset at 11 years old.[1]
There are five major types of anxiety disorder.
Generalized Anxiety Disorder(GAD) is characterized by chronic worry about things that don’t warrant that level of concern.
Obsessive-Compulsive Disorder (OCD) is characterized by recurrent, intrusive thoughts and repetitive ritualistic behaviors, like counting, tapping, washing, or checking.
Panic Disorder (PD) is a chronic dread of having a panic attack, which feels like intense fear and trouble breathing, heart racing, and dizziness.
Post-Traumatic Stress Disorder(PTSD) is typically triggered by a terrifying ordeal.
Social Phobia (SP) causes people to withdraw due to extreme self-consciousness or embarrassment around others and a fear of being scrutinized or judged.
How Screens Can Trigger Clinical Anxiety Symptoms
Generalized Anxiety Disorder
Screens can be distracting and lead to wasted time and poor work performance. Not only do kids worry about those missed assignments, but too many hours of online learning can put them in a state of irritable exhaustion. In Dr. Bennett’s book, Screen Time in the Mean Time, she details how multitasking, which refers to interrupting one task to attend to another (like social media notifications during homework), burns brain fuel at a rapid rate – leading to mental brownout.[2] Mental brownout can lead one to feel hopeless and helpless, which can lead to chronic worry about … just about everything.
Obsessive-Compulsive Disorder
Keeping up with the Jones’s (or Kardashian’s) on social media can lead to obsessive scrolling and compulsive checking. We’ve all seen the notorious #GymSelfie or #FoodPorn that pops up on our news feed. Then there’s the #OutfitOfTheDay, #MCM (man crush Monday), #WCW (woman crush Wednesday), or your #TBT (throwback Thursday). Keeping up can feel overwhelming.
As Dr. B says in her article “Teaching Kids the Brain Traps of Video Games May Break the Spell,” “likes” are designed to tap into our evolutionarily-reinforced need to please our tribe – also called social capital. She elaborates, “When that notification pops up on our smartphone that somebody liked our post, we get a slight euphoria.”
Getting the likes makes us want more (compulsive use patterns), and not getting the likes can send us into compare and despair. Big tech is aware of this and plays on our psychology to keep our eyes on the screen. Our attention has been commodified (meaning that data about our online behaviors is for sale because it has value to marketers). The more we stay on screen, the more we fall victim to ads and the compulsion to buy.
Panic Disorder
Panic attacks happen when the autonomic nervous system, our survival center, gets triggered too easily. Poor self-care (like not sleeping, eating well, exercising, or socializing) can make us vulnerable having panic attacks. Dr. B says video games are also programmed to jack up your autonomic nervous system, which can lead to panic attacks.
Post-Traumatic Stress Disorder
In our GKIS article, “Live Streaming Can Cause PTSD in Adults and Children,” we detailed how watching live-streamed videos on social media and Youtube can lead to debilitating trauma symptoms. It’s critical to consider that screen content matters as much as, if not more than, screen time.
Social Phobia
It doesn’t take much imagination to consider that social media can lead to fear of excessive social scrutiny. Dr. B writes about the normal adolescent defense called the imaginary audience. She writes, “Teens can become extremely focused on their looks and very self-conscious, convinced that EVERYBODY is looking at them. As a result, they pay meticulous attention to clothing, makeup, hairstyle, body shape, and mannerisms. It’s as if they are carefully cultivating their brand to fit in and stand out among admired peers. Although imaginary audience has been observed among adolescents throughout history, social media may exacerbate anxiety. I believe compulsive urges to take perfect selfies are a healthy expression of the imaginary audience rather than the pathology of narcissism.”
It didn’t happen if you didn’t post it.
There is a popular saying that if you didn’t post about it, it didn’t really happen. Many teens are more invested in their virtual lives than they are in their non-virtual lives. This makes sense considering they spend more waking time on screen than they do off-screen!
Teen life often happens in a snapshot and not much else. Our kids are spending time at events, the beach, and vacation looking for that split moment to capture a picture guaranteeing them likes from their followers. Conversations are “Uh-huh” and “Mm, sure” without eye contact. Screen time is the master, and we’ve grown to accept that that is “just what teens do these days.”
Social media can become a shrine of a person’s life, and if it is subpar, that person’s life seems subpar. Sound extreme? It is, and it is real. The pressure to be perceived in a certain way can consume our minds and impact self-esteem. A Canadian study found that the more time spent on screens, the higher the risk of developing anxiety in children.[3] Screen addiction is proving to be a real concern rather than a minor annoyance.
Driven to Distraction
Anxiety has the potential to impact not only the quality of time spent with family and friends but may also sever the most important relationship of all, the one with ourselves. Self-worth goes down, anxiety shifts to depression, and all because we judge others and ourselves through the safety of a screen, hidden in anonymity, and supported by strangers.
It can happen to anybody.
A child therapist friend of mine shared with me that she recently deleted all social media apps off her phone. She said she felt social media was consuming her and ultimately the cause of a lot of anxieties. Between clients, she browsed Facebook and Instagram instead of doing her mandatory briefings. Her briefings would get stacked up for weeks. Ultimately, this would contribute to her unease. This is a professional in mental health, one whom we would like to think could find a good balance. Now imagine your teenager…
What can we do about it?
Identify the triggers and recognize that you may be powerless against them without cutting down on screen time.
Set reasonable parameters.
Use time management and blocking apps.
Learn cognitive behavioral coping skills like breathing, mindfulness, cognitive restructuring, and meditation
Make your nonvirtual life more enriching
Thank you to Chad Flores for helping us recognize how screens may contribute to anxiety.
[3] Maras, D., Flament, M. F., Murray, M., Buchholz, A., Henderson, K. A., Obeid, N., & Goldfield, G. S. (2015). Screen time is associated with depression and anxiety in Canadian youth. Preventive Medicine: An International Journal Devoted To Practice And Theory, 73133-138. doi:10.1016/j.ypmed.2015.01.029
I wrote this article for my awesome GKIS Social Media Readiness Course for tweens and teens. I have to admit, I have never worked so hard on an article. Explaining complex psychological principles that big tech bakes into video games in easy-to-understand language for teens is difficult. But this information needs to be understood by everyone who uses screen technology – like a how-to manual.
Why This is Important
Too many of us are addicted to our screens, and it’s not an accident. Programmers intentionally bake hidden brain traps into our devices and onscreen activities to capture our attention. Technology has moved us into a new wildly profitable market where our attention is the commodity. The more attention they can get us to surrender, away from healthy offscreen activities like hanging out in real life, sleeping, being in nature, and anything else that offers us three-dimensional brain enrichment, the more money they make.
Big tech has cracked the code on brain reward. With psychology research and protective laws lagging behind rapidly developing technology, it’s up to us to understand what we’re up against. Learning how to recognize manipulatively designed brain traps can break the spell, interrupting our screen dependence and our spending.
I’ve tested it on gamers in my practice. By teaching them how special features trigger our feel-good chemical (dopamine) in the pleasure center of the brain, gamers can be taught to recognize it as it’s happening. With this new awareness, many of them popped out of autopilot responses and found the games less enticing.
How To Teach Your Kids
If you teach your kids about the hidden brain traps of video games, maybe they too will change their addictive online habits! For younger kids, just cover a few items at a time. Older players may be willing to cover all of these hacks at once. Make the discussion interesting and fun. If your child is getting bored with these fun facts, take a break and return to the discussion later.
Don’t forget to ask them what they think along the way and be willing to listen and learn as well as teach. You’ll find that these ideas pop up again over and over if you keep the cooperative dialogue going.
The application of this learning has endless benefits. Get familiar with the ideas on your own first, then teach these concepts along with your free GKIS Connected Family Agreement. Congrats on being the parent who goes the extra mile for the health and happiness of your family.
What We’re Up Against
There are lots of screen activities that can addict users, but video games are among the strongest. They’re so fun and compelling that some gamers lose control and can’t pull away. Gambling and gaming are the only addictive behaviors officially recognized by the World Health Organization and the mental health community.
Behind gaming is a huge profit. In 2019, 2.5 billion gamers contributed to a gaming market that made 152 billion dollars![1] The most successful game in video game history is Fortnite. First released in July 2017, gamers can download it for free on nearly every gaming platform. In just two months of being on the market, Fortnite was played 2.7 billion hours, the equivalent of 300,000 years.[2] Currently, it boasts 78.3 million players a month.[3]
Under Fortnight’s spell of perfectly programmed brain traps, I’ve had clients drop out of school and isolate themselves from friends and family to play 12+ hours a day. The most addicted can barely sleep, fail school, and become socially isolated and burned out. Some are admitted to pricey screen addiction rehab programs that are often outside of their home states and away from their families!
What makes video games like Fortnite so addictive?
Each brain is unique with over 100 trillion synapses(the spaces between our brain cells where cell communication takes place). Not only does our DNA impact our brain wiring, but so does experience. That makes learning a nature-via-nurture phenomenon. In other words, we seek out certain experiences because of our brain wiring, and our brain wiring changes in response to our experiences.
No two people experience video games alike. Some people may be barely amused by the most addictive video game on the market, while others will forgo eating and sleeping to rack up points.
On the other hand, we are all human. We come from a common ancestry that developed with similar evolutionary triggers in play. As a species, we’ve been hunting and gathering for 200,000 years; that’s 90% of human existence.[4] Atari first introduced Pong in 1971. That means video games have only weighed in for the last .024% of our evolution. Find the triggers that captured the attention of our Neanderthal ancestors, and you’ll find triggers that capture us today. Technology has evolved much faster than our human brains. We simply can’t keep up.
Rewards and Punishments Are Folded into Gameplay
One of the first things college professors teach is the processes behind how we learn. Operant conditioning is a psychological learning method that involves rewards (pleasant) and aversives (unpleasant).
When a behavior increases, it has been reinforced. When a behavior decreases, it has been punished. Programmers use reinforcers and punishers to manipulate player behavior.
Rewards
The most obvious reinforcers in video games include points, prizes, and social likes that are delivered with attaboys in the form of yummy sights and sounds. Cool graphics, pleasing colors, attractive shapes, and amazing sounds stimulate the pleasure centers of our brains. When I asked my son what sounds he finds most appealing, he said the “kill” sounds are particularly attractive in Fortnite, especially the higher-pitched headshot sound and the sound of ammo reloading. My army of client gamers enthusiastically agreed.
Punishments
If we are doing badly in a game, it makes us anxious. Not only are we disappointing ourselves, but others may see we are failing too. Of course, game creators don’t let us feel crappy for long. They offer up relief from that unpleasant stress at mixed intervals (just like slot machines do), and we get double hooked!
Brilliant game builders exploit all four of the operant conditioning boxes on the blue image. Game features that interact with our primitive brains are so sophisticated and so well executed that we don’t even know it’s happening to us.
Remember nature via nurture? Our brain wiring sets us to seek gaming rewards and gaming rewards change our brains. Psychology research has demonstrated that addictive gameplay specifically permanently changes our brain’s interpretation of rewards and losses.[5] The addict’s rewired pleasure center makes recovery very challenging.
Learn these game traps that hack our pleasure centers, and you may be better equipped to make choices about gameplay instead of blindly getting tricked into them.
Expert Video Game Traps Designed to Snare Your Attention & Emotions
Finding Your Tribe & Being a Leader
One of the cornerstones of our survival as humans is our ability to form tribes and have babies. Through attachment and cooperative communication, humans dominate over other Earthly species.
Gaming programmers know what makes us tick. They build games by testing them on themselves and millions of teen players they pay to play for study. By isolating and testing addictive game features, programmers combine the motherload of behavioral reinforcers.
Social feedback is one of those ultimate rewards. The likes and verbal and written comments from other players are like crack cocaine to the human brain. This is why the most popular games allow you to make new friends and invite others. The more influence we have, the more social capital we’ve earned.
Social capital, the good feelings we collect from our interactions with friends, is particularly valuable to teens. It’s during this phase of development that one prepares to leave their family and hone in on attracting your tribe. By finding friends, testing skills, and “versing” each other, kids thrive on the team aspects of play.
But what if you are too shy to fail in front of your friends? No worries, the gaming engineers thought of that too. They allow you to start by playing anonymously or playing against yourself or strangers. That way you slowly gain confidence until you’re ready to show off your new skills with your team.
The emotional stimulation of wins and losses with your friends is extraordinarily captivating. As a young player told me, “Dying sucks and the team gets mad at you because they die too. If your friends are beating you, it makes you mad. So, you work to get more dubs (w for wins) to get bragging rights.”
Standing Out in the Crowd
But what if you become like everybody else in the game? You won’t stand out at all. That’s not fun.
Voila! Game makers thought of that too. They help you stand out with badges, points, and skins that discriminate who’s a newbie and who’s a pro. Sexy curves and muscled skins are valuable game commodities. By crafting the perfect look, players can attract other teammates. How you look, the levels you’ve achieved, and your arsenal of skills and weapons offer the optimal distinctiveness you need to stand out in a crowd. In Fortnite, you can even earn the opportunity to be paired with other high-ranking and even celebrity players.
Brain Candy Learning & Expert Mentorship
Humans love to set, pursue, and reach goals. Learning through trial and error and tracking progress is deeply satisfying to our most primitive selves. We especially love to learn from people we look up to and want to be someday, like celebrities and influencers. Celebrity endorsement as a branding (selling) strategy is illustrated by the popularity of Let’s Play videos (videos of other gamers playing and commenting on gameplay) on streaming sites like Youtube, Twitch, and Mixer.
You don’t want to put in the hours it takes to learn everything? No worries, game creators will let you pay your way to the top by buying up for levels. Even players who haven’t reached celebrity status can make money from expert play. I’ve had clients play an account until they’ve leveled up, then sell these accounts for thousands of dollars to buyers who want expert-level access to features without having to put in the time commitment.
Backchannel deals can also lead to big-earning e-sport tournament play. Some players even win college scholarships in tournaments that boast prize pools as big as 34 million dollars![6]
Hunting & Gathering > Building & Defending Community
Just as our ancestors did, our brains delight in building and defending the community. Being a good seeker, builder, and warrior gave us an evolutionary advantage.
Fortnite taps into these traits by having players forage for and gather useful, rare, and collectible items randomly placed around the map. Excited anticipation paired with finding items triggers our hunting and gathering instincts.
Fortnite also offers community competition and violence to scratch that primitive itch. Although parents are pleased there aren’t blood spatter and guts in Fortnite, developers know that tapping into our human need to protect and survive through violent in-group, out-group protectionism is a sure win.
How They Make Losing Fun
Getting a victory royale in Fortnite is difficult. Players must have the skill and luck to defeat other competitors in battle. Most gamers play multiple, consecutive rounds without getting a victory royale because, in their minds, they are not failing, they are “almost succeeding.”
In psychology, this is known as the near-miss effect. A gambler experiences a near-miss when almost winning a hand in poker. They take it as a sign to continue playing. During a near-miss, the brain’s reward system activates the same way it would during a win.[7] Earlier generation Candy Crush game developers learned that the near-miss effect kept players hooked for hours and willing to spend, and Fortnite adopted this strategy.
Attracting New Players & Keeping Old Players Playing
To stay successful, games need to bring in new players while keeping the attention of seasoned players (must cater to different player populations). Building anticipation for something new and exciting with a free gift is a sure way to hook and keep customers.
Upon signing up for Fortnite (which is free and convenient), players are offered a starter bundle. Once you get tired of that, more anticipation is generated with the promise of another free gift with repeated seasonal battle passes which contain prizes like free skins, a pickaxe, a glider, a rare item, and some XP multiplier to level up in the game. Each season offers a new map and fresh features to avoid burnout.
To reinforce habit and daily use, Fortnite even offers a fee asking for unlocking a majority of weekly challenges (55 of the 70) and cash if you log in on consecutive days! With immediate and long-term rewards, the game traps the immediate-reward players and the work-for-it-reward players.
Making Money From the Game & Within the Game
In 2018, Fortnite made 2.4 billion dollars in revenue.[8] Most of this revenue came from players purchasing skins and emotes. As of January 2020, Fortnite was in its first season of Chapter 2. Chapter 1 had ten seasons.
With each season comes the release of new skins and emotes, as well as the removal of ones from past seasons. Removing products from the marketing creates an impression of scarcity – meaning if you don’t buy now you’ll lose out. This makes collecting and purchasing skins and emotes a high priority to players, as it signifies status within the gaming community. The more fancy tools we collect in our cave, the more leadership we build within our community.
Triggering a sense of urgency in players is highly motivating, anxiety-producing, and builds intensity. Finding that sweet spot of flow between boredom and anxiety is the quest of every gamer. Once again, Fortnite doesn’t disappoint. The sense of urgency while searching and release upon finding creates a feedback loop of needing more, more, more! Being online puts us in a perpetual state of want.
Anxiety When We Leave the Game and Intense Craving to Get Back to Playing
Intensely craving game rewards feels pretty exciting in the short term, but in the long term, it can be stressful and take a toll on our mental health. That is why so many young gamers throw tantrums when they have to get off the game and older gamers feel irritated, frustrated, and depressed. Needing more skills to keep earning points builds what we call tolerance in addiction medicine, and the terrible feeling when we get off is called withdrawal. Just like drugs of addiction, tolerance keeps us using more and more and withdrawal makes us crave more gaming.
It’s Contagious!
Speaking of craving and withdrawal, Fortnite knows that watching friends have fun triggers FOMO (fear of missing out). By jacking up player anticipation with live online events, Fortnite gets players advertising to their friends for free.
To attract big numbers, Fortnite offers exclusive information and items. In other words, gamers must attend to get a chance to see what’s coming and get access to cool stuff. Players prioritize these events to get a leg up on team members.
Earning Your Trust & Upping the Ante
Since we covered the standards in marketing in business like scarcity and urgency, you might as well learn about the upsell. Marketers know that we buy out of habit. If they can get us to use our credit card once, we will be far more willing to use it a second and third time.
To get us into this buying habit, games offer an in-game purchase for cheap. Once we buy that, they then approach us with the pricier items. Since we trust them after liking the first item, we are more likely to purchase from them again.
An example of an upsell in Fortnite is the offer for a common emote or skin costs only $8. Once you buy that, Fortnite entices you with a more expensive and rare emote or skin for a higher $20 price. Fortnite in-game purchases can be very expensive. A father from England found out when his son spent $918 on the game in three days![9] Fortnite is a virtual marketplace that is very enticing to immature brains.
If You Like Them, You’ll Also Like Us!
Fun products that tie into popular brands, like The Avengers, are often integrated with video games. This is called affiliative marketing (meaning if you affiliate with or like another brand, they can entice that brand’s users over to them). By paying an already-popular brand to partner, both brands benefit by sharing each other’s user base. Celebrity skins, affiliation, and team competitions sweeten the offer even more.
Issues Specific to Neurodivergent Players
Neurodivergence simply means players who think differently than the average player. Most commonly, it refers to people who have traits of autistic spectrum disorder (ASD) or attention-deficit hyperactivity disorder (AD/HD). All players have gameplay strengths and weaknesses. But for neurodivergent players, these strengths and weaknesses can be more extreme.
For instance, many neurodivergent players have a tough time making and keeping friends in real life. For them, the opportunity for online mastery and social capital is particularly valuable. And the cool thing is, some strengths typical of neurodivergent players, like pattern recognition, make them awesome gamers. One of my ASD clients describes loving the problem-solving elements of gaming and the thrill of earning accolades from her teammates for her exceptional Jedi skills.
Should we just forbid video games?
Going screen-free is not an option for most because of the extraordinary learning, communication, and socialization benefits that screens bring. Also, the genie is out of the bottle already. If everybody else is doing it, it may be a real loss to your child to not have access to their friends.
Fortnite, which some say is on its way out, is not the only culprit. As long as the video game market continues to pull in a huge profit, developers will continue to build games with increasingly sophisticated brain traps.
By reviewing this article with your gamer tonight, covering the points where you agree or disagree, and asking them for their thoughts and observations, you will empower your child through the parent-child connection. Protecting your kids is less about depriving them of screen time, and more about giving them the tools they need to have informed agency. By equipping our children to be smart problem solvers on- and offline with loving support, we open the bridge to really connect as a family. It’s the connection that our children are looking for, and we are a part of that.
The Next Step
Although this article offers a ton of free information, there’s so much more to learn for long-term mental health and brain enrichment. Also, you want your kids to become increasingly more independent and start to solve problems on their own when you aren’t there for help. For even better coping and psychological resilience, you don’t want to miss our GKIS Social Media Readiness Course. Complete with lessons about digital injury risks and psychological wellness tools and individual lesson mastery quizzes, it’s the perfect prep!
I’m the mom psychologist who will help you GetKidsInternetSafe.
[5] Dong, G. Hu, Y., & Lin, X. (2013). Reward/punishment sensitivities among internet addicts: Implications for their addictive behaviors. Progress in Neuro-Psychopharmacology & Biological Psychiatry, 46, 139–145.
Roblox is a multiplayer entertainment platform where users can create their own 3D environments and game modes. There are literally millions of games on Roblox. Players are able to explore different worlds and interact with other players. The possibilities on Roblox are only limited by the player’s imagination, but this can also leave room for questionable activity. Roblox shares many similarities with other videogames in the same category, namely Minecraft, but there are some very distinct differences. This GKIS Sensible guide will provide you with the information you need to decide if Roblox is right for your child.
How long has Roblox been around and how popular is it?
Roblox was developed by David Baszucki and Erick Cassel and was released in 2006.[1] Through the years the popularity of Roblox has steadily been increasing. It currently boasts more than 100 million monthly players![2] There are no signs of Roblox losing popularity anytime soon.
Getting Started on Roblox
Roblox is free to download on PC, Mobile Phones, and Xbox One
Requires age of 13 or adult to help child sign up
Parental controls may be set to restrict the ways a child may play
You may purchase in-game currency with real-world currency to buy in-game clothing and hairstyles for your avatar.
Features of Roblox
Roblox is always an online multiplayer game with many different game modes, most of which are created by players. The game modes on Roblox are nearly endless, so we will elaborate on some of the most popular.
Meep City
Players are given an empty house and they choose how they want to furnish it.
Players can work to earn in-game currency in order to choose how to furnish the house.
Other players can visit your house and see how you decorated it.
Murder Mystery
You’re put in a game with up to 10 different players.
One person is given the role of the murderer and is given a knife.
One person is given the role of the sheriff and is given a gun.
The sheriff must find out who the murderer is before he murders all of the other players.
Work at a Pizza Place
Players work at a pizza place.
Pizza orders come into the pizza place and the player must fulfill the order.
Once the player has fulfilled enough orders and accumulated enough money.
The player may choose to expand their pizza business and hire non-player employees to fulfill orders.
Jailbreak
You’re put into a prison with other players.
You must work together with other players to break out of prison.
The players must escape the other players who are police officers that have to chase them around the prison.
After escaping the prison, players can enter a city and continue to hide from the police officers.
Obby
Player created platformer style map.
Players must avoid obstacles and jump from one platform to another.
The objective is to reach the end of the map without dying.
After reaching the end, the player is awarded different types of items that can be utilized in that specific obby.
The Benefits of Roblox
Communication Skills
Children can build communication skills, as they are required to interact and collaborate with their fellow players.
Creativity
Players are also encouraged to showcase their creativity by putting together custom maps.
Financial Responsibility
Children may also learn a bit about financial responsibility as they must manage their in-game currency to buy items.
Parental Control
Parents have the ability to moderate how much their child plays. With the parental controls, parents can limit who can message the child, who can chat with them in the app, and who can chat with them in the games. Click Settings > Privacy to adjust parental controls. There is no voice chat, and text chat is set up so inappropriate language is not allowed.
The Risks of Roblox
Distraction
Roblox has relatively few risks involved with it. One of the main risks of Roblox is that children may choose to play it for extended periods of time.
Violence
Roblox also has some instances of violence within it such as
Shooting a player with a gun
Stabbing a player with a knife
Stranger Danger
Another noteworthy risk of Roblox is the risk of interacting with malicious strangers in-game.
Cyberbullying
Some players may choose to cyberbully others through the in-game text chat. Some of the players may be much older in real life, and it is important that children do not share personal information in-game. For further information, please take a look at the GKIS article about The Dangers of Online Multiplayer Video Games.
Roblox Safety Ideas
Stay nearby for supervision.
Play Roblox with your child.
Read and discuss Roblox’s Community Rules.
Use parental controls.
Teach your child about blocking and reporting features.
Track child playing time.
GetKidsInternetSafe rates Roblox as a yellow-light app, because while it is an amazing creative outlet for kids, the online interactions they have with strangers should be closely monitored. Team games like Roblox can be really fun, but they have their risks. If you think your tween or teen is ready to play Roblox or if they are on it and you want to optimize safety and good judgment, YOU WILL LOVE OUR GKIS Social Media Readiness Training Course. It covers social media and gaming risks to digital injury and teaches tweens and teens the psychological wellness tools they need to thrive!
Thanks to CSUCI intern, Jess Sherchan for researching robots/blocks and co-authoring this article. If you would like to learn about other games that promote creativity in kids please check out the GKIS article on The Sims!
I’m the mom psychologist who will help you GetKidsInternetSafe.
[1] Dredge, Stuart (2019) All you need to know about Roblox https://www.theguardian.com/games/2019/sep/28/roblox-guide-children-gaming-platform-developer-minecraft-fortnite
[2] Alexander, Julia (2019) Roblox surpasses Minecraft with 100 million monthly players https://www.theverge.com/2019/8/2/20752225/roblox-100-million-users-minecraft-youtube-twitch-pewdiepie-keemstar
Kids love Twitch! Twitch is a streaming service where expert players play video games while their subscribers watch. It’s a mystery to most adults how this could be entertaining. But with 15 million viewers per day and a $970 million sell price, it has clearly plugged into what kids want. In this GKIS Sensible Guide, we cover what you’ll want to know before letting your kids opt-in.
How long has Twitch been around, and how popular is it?
Twitch was released in mid-2011 as a branch of another streaming service, Justin.tv. Twitch was intended to be the more video game focused platform. Soon Twitch’s popularity surpassed Justin.tv, and it was bought by Amazon for a staggering $970 million.[1] Today, Twitch has around 15 million viewers per day and hosts around 2.2 million streamers.
Getting Started on Twitch
In order to create an account on Twitch, you must be 13 years of age or older. As Dr. Bennett describes in her book, Screen Time in the Mean Time, this age isn’t based on child psychology, but rather the COPPA law which protects kids from having their personal information solicited for marketing reasons. Parents are the best authority to determine the best age of adoption. To sign up, you must also provide an e-mail address, a username, and a password. Once you’ve created your account, you may begin personalizing your profile. It should be noted that there is no way to make your Twitch profile private, so anyone can access it at any time.
Once your profile has been set up, you can decide which of the two roles you want to take in Twitch:
Streamer: You stream the game you are playing so others may join and watch you play.
Viewer: You sit back and watch someone play a game. You can choose to interact with the streamer or other viewers via the text chat. It should be noted that you can view streams without having a Twitch account, but when you do this you may not participate in the text chat. You may also donate money to streamers.
Benefits of Twitch
As a streamer:
It’s a perfect platform to showcase one’s creativity.
You can interact with others who share the same interests.
Being a streamer can become extremely lucrative. For many it becomes a full-time job.
Many times, streamers will land sponsorships from companies and sent free items to utilize in their streams.
As a viewer:
Interacting with streamers and other viewers who have similar interests
Learning new strategies and tips from streamers who are skilled at certain games
Winning in streamer-hosted giveaways
What are the risks of use?
As a streamer:
Doxing: One of the main risks that plague Twitch streamers. This is when individuals find out personal information about a streamer and disseminate it online. Information such as real name, phone number, address, and more may be revealed and used maliciously.
Swatting: This is when a viewer finds out a streamer’s home address and calls the police with a false emergency. If it plays out the way the person who initiated the swatting intends, the police will raid the streamer’s house, visible to viewers through their computer cam. Obviously, this can be very dangerous to the streamer and the law enforcement professionals involved.
Harassment: Many times, streamers will be harassed by their own viewers via the streams text chat. This can be alleviated slightly by having a moderator in the chat who can ban offenders.
As a viewer:
Violence is prominent in many of the games that are streamed on Twitch. This may not be suitable for younger children.
Profanity is frequently used by streamers and also present in most of the text chats.
Harassment and cyberbullying may also occur from other viewers in the text chat.
Distraction is also extremely common among young viewers. They may become so engrossed in the stream that they end up spending more time than they should. This may lead to the neglecting of other responsibilities.
GetKidsInternetSafe rates Twitch as a yellow-light app, due to the possibility of harassment and the ease of communication with strangers. It is recommended that you watch the streams from the content creator before allowing your child to tune into streams. Our How to Spot Marketing Supplement to our free Connected Family Screen Agreement contains valuable information to educate your child to be a smart, informed online consumer.
Thanks to CSUCI intern, Jess Sherchan co-authoring this article. For further information on the possible career opportunities gaming and streaming can provide, please take a look at the GKIS article Is Your Child a “Professional Gamer.”?
I’m the mom psychologist who will help you GetKidsInternetSafe.
[1] Cook, James (2014) The Story of Video Game Streaming Site Twitch https://www.businessinsider.com/the-story-of-video-game-streaming-site-twitch-2014-10
With the release of Animal Crossing for the Nintendo Switch, we have seen a large influx of videos related to the game flooding social media platforms. Nintendo categorizes Animal Crossing as a life simulation game. This genre of video games can best be described as games where the player is in charge of controlling an avatar and dictating the choices it makes in its life. This GKIS Sensible Guide delves into the details of the game to provide you with the information you need to decide if this menagerie of cute animals is right for your kids.
How long has Animal Crossing been around, and how popular is it?
The first iteration of Animal Crossing that was released in North America was introduced in 2001 for the Nintendo GameCube. The game met with critical acclaim and subsequent installments were made. The current installment is titled Animal Crossing: New Horizons and was released in March 2020 for the Nintendo Switch. New Horizons has been well received; it has already become the fastest-selling installment of the franchise. It sold five million digital copies in the month of March, breaking the record for most copies of a console game sold in a single month.[1]
Getting Started on Animal Crossing
Since Animal Crossing: New Horizons is exclusive to the Nintendo Switch, it must either be bought as a physical copy from a retailer or bought on the Nintendo eShop. Once the game has been purchased, start playing! Animal Crossing is rated PEGI-3, which means for players that are 3 years and older. However, Common Sense Media reviews from parents say it’s best for ages 8 years and older and the child reviews say for 6 years and older. Per the guidelines from Dr. Bennett’s book, Screen Time in the Mean Time, parents are the best judge of when their child is ready. As always, it’s prudent to research and play the game first to make your best-informed decision. Today’s GKIS Sensible Guide will help you in that department!
Features of Animal Crossing
Single-Player Mode
The player is taken to a deserted island where he must camp with 2 other campers. The player must then have a house built and build other structures around the island in order to entice other villagers to move in.
While there is no real set goal in the game, the player can decide what he/she wishes to accomplish.
In order to expand the player’s house and other buildings around the island, the player must put himself in debt to a racoon named Tom Nook that oversees the construction projects. One could say he is the villain of the game.
In order to pay off their crippling debt, players can find many ways to make money such as:
Catch fish to sell.
Catch bugs to sell.
Plant fruit trees and then sell the fruit.
Dig up fossils
Run errands for islanders
Multiplayer Mode
While there is no dedicated multiplayer mode, there are ways to play with your friends in Animal Crossing. This involves either inviting friends to visit your island or venturing out to their island.
To visit another player’s island, you must have added them to your friends list. This is done by inputting a unique 12-digit friend code. This means that you won’t have random strangers visiting your island.
Once you’re visiting a friend, you can explore and meet the islanders that inhabit the island.
You can visit their shops, museum, house and anything else the island has to offer.
Players can then do all the activities that they enjoy on their island with the company of their friend.
The Benefits of Animal Crossing
The benefits of Animal Crossing are plenty. It teaches kids how to manage money, as they have to pay off their debt and, at the same time, buy new things to wear, furnish their house, or send as gifts. Animal Crossing also allows players to display their creativity, as there are countless ways players can customize the interior of their house and the island itself. Another benefit of Animal Crossing is that it helps kids foster healthy friendships, as they must live in harmony with the other villagers on their island to keep them from moving away.
The Risks of Animal Crossing
Animal Crossing has relatively low risks. There are no real instances of violence in the game, unless being attacked by a swarm of wasps counts as one. Nintendo has also made it so it is very difficult to interact with strangers through the game, though the workaround is to post your friend code on social media or message boards and have strangers add you through that. The chances of a kid having inappropriate interaction with a stranger are much lower than in other games. The greatest risk of Animal Crossing comes from how enthralling the game can become, and, in turn, causing kids to spend extended amounts of time playing. This can begin to cut into a kid’s study time and real-life social interactions.
GetKidsInternetSafe rates Animal Crossing as a green-light app due to the low risks and moderate benefits it provides.
Thanks to CSUCI intern, Jess Sherchan for researching island-dwelling animals and co-authoring this article. If you would like to learn how to develop a stronger bond with your kids through gaming, please check out the GKIS article on co-playing!
I’m the mom psychologist who will help you GetKidsInternetSafe.