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Is the Video Game Industry Teaching Your Child to Gamble?

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
  • Outcome is based on chance
  • Uninvolvement can avoid losses
  • Winners gain at the sole expense of losers[1]

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

Photo Credits

Photo by Alexander Andrews from Unsplash

Photo by Rock Staar from Unsplash

Photo by Andrew Neel from Pexels

Photo by August de Richelieu from Pexels

Work Cited

[1] Zendle D, Meyer R, Over H. 2019 Adolescents and loot boxes: links with problem gambling and motivations for purchase. R. Soc. open sci. 6: 190049. http://dx.doi.org/10.1098/rsos.190049

[2] King, D. L., & Delfabbro, P. H. (2018). Predatory monetization schemes in video games (e.g. ’loot boxes’) and internet gaming disorder. Addiction (Abingdon, England), 113(11), 1967–1969.  https://doi.org/10.1111/add.14286

[3] RSPH. (n.d.). Take back controllers: three quarters of young gamers want an end to the ‘gamblification’ of video games. Org.Uk.  https://www.rsph.org.uk/about-us/news/take-back-controllers-three-quarters-of-young-gamers-want-an-end-to-the-gamblification-of-video-games.html

[4] Definition of Loot box, BuzzWord from Macmillan Dictionary. (n.d.). Macmillandictionary.Com. https://www.macmillandictionary.com/us/buzzword/entries/loot-box.html

Virtual Anxiety

“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.

Photo Credits

Photo by Anthony Tran on Unsplash

Photo by Kat J on Unsplash

Photo by freestocks.org on Unsplash

Works Cited

[1] The Rising Epidemic of Anxiety in Children and Teens

[2] Buy Dr. Bennett’s Book- Screen Time in the Mean Time: A Parenting Guide to get Kids and Teens Internet Safe

[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 Theory73133-138. doi:10.1016/j.ypmed.2015.01.029

The GKIS Sensible Parent’s Guide to Roblox

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.

Onward to More Awesome Parenting,

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

 

Works Cited

[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

Photo Credits

  1. Photo by Henry Burrows (Flickr)
  2. Photo by Raytheawesomeguy2015 (Flickr)
  3. Photo by Pioneer Library System (Flickr)
  4. Photo by Eric Snopel (Flickr)

 

The GKIS Sensible Parent’s Guide to Twitch

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.

Onward to More Awesome Parenting,

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

Works Cited

[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

Photo Credits

Photo by Ulricaloeb (Flickr)

Photo by Tim Bartel (Flickr)

Photo by Karl Hols (Flickr)

The GKIS Sensible Parent’s Guide to Animal Crossing

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 S herchan 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.

Onward to More Awesome Parenting,

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

Works Cited

[1] NE, Brian (2020) Animal Crossing: New Horizons sold five million copies digitally in March 2020, most for any console game ever in a single month https://nintendoeverything.com/animal-crossing-new-horizons-sold-five-million-copies-digitally-in-march-2020-most-for-any-console-game-ever-in-a-single-month/

Photo Credits

Photo by Jess Sherchan

Photo by Jess Sherchan

Photo by Jess Sherchan

Photo by Jess Sherchan