Earlier quoted context omitted.
This is why it is simpler to set time limits and let the kids do what they want. It’s too much management and friction and negotiation otherwise. For now, I’ve done so anyway: games (even dumb ones) are fine but video is only available under special circumstances (e.g. on an airplane). I’m sure even this very coarse line will eventually erode though.
We had the same rule, and modified it to include type of games. Phone games have time limits, unless it's things like Dragonbox, flow free, or other "educational" games (at least games that require some kind of thinking) approved by us beforehand, including minecraft. Because 99.999% of games for children are just absolute trash stuffed full of ads. Any PC game that is age appropriate gets a pass, but only if it's ev…
Let me know if you ever figure out - I feel I'll be facing the same problem in the next few years.
From my tech person perspective, I agree with your summary: advances in computer tech and consumer product design have done away with tinkering: where it isn't actively discouraged, it's still hard and doesn't seem that fun anymore.
Yes, people will bring up BBC Micro and those 8-bit handheld boards and Arduinos - but the truth is, even if they replicate the experience of 20-30 years ago somewhat, a big part of the motivation (to me) was knowing you're doing something unique, that you can't just trivially buy a ready-made product that does the same thing but much better.
I feel you can't get people to "tinker" in general - this happens when they have a goal and tinkering is the best way to achieve it. For me as a kid, this was building model rockets and writing video games - it's what got me to do electronics and programming. Without such goals, I wouldn't sustain my interest in learning and playing with these things.