Earlier quoted context omitted.
My daughter is transitioning from children's games to pre-teen games, and I can't find a single acceptable game on the tablet. Until now I hadn't realized how sensible Apple's rules around children's games had been, notably: no internet connection required, and no ads.
Plug for Stavros K's site: No-bullshit games! https://nobsgames.stavros.io/
The impact of digital media on children’s intelligence
241–250 of 259 posts
Re: The impact of digital media on children’s intelligence
#242But I'm not really concerned about general intelligence. As a parent I feel I have some input into their intellectual growth (to the extent environment allows). I'm far more concerned about the impact of social media on their emotional wellbeing. How they interact with others, and how they view themselves.
In Australia the Government is trying to regulate social media companies. For example, last year it introduced an "anti-trolling" bill, which would require companies to reveal the identities of anonymous trolls. And this is only the beginning of what in my opinion is heavy-handed Government overreach that will not improve the online experience of young people.
Despite being a fairly libertarian person, I'm open to a discussion on banning social media for people under a certain age (16? 18?). And then getting rid of all/most regulations on content.
Not saying this is something we should do right now, or that it's definitely a good idea. I'm just saying I think it's a discussion worth having.
Re: The impact of digital media on children’s intelligence
#243Earlier quoted context omitted.
> I could certainly see problem solving skills developing from world building or highly complex games (Civ, PoE, etc.). In fact, most (but not all) highly successful games have depth, which requires time investment and problem solving. I’m a big grand strategy fan, mostly Paradox games rn, and I almost feel like these are worse for me because the depth keeps me engaged longer (and honesty waste a lot of time) compare…
I wouldn't underestimate how much time people can sink into dumb gotcha games. Maybe not you, but others. IMO, the biggest problem with modern video games is how many of them are designed to keep you playing virtually forever. I think a game like Zelda (maybe not BoTW, but definitely OoT) is great for children, because it teaches problem solving and rational thinking, and it has a natural time limit! You might play i…
I'm surprised, you seem to have spent enough time around kids (and were a kid once yourself), yet you think "replay value" (which is inflated for some games by not having a definitive end) is at all a modern thing, or even necessarily a bad thing. This extends beyond games. Do you realize how many hours of Frozen have been watched, over, and over, and over? Or how many hours listening to Baby Shark? Or whatever's going around now? Or whatever was going around when you were a kid? (Insert favorite classic Disney movie? Tetris? Cribbage? Chutes and Ladders? Minecraft?) Kids love repetition -- humans in general like repetition a lot. Heard of the Hero's Journey?
Don't underestimate OoT either! If a kid liked OoT enough to reach the end, it's unlikely that they'll just move on immediately unless they're literally forced onto the next shrink-wrapped "brand new" experience by someone. (To be sure, if I'm ever a parent myself, I will consciously do a bit of that pushing to try avoiding letting them repeat the same thing like some popular movie too much, but I'd be a hypocrite and a fool to think I can or should prevent all of it. Besides, it's remarkable how many times you can watch/be all but forced to watch something even as a young teen (cough Napoleon Dynamite) and yet retain almost no memory of the thing's details as an adult.)
OoT is a real-time interactive simulation, such things are naturally just fun to immerse in, even after you've beaten Ganon / "reached the end". But besides just continuing to 'hang out' aimlessly in the game, there's all the stuff they could aim at in order to "100%" the game, or just go back through optional/missed stuff in general/at leisure. (But everyone who plays OoT needs to get the Biggoron's Sword!) So the kid could do that, even talk to friends playing the same game (socializing skills even with a 1p game!) and trade notes or experiences, or compete on times for various races, or they could develop their own random aims, like a quest to smash every pot. Or start a new playthrough but with some difference. Or they might discover the speed running scene and get into that, or just generally see the crazy nonsense people have done to that poor game's code. Again, don't underestimate games like OoT, Super Mario 64, Dark Souls, Megaman X, or Chess, either; having an "end" doesn't protect them from being the object of people's time spending/wasting.
Re: The impact of digital media on children’s intelligence
#244Earlier quoted context omitted.
I wouldn't underestimate how much time people can sink into dumb gotcha games. Maybe not you, but others. IMO, the biggest problem with modern video games is how many of them are designed to keep you playing virtually forever. I think a game like Zelda (maybe not BoTW, but definitely OoT) is great for children, because it teaches problem solving and rational thinking, and it has a natural time limit! You might play i…
You're not wrong in terms of how much time people can spend on something that doesn't take much thought (it can be a comfort, even), but your diagnosis of the problem is way off. There's nothing about modern video games that can receive the blame for this, even if I hate what gacha and friends have done to the place on the design perspective. (Fortunately there's still plenty of market that's not design I dislike. An…
I would absolutely expect a child to play OoT well past beating Ganon for the first time, but there is still a limit to how much you can do. Compare that to something like Destiny, which is basically designed to be a bottomless pit you could grind forever!
> So the kid could do that, even talk to friends playing the same game (socializing skills even with a 1p game!) and trade notes or experiences, or compete on times for various races, or they could develop their own random aims, like a quest to smash every pot. Or start a new playthrough but with some difference. Or they might discover the speed running scene and get into that, or just generally see the crazy nonsense people have done to that poor game's code.
But all of that stuff is great, because now they're creating their own experiences for themselves, getting creative, perhaps even socializing. It's basically the virtual equivalent of traditional unstructured play, which we know has all sorts of educational benefits.
I don't know why children like to e.g. watch Frozen a million times, but I imagine it's because they actually discover something new with each watch. As long as they're driven by intrinsic motivation, I think that's relatively healthy, at least compared to an XP bar that gets higher with each Frozen rewatch!
Re: The impact of digital media on children’s intelligence
#245Earlier quoted context omitted.
In my experience, the vast majority of game play time, even with most complex games, is spent on relatively mindless repetitive behavior. This gets worse the more time is spent with a specific game. As a player improves, they start to know what they're supposed to do in more and more situations (compare the way a novice agonizes over an opening pawn move in chess with the way advanced players often speed through the…
Some competitive (PvP) games are basically imperfect chess. Just like you'd learn chess, and eventually move on to studying matches, you would do the same with some (PvP) video games, like DotA etc. On the other hand you could literally have a game to see how long you can keep pushing a big read button (dopamine inducing effects and sounds included of course!). The variance is huge. We couldn't make a blanket general…
> could literally have a game to see how long you can keep pushing a big read button
Could? Did. Even Progress Quest counts for this sort of thing, and it was a parody in 2002. There's also the classic game of Simon Says which is basically keep pushing shiny buttons but less entertaining long term, since "number goes up" only goes as high as your human memory instead of a computer's. The biggest modern twist that some will find a negative is something like https://www.youtube.com/watch?v=14UerIOvZKM (literal red button) or https://www.youtube.com/watch?v=0kkGu7yIi98 where the time "wasting" is magnified beyond just the gamer but also to an audience.
Re: The impact of digital media on children’s intelligence
#246The fact that they "controlled" for genetics using polygenic scores already is a strong sign of low quality research. Polygenic scores are powerful, but they contain very large amounts of noise compared to the true genetic effects. Controlling for genetics using them is like controlling for income by asking whether the respondents own a Porsche. Also, be aware that Scientific Reports is, if not quite a predatory jour…
Re: The impact of digital media on children’s intelligence
#247Steven Johnson had an interesting take on this in his book Everything Bad Is Good For You: https://en.m.wikipedia.org/wiki/Everything_Bad_Is_Good_for_Y... TL;DR - the complexity of media has been increasing over the past decades, which means that children spending time with digital media are benefiting from it relative to past generations. As an example, playing a modern AAA video game is much more mentally stimulati…
A counter argument (made by Alan Kay and others) is that the language complexity of what people read is reducing which is leading to a return to an oral culture rather than literate culture (to our collective detriment). My anecdotal experience as a high school English teacher leads me to say this feels true.
Re: The impact of digital media on children’s intelligence
#248Steven Johnson had an interesting take on this in his book Everything Bad Is Good For You: https://en.m.wikipedia.org/wiki/Everything_Bad_Is_Good_for_Y... TL;DR - the complexity of media has been increasing over the past decades, which means that children spending time with digital media are benefiting from it relative to past generations. As an example, playing a modern AAA video game is much more mentally stimulati…
I wonder what Johnson thinks about the decline of reading going on in parallel to the rise of TV viewership? It's true that old shows or movies might have had simpler and more tidy plots (not all of them of course), but I think even the most complicated modern shows aren't nearly so complicated as a basic novel. Case in point, anything adapted from print to tv or film has a lot of plot left out because there simply i…
Re: The impact of digital media on children’s intelligence
#249Earlier quoted context omitted.
I mostly don't. I get a few hours after they're in bed and before I go to bed in which to cram cleanup, catching up with my wife, and other bits of essential life maintenance. It does get easier as they age. Our youngest is three, so I have a while before the "hanging off my legs" phase is done, but I can remember the era of newborns, when I could be interrupted at any moment, and I couldn't count on an entire hour t…
You have about 1,000 weekends with your kids before they are legally adults. My children are mostly grown up now (18 and 14) and, despite the sleepless nights, I miss having them fall asleep in my arms and their absolute wonder of the world as infants and toddlers. It's all over far too soon. Make the most of it!
Re: The impact of digital media on children’s intelligence
#250Earlier quoted context omitted.
I wouldn't underestimate how much time people can sink into dumb gotcha games. Maybe not you, but others. IMO, the biggest problem with modern video games is how many of them are designed to keep you playing virtually forever. I think a game like Zelda (maybe not BoTW, but definitely OoT) is great for children, because it teaches problem solving and rational thinking, and it has a natural time limit! You might play i…
You're not wrong in terms of how much time people can spend on something that doesn't take much thought (it can be a comfort, even), but your diagnosis of the problem is way off. There's nothing about modern video games that can receive the blame for this, even if I hate what gacha and friends have done to the place on the design perspective. (Fortunately there's still plenty of market that's not design I dislike. An…
Definitely not the wider market, but I wouldn’t think it unfair to describe the mobile gaming market like this. There have recently been a number of AAA PC games ported to mobile which makes me actually realize the power of the hardware in my hand, and also wonder why every other mobile game I see is a rip off puzzle game concept that’s been done a million times over.