Tag: gaming

Friday feeds

These things caught my eye this week:

  • Some of your talents and skills can cause burnout. Here’s how to identify them (Fast Company) — “You didn’t mess up somewhere along the way or miss an important lesson that the rest of us received. We’re all dealing with gifts that drain our energy, but up until now, it hasn’t been a topic of conversation. We aren’t discussing how we end up overusing our gifts and feeling depleted over time.”
  • Learning from surveillance capitalism (Code Acts in Education) — “Terms such as ‘behavioural surplus’, ‘prediction products’, ‘behavioural futures markets’, and ‘instrumentarian power’ provide a useful critical language for decoding what surveillance capitalism is, what it does, and at what cost.”
  • Facebook, Libra, and the Long Game (Stratechery) — “Certainly Facebook’s audacity and ambition should not be underestimated, and the company’s network is the biggest reason to believe Libra will work; Facebook’s brand is the biggest reason to believe it will not.”
  • The Pixar Theory (Jon Negroni) — “Every Pixar movie is connected. I explain how, and possibly why.”
  • Mario Royale (Kottke.org) — “Mario Royale (now renamed DMCA Royale to skirt around Nintendo’s intellectual property rights) is a battle royale game based on Super Mario Bros in which you compete against 74 other players to finish four levels in the top three. “
  • Your Professional Decline Is Coming (Much) Sooner Than You Think (The Atlantic) — “In The Happiness Curve: Why Life Gets Better After 50, Jonathan Rauch, a Brookings Institution scholar and an Atlantic contributing editor, reviews the strong evidence suggesting that the happiness of most adults declines through their 30s and 40s, then bottoms out in their early 50s.”
  • What Happens When Your Kids Develop Their Own Gaming Taste (Kotaku) — “It’s rewarding too, though, to see your kids forging their own path. I feel the same way when I watch my stepson dominate a round of Fortnite as I probably would if he were amazing at rugby: slightly baffled, but nonetheless proud.”
  • Whence the value of open? (Half an Hour) — “We will find, over time and as a society, that just as there is a sweet spot for connectivity, there is a sweet spot for openness. And that point where be where the default for openness meets the push-back from people on the basis of other values such as autonomy, diversity and interactivity. And where, exactly, this sweet spot is, needs to be defined by the community, and achieved as a consensus.”
  • How to Be Resilient in the Face of Harsh Criticism (HBR) — “Here are four steps you can try the next time harsh feedback catches you off-guard. I’ve organized them into an easy-to-remember acronym — CURE — to help you put these lessons in practice even when you’re under stress.”
  • Fans Are Better Than Tech at Organizing Information Online (WIRED) — “Tagging systems are a way of imposing order on the real world, and the world doesn’t just stop moving and changing once you’ve got your nice categories set up.”

Header image via Dilbert

Cutting the Gordian knot of ‘screen time’

Let’s start this with an admission: my wife and I limit our children’s time on their tablets, and they’re only allowed on our games console at weekends. Nevertheless, I still maintain that wielding ‘screen time’ as a blunt instrument does more harm than good.

There’s a lot of hand-wringing on this subject, especially around social skills and interaction. Take a recent article in The Guardian, for example, where Peter Fonagy, who is a professor of Contemporary Psychoanalysis and Developmental Science at UCL, comments:

“My impression is that young people have less face-to-face contact with older people than they once used to. The socialising agent for a young person is another young person, and that’s not what the brain is designed for.

“It is designed for a young person to be socialised and supported in their development by an older person. Families have fewer meals together as people spend more time with friends on the internet. The digital is not so much the problem – it’s what the digital pushes out.”

I don’t disagree that we all need a balance here, but where’s the evidence? On balance, I spend more time with my children than my father spent with my sister and I, yet my wife, two children and me probably have fewer mealtimes sat down at a table together than I did with my parents and sister. Different isn’t always worse, and in our case it’s often due to their sporting commitments.

So I’d agree with Jordan Shapiro who writes that the World Health Organisation’s guidelines on screen time for kids isn’t particularly useful. He quotes several sources that dismiss the WHO’s recommendations:

Andrew Przybylski, the Director of Research at the Oxford Internet Institute, University of Oxford, said: “The authors are overly optimistic when they conclude screen time and physical activity can be swapped on a 1:1 basis.” He added that, “the advice overly focuses on quantity of screen time and fails to consider the content and context of use. Both the American Academy of Pediatricians and the Royal College of Paediatrics and Child Health now emphasize that not all screen time is created equal.”

That being said, parents still need some guidance. As I’ve said before, my generation of parents are the first ones having to deal with all of this, so where do we turn for advice?

An article by Roja Heydarpour suggests three strategies, including one from Mimi Ito who I hold in the utmost respect for her work around Connected Learning:

“Just because [kids] may meet an unsavory person in the park, we don’t ban them from outdoor spaces,” said Mimi Ito, director of the Connected Learning Lab at University of California-Irvine, at the 10th annual Women in the World Summit on Thursday. After years of research, the mother of two college-age children said she thinks parents need to understand how important digital spaces are to children and adjust accordingly.

Taking away access to these spaces, she said, is taking away what kids perceive as a human right. Gaming is like the proverbial water cooler for many boys, she said. And for many girls, social media can bring access to friends and stave off social isolation. “We all have to learn how to regulate our media consumption,” Ito said. “The longer you delay kids being able to use those muscles, the longer you delay kids learning how to regulate.”

I feel a bit bad reading that, as we’ve recently banned my son from the game Fortnite, which we felt was taking over his life a little too much. It’s not forever, though, and he does have to find that balance between it having a place in his life and literally talking about it all of the freaking time.

One authoritative voice in the area is my friend and sometimes collaborator Ian O’Byrne, who, together with Kristen Hawley Turner, has created screentime.me which features a blog, podcast, and up-to-date research on the subject. Well worth checking out!


Also check out:

  • Teens ‘not damaged by screen time’, study finds (BBC Technology) — “The analysis is robust and suggests an overall population effect too small to warrant consideration as a public health problem. They also question the widely held belief that screens before bedtime are especially bad for mental health.”
  • Human Contact Is Now a Luxury Good (The New York Times) — “The rich have grown afraid of screens. They want their children to play with blocks, and tech-free private schools are booming. Humans are more expensive, and rich people are willing and able to pay for them. Conspicuous human interaction — living without a phone for a day, quitting social networks and not answering email — has become a status symbol.”
  • NHS sleep programme ‘life changing’ for 800 Sheffield children each year (The Guardian) — “Families struggling with children’s seriously disrupted sleep have seen major improvements by deploying consistent bedtimes, banning sugary drinks in the evening and removing toys and electronics from bedrooms.”

On playing video games with your kids

I play ‘video games’ (a curiously old-fashioned term) with my kids all the time. Current favourites are FIFA 18 and Star Wars Battlefront II. We also enjoy Party Golf as a whole family (hilarious!)

My children play different games with each other than they play with me. They’re more likely to play Lego Worlds or Minecraft (the latter always on their tablets). And when I’m away we play word games such as Words With Friends 2 or Wordbase.

The author of this article, David Cole, points out that playing games with his son is a different experience than he was expecting it to be:

So when I imagined playing video games with my son — now 6 — I pictured myself as being the Player 2 that I’d never had in my own childhood. I wouldn’t mind which games he wanted to play, or how many turns he’d take. I would comfort him through frustrating losses and be a good sport when we competed head-to-head. What I hadn’t anticipated in these fantasies was how much a new breed of video game would end up deeply altering the way we relate. Games of challenge and reflex are still popular of course, but among children my son’s age they’ve been drastically overtaken by a class of games defined by open-ended, expressive play. The hallmark title of this sort is, undeniably, Minecraft.

My son is 11 years old and my daughter seven, so what Cole describes resonates:

My son and I do still play those competitive games, and I hope that he’s learning about practice and perseverance when we do. But those games are about stretching and challenging him to fit the mold of the game’s demands. When we play Minecraft together, the direction of his development, and thus our relationship, is reversed: He converts the world into expressions of his own fantasies and dreams. And by letting me enter and explore those dream worlds with him, I come to understand him in a way that the games from my childhood do not.

The paragraph that particularly resonated with me was this one, as it not only describes my relationship with my children when playing video games, but also parenting as being vastly different (for better and worse) than I thought it would be:

The working rhythms of our shared play allow for stretches of silent collaboration. It’s in these contemplative moments that I notice how distinct this feeling is from my own childhood, as well as the childhood I had predicted for my son. I thought I would be his Player 2, an ideal peer that would make his childhood awesome in ways that mine was not. In retrospect, that was always just a picture of me, not of him and not of us.

A lovely article that reminded me of the heartwarming Player 2 video short based on a true story from a YouTube comments section…

Source: The Cut