Games

Video games: when parental control becomes the digital anxiolytic for mum and dad

We publish an excerpt from Luca Tremolada's book 'Tasto Pausa' published by Sole 24 Ore, 160 pp, in bookshops at €16.90.

by Luca Tremolada

4' min read

Translated by AI
Versione italiana

4' min read

Translated by AI
Versione italiana

We publish an excerpt from Luca Tremolada's book 'Tasto Pausa' published by Sole 24 Ore, 160 pp, in bookshops at 16.90 euro.

The concept of parental control, which you might also know as parental filtering, is perhaps a plastic and effective demonstration of why Gen Z is considered an anxious generation. These tools originated with the advent of the internet to monitor children's online activity, see what websites they visit, what apps they use and how much time they spend online. The first parental control tools were mainly web filters. In 1995, Net Nanny launched the first parent-run Internet filter software, effectively creating this category of software. This software filtered web and chat room content, blocked images and censored vulgarity.

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Today, exactly the opposite is the case: parental control is basically software for mum and dad, which can help them manage their own anxiety generated by their children's use of the internet and social media. If you like, it is a tool that is not only useful but almost therapeutic, because it gives us the illusion that we can regulate our children's media diet inside the screens. Mind you, it succeeds in part: the filters work. I am not saying they are useless. But by now we should have realised, from the advent of social media onwards, how the exercise of digital control is technically complicated and is often reduced to being the perfect pretext for relying on external solutions.

That is, we entrust software to supervise our children's surfing simply because we cannot spend all our time with them peeking at what they are doing on their screens. We do not trust and so we delegate. Instead of trusting and demanding respect, we ask machines to adopt our educational model. In practice, we ask social and game consoles to listen to us as if they were babysitters noting our instructions on how it is good to behave with the child. Unlike humans, however, these technologies are 'babysitters' who do not interpret, do not take into account the context, just execute everything to the letter. And sometimes, they are so obtuse as to be easily manipulated.

As evidenced by several studies in the field of computer security and human-computer interaction, children and adolescents often demonstrate a remarkable ability to circumvent imposed restrictions. If we think of social networks, TikTok as well as Instagram, parental control tools, despite the efforts of the big tech companies, which have been very active over the past two years, struggle to keep up with the creativity of teenagers on the one hand and the digital content on the other. Despite the progress, there remain 'grey areas' where potentially harmful content is not filtered out, either because it is too new or because it is too clever. So, technically, there are no 100 per cent safe digital places.

Psychologically, then, it is a different matter. It does not take a specialist to understand that it is one thing to ban and another thing to put a lock on your child's 'games'. The objective is the same, but the impact on trust and the parent-child relationship is quite different. An overly restrictive approach can generate resentment and undermine open communication. Invasive monitoring, such as reading private messages or constantly tracking their location, can be perceived as a violation of their privacy. Technically, it is. This can lead to a climate of distrust and induce reluctance to share online experiences, even negative ones, with parents. Finally, an over-reliance on parental control may hinder the development of self-management skills and critical thinking about online content. Children may not learn to independently assess risks and make responsible decisions if choices are constantly filtered from outside.

At the same time - it goes without saying - granting maximum trust is beautiful on paper. A sign of great maturity that makes you feel like an enlightened parent, but it can work if you really know who you are dealing with. And that is not always the case. We are talking about teenagers. I am not a fan of the psychologist Paolo Crepet, but, as he says, you need a clear system of rules and boundaries. When my son plays video games, I use the timer like everyone else. Do I expect him to cheat? Of course I expect it. Who hasn't tried spending a few extra minutes in front of cartoons? Usually it's little things, like pretending you didn't hear the timer or cheating on the volume. Setting limits is not in itself an exercise in control, but simply coming to terms with an intuitive truth. Playing video games, just like being on social media or watching short videos, is not evil in itself, there is nothing wrong with it. It's just fun. A lot of fun.

Playing video games can activate the production of endorphins, especially when the experience is engaging, enjoyable or rewarding. It entertains us and makes us feel good. So why should one stop? The writer is a video gamer; put like that, it sounds like an admission from a self-help group for ludopaths. Anyway, when I was a teenager, I would turn on the console or PC every day. Over time I gave myself more rules than I had then, but as a kid I could play for up to three hours straight without stopping. Every timer always proved useless. Now that I'm older, I use something more analogue. Something external to the console. This is a personal quirk because, for years now, there have been settings in all devices that parents and guardians can use to limit, or guide, the way children use consoles and phones. That said, how much can/does/would we play per day?

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  • Luca Tremolada

    Luca TremoladaGiornalista

    Luogo: Milano via Monte Rosa 91

    Lingue parlate: Inglese, Francese

    Argomenti: Tecnologia, scienza, finanza, startup, dati

    Premi: Premio Gabriele Lanfredini sull’informazione; Premio giornalistico State Street, categoria "Innovation"; DStars 2019, categoria journalism

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