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Unit 9 Kids and Computers:
Digital Danger
Alison Sperry
1.
There's
a
familiar
saying,
is
children's
work.
Through
play,
people
who
study
child
development tell us, children develop
the skills and outlooks that determine the adults
they will
become.
Playing house or school, for example,
helps them
teacher. Athletic activities
help kids develop coordination, learn to work as
part of a group, and
gain
confidence
and
a
sense
of
fair
play.
Even
solitary
activities
like reading
connect
children
with the wider
world, encouraging a sense of empathy with the
greater human family.
2.
But
in
very
recent
years, other
forms
of
entertainment
have had
an
enormous
impact
on
growing
children. For many kids, computer activities and
video games now take up much --even
most -- of the time formerly devoted to
more traditional forms of play. Entering adulthood
now
are the first Nintendo babies, a
generation raised more on Virtual Boy and Mortal
Kombat than
baseball and Uncle Wiggly.
How have they been affected by this change in the
concept of
Social scientists, parents,
and talk show pundits will be debating the
question for years to come.
But
we
can
start
drawing
our
own
conclusions.
As
amusing
and
ingenious
as
electronic
entertainment can
be, children -- and society they live in -- are
the losers when they rely on these
forms
of
fun.
Unlike
traditional
games
and
toys,
entertainment
encourages
kids
to
be
unimaginative, socially immature, and
crudely desensitized to the world around them.
3.
Watch a child take a ball of Play-Doh
in her hand and begin to roll it experimentally.
First
it's a simple ball, then a snake.
The snake might become a figure eight or a
bracelet. She coils the
bracelet
on
top
of
itself
to
create
a
pot
that
she
uses
for
a
make-believe
tea
party.
Next
she
smashes the pot back
into a ball, which may next morph into a snowman,
a horse's head, a bunny,
a sea serpent,
or a skyscraper. With nothing but her hands and an
inexpensive chunk of flour and
salt,
she forms a universe in which she makes the rules
and creates the inhabitants. When she
tires of it, she can wad it back into a
shapeless mass that awaits her next creative
impulse. The
act of playing with the
Play-Doh sparks other interests
—
maybe she'll work with
modeling clay
that she can bake into a
permanent form, or paints, or papier-m?ché
Although she doesn't give
what she's
doing a great deal of thought, she's learning
something valuable: I am a creator. I can
give my ideas tangible form.
4.
A video game,
on the other hand, is cynically programmed to give
the illusion of creativity.
The player
is given various choices at every turn
—
Which door will I go
through? Which weapon
will
I
use?
What
clue
shall
I
read?
—
But
they
are
choices
in
the
same
sense
that
a
pigeon's
pecking at a lever
to get a grain of corn is a choice. The player is
as much a tool of the game as
the
joystick.
Her
momentary
fun
is
unsatisfying
because
it
leads
not
to
any
genuine
sense
of
achievement
but
only
to
the
hypnotic
experience
of
watching
someone
else's
creation
unfold.
Hand a ball of Play-Doh to a child
reared on the sterile adventure of video games,
and you're apt
to
get
a
blank
look
and
the
hesitant
question,
do
I
do
with
it?
The
video game
player
learns her own
lesson: I don't create. I let someone else's
creativity happen in front of me.
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5.
It's a beautiful Saturday
in autumn, and a group of kids are playing a
pickup game of soccer.
A dispute arises
about whether a kick went over the foul line. Some
of the kids are sure it did;
others
insist that it did not. Voices are raised; tempers
flare. Maybe a hothead or two will stalk off
the
field.
But
the
sky
is
crystal
blue,
and
there
are
chores
waiting
at
home.
Making
a
quick
calculation about the relative benefits
of continuing the game, the players work out a
solution.
Maybe they replay the kick.
Maybe they flip a coin. Maybe they agree to say
that the ball was fair,
or foul. Their
willingness to compromise, to accept the idea that
such give-and-take is part of life,
allows the game to proceed. The players
move on, having learned a small lesson about
getting
along with others.
6.
Contrast
that
scene
with
the
world
of
the
Internet
chat
rooms,
where
many
adolescents
spend
uncountable hours. On that same lovely Saturday, a
young Internet queen hunches over
her
keyboard, alone in her room. Her buddy list
includes dozens, even scores, of
never
met. Her fingers fly across the keyboard as she
races from one dialogue box to another,
keeping up multiple conversations.
These are peculiar conversations, however,
including none of
the vulnerability
that is part of real-world friendship. In the
buddy-chat world, status is based on
the ability to keep up a rapid pace of
one-liners, insulting zingers, caustic put-downs.
The chat
queen's most intimate
friendships take the form of brief alliances with
buddies who join with her
to
too,
zap!
She
can
instantaneously
erase
him
from
her
buddy
list,
or
even
block
him
so
he
is
unable to contact her
again. It's no great loss. There are literally
millions of new acquaintances
waiting
to be picked up in a chat room to fill that void.
The lesson: I shouldn't have to work at
relationships. They come and go
instantly and at my convenience. If someone
displeases me, I
can make that person
disappear.
7.
When kids sit down to play Monopoly,
they form a loosely knit group that is still part
of the
world around it. When company
arrives at the house, it's no problem to halt the
game briefly.
The players can greet
visitors, laugh together, talk about the game,
even quickly rearrange it to
include
new players. Even after the game continues,
chatting with other players and non-players
is
easily
accomplished.
Despite
their
involvement
in
the
game,
the
players
are
not
ruled
by
it.
Human contact, courtesy,
and communication are not seen as threats to their
enjoyment. They
are
learning
that
they
can
enjoy
their
own
activities
and
still
be
sensitive
to
the
larger
world
around them.
8.
Contrast
this
board
game
scene
with
one
that
has
become
depressingly
familiar
in
many
living
rooms.
Visitors
arrive
at
a
home
to
find
a
child
hunched
in
front
of
the
TV
set,
video
controls in his lap.
Even when spoken to directly, he does not pull his
eyes from the screen.
playing!
Far too
often,
even
his
parents,
intimidated
by
the
high-
priced,
high-tech
gadget
that
has
sucked
their
child's humanity away,
tiptoe around rather than disturb him. The game
itself is all too likely to be
one
that
presents
the
most
hideous
suffering
as
entertainment,
with
the
player
in
the
role
of
psychotic killer -- maybe in Duke
Nukem, with its
Bloody Roar, which
offers the player
ever.
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