Parental digital mediation, gaming, family, addiction: new opportunities and new food for thought
We asked ourselves... but is it really necessary to "invest" gaming with different meanings to make it potentially useful? Isn’t it enough, sometimes, just to understand it and, well, play? But above all: is everything really as great as it seems? Where is the middle ground, especially when it comes to families and constant exposure to the digital world?
Today, with technology so prevalent in all of our lives, the role of parents goes beyond merely controlling device usage. Let’s be honest: parental control tools are useful, but who actually uses them? And, above all, since when did uncritical censorship become the best strategy in parenting education? Perhaps two things would be preferable: first, even in the context of EduGaming, understanding that it doesn’t always need to be viewed as “part of something else.” Secondly, parents should become more like companions on the journey rather than controllers, guiding their children in the digital world, from social media to video games. This approach, known as Parental Digital Mediation, encourages and educates parents not just to “regulate” online time but to understand and engage with their children’s digital experiences.
One particularly interesting aspect of digital mediation, for us, is gaming. For many people (not just the young... but that’s another topic), gaming is a creative and social space where they express themselves and form meaningful bonds. Without necessarily becoming expert players, parents could (and should) show openness and curiosity, perhaps by trying to play together or by taking an interest in the stories and characters their kids love. The same could be said of social media, of course—platforms that are even more widespread and, by their very nature, even less “controllable.”
One important point, however, that often seems absent from articles and projects promoting and supporting things like digital mediation for adults and parents, or EduGaming, and so on, is this: even these tools and activities can lead to addiction.
The challenge, so to speak, is that... it’s difficult, on one’s own, to understand whether it’s a true addiction or simply a “passion.”
Is who plays isolated? How irritable are they? Beyond the hours spent in front of a PC or console, how are their academic or work performance and social interactions? How well do they sleep?
In short, it seems that open sharing is the best response to mitigate the possible negative effects of prolonged digital exposure—and, to reiterate, this doesn’t just apply to gaming... but for now, let’s focus on that.
Things like shared rules, shared games (a family night where everyone plays together), routines, and open dialogue (ask why a game is so captivating rather than just saying, “I don’t understand any of it”) are the best tools to counter potential negative impacts, but more importantly, to strengthen family bonds and dynamics. One thing is certain: gaming isn’t going anywhere, nor are social media or many other online activities. So it’s worth getting to know it a bit, even without having to “use” it scientifically.
Recently, we’ve been reflecting on these aspects and topics, which are, objectively, somewhat broader than just EduGaming. We’ll keep you posted!