In developed countries kids spend a 4-8 hours per day using screen based electronic media. What are the risks attached to such high usage? What are the benefits? What should parents, health and education professionals and the industry be doing about it? This article in Ergonomics explores the worrying and more positive impacts of e-games on child development.
From the press release:
Up to 50% of all children have e-games in their bedroom, for most it is a socially acceptable part of daily life. Links have been found between high e-game usage and increased BMI, depression, vision problems, sleep deprivation, poor academic achievement, musculoskeletal health issues and markers for cardio-metabolic disorders. Kids have become more sedentary and are reporting in with new afflictions such as ‘Nintendo-thumb’ and ‘wii-itis’ and they are being exposed to often violent, sexualised games inappropriate for age and stage. This paints a depressing picture for our kids. It is however not all bad news. More active e-games have been proven to enhance motor competence and positively influence learning, confidence and social integration. Used correctly they could be a tool for health education, family cohesion, fun and learning.
In the absence of government health guidelines on use of e-games, the authors recommend a series of sensible guidelines for stakeholders affected by e-games. The hope is that they will become a basis for formal public health standards for practice and use. In the US kids are recommended to have no more than 2 hours daily exposure to electronic media. In Canada they have gone a step further and banned electronic media from kid’s bedrooms. This aside there is a global swathe of ignorance. This research provides a seemingly overdue set of simple, pragmatic suggestions tailored for children, parents, professionals and the industry.
But what are these suggestions? (Note: Hierarchy of evidence (Straker 1999): *minimal evidence, possibly from related research & expert opinion; **some evidence; ***moderate evidence.)
For the children:
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For the parents:
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For professionals:
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And for the game industry:
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Abstract of the study (free access):
Electronic games (e-games) are widely used by children, often for substantial durations, yet to date there are no evidence-based guidelines regarding their use. The aim of this paper is to present guidelines for the wise use of e-games by children based on a narrative review of the research. This paper proposes a model of factors that influence child–e-games interaction. It summarises the evidence on positive and negative effects of use of e-games on physical activity and sedentary behaviour, cardio-metabolic health, musculoskeletal health, motor coordination, vision, cognitive development and psychosocial health. Available guidelines and the role of guidelines are discussed. Finally, this information is compiled into a clear set of evidence-based guidelines, about wise use of e-games by children, targeting children, parents, professionals and the e-game industry. These guidelines provide an accessible synthesis of available knowledge and pragmatic guidelines based on e-game specific evidence and related research.
Practitioner Summary: E-games are an important part of life for many children. Evidence suggests they impact on many aspects of children’s behaviour, health and development, though many issues lack convincing evidence. These evidence-based guidelines provide an accessible synthesis of available knowledge and pragmatic guidelines based on e-game specific evidence and related research.
What is the recommended maximum daily time for a kid to spend playing online games?
Depends on the age, but the recommended maximum daily total screen time for kids under 12 is 2 hours max, online games included.