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In a world dominated by technology, it is inevitable that children will interact with and become a part of the digital space. Whilst there is a plethora of safety issues that accompany online interaction, employing education over censure communicates the benefits of technology and enhances children’s digital literacy. 

When it comes to digital security, it is vital that we ensure children are educated so that they may interact with the online world in a safe way.  Equipped with the right information, parents can take responsibility for their child’s safety and encourage  digital well-being.

Daniel Bowen, Technology Strategist in the Education Department at Microsoft, provides us with the skills we need to keep children safe online.

From his time working for the Child Exploitation and Online Protection Centre in the UK and with the Australian Federal Police on their ThinkUKnow programme, Daniel shares professional insight and valuable tips for parents.

According to research conducted by the Australian Institute of Family Studies in 2015, most Australian children spend more than two hours a day behind screens.

Between the ages of 12 and 13, kids average more than three hours of screen time per weekday, meaning that 30% of their time awake is spent using technology.

With these figures only increasing, children’s exposure to the online world, whether it be through phones, laptops, iPads, or other devices, is inevitable and fast-growing.

The most prominent digital safety concerns are often placed in the background, with darker apprehensions such as grooming at the forefront of parents’ minds.

Whilst the seriousness of these issues needs to be acknowledged, Dan highlights that they are not as frequent as other digital safety problems.

He places an emphasis on cyberbullying, video and image sharing, identity theft and financial fraud.

It is inevitable that children are exposed to technology, whether it be at school, with their friends or in their home environment.

Jocelyn Brewer, registered psychologist and founder of Digital Nutrition, has created an organisation dedicated to guiding people towards healthy technology habits.

Dan is supportive of Brewer’s efforts, describing it as, “a healthier angle to talk about digital safety. We must remain positive as technology becomes an integral part of our children’s lives.”

From his own personal experience as a dad of three, Dan shares his go-to when it comes to keeping his kids safe online:

“I have always believed in open communications over censure. I do monitor my kid’s devices; their PC’s and XBOX’s are connected to Microsoft Family Safety so I can see their online behaviour and receive weekly emails that aggregate their game time, internet use, and applications used on their laptops.

“I also have parental controls set on their Apple iPhones an iPads so have control of that ecosystem too. Things are not limited too much but offer me information so I can have conversations about their usage and heathy habits.

“I present a lot to school parents and use the resources heavily. You can even request a session for free at your local school on their site run by the AFP and industry representatives.”

Be open with children and have regular conversations with them about safety.

When approaching children about digital safety, it is important to consider different methods of communication based on their age bracket.

4–7-year-old

Talk about friendships and explore technology together. Ensure parental controls are set. Supervise your child while they are online.

Be non-judgemental and explain that you would never blame them for anything that might happen online. Initiate conversations about online safety and what bothers them, what makes them worried or scared. Make sure they can talk to adults who they trust.

8–10-year-olds

Begin to talk about privacy and keeping information private online. Express the importance of not sharing photos and personal information online.

Talk to them about the apps they are using such as TikTok and Roblox and issues surrounding connecting with friends on XBOX and PlayStation. Be knowledgeable about their activity by checking their usage and apps. Ensure parental controls are set.

11–13-year-old

At this stage children will start to lock devices and not let you see the content and messages. Make sure parental controls are set and be firm about the usage of the devices.

Start communicate about identity theft and maintaining strong  online security such as passwords, online connections and friendships. Children are vulnerable at this age as they think they know more about the apps and technology they are using but remember you are the parent.

14 and older

Focus on online digital footprints. Communicate key issues that arise around this age group such as livestreaming, gaming, pornography, online sexual abuse (webcam and images), sexual grooming and online dating. Remember to always ensure your children have a  trusted adult who they are comfortable talking with. Communication is the key.

If things go wrong or there are any issues, your children need to know it is safe to talk to you.

Top digital safety tips for parents 

Education over Censure

Be open with children and have regular conversations with them about safety. Kids have a knack of evading restrictions which can often lead to them being exposed to things they shouldn’t have access to at certain ages.

Treat technology with equal importance to other safety issues; educate kids about the multiplicity of dangers, from malware and viruses to online contact and sharing personal information.

Supervision and Parental Controls

If possible, always set up your child’s device for them. Do not leave this responsibility to them. This will allow you to manage payments, enable screen time limits and restrict their online behaviour across Windows, XBOX, PlayStation and mobile devices.

Information on ways to secure the following technology:

Learn to use and secure your home network

 The Wi-Fi router in your home is your friend. Change the admin password so that it is secure.

This is a great way of managing the time your kids spend on their devices; not many people know that the Wi-Fi allows you to lock out devices from the internet.

Be open and approachable if your child needs help

If things go wrong or there are any issues, your children need to know it is safe to talk to you. When kids become targets of online grooming, for example, they may feel as though they cannot tell anyone, and the result can be catastrophic.

 

 

Since Facebook became “Meta” and announced its entrance into the “Metaverse”, a lot of people have been left asking what exactly that means, and what are the implications for the next generation of technology-addicted kids?

Clearly, technology, phones and social media have become an indispensable asset in our lives – changing the way that we communicate, learn and speak. For many adults, it’s routine for a smartphone to essentially act as an extension of a limb, books to be read on a Kindle and work meetings to be joined through Zoom. With the rapidly advancing technological options for daily tasks, kids are beginning to form a closer relationship with technology too. The Australian Bureau of Statistics found that 90% of Australian children are looking at screens for 10 or more hours a week.

Many parents are familiar with the dangers of excess screen time, social media and technology addiction in kids – but with Facebook’s rebranding itself to “Meta”, and its subsequent launch into the “Metaverse”, the implications for children in this new technological space is unclear.

What on earth is the “Metaverse”?

We have all heard the term flying around in the news recently, but less people know what the metaverse actually entails. Broadly, the metaverse is a virtual reality and augmented reality system that creates engrossing, 3D digital experiences, that were previously viewed on a phone in the palm of your hand. Essentially, it is a combination of immersive online spaces that connect to create an entirely online universe – accessed through virtual reality.

The concept of a metaverse is not a new phenomenon. Coined by Neil Stephenson in his 1992 sci-fi book Snow Crash, the metaverse was described as a virtual world where the protagonist went to escape his reality in Los Angeles.

After Snow Crash, concepts akin to a “metaverse” were adapted by a myriad of other sci-fi and action productions like Ready Player One and more recently Free Guy starring Ryan Reynolds, as well as online games like Second Life, Roblox and Pokemon Go – which all centre around the blurring of the lines between online activity, and reality.

Clearly, there are several companies that have begun to utilise the digital connectedness that the metaverse has to offer. However, with the recent addition of Facebook and Microsoft to this list, as well as the large focus on access via virtual reality– the distinction between what is online and what is reality looks even more unclear.

Here are some of the main features of the “metaverse” to consider:

  • A virtual world and virtual reality: this is, to many, the most important aspect of the metaverse. The idea behind a virtual reality entrance into the metaverse, is that you feel more present in the online space, and less connected to reality.
  • Other people: the presence of other people in the metaverse is a characteristic that Facebook and Mark Zuckerberg are presumably focusing on – to create a more realistic and ‘natural’ form of online communication. There will be many other avatars and users in the metaverse space to talk to and even do things with – from the comfort of your bedroom.
  • Availability: This virtual world is available whenever an individual wants to enter it – which can do even more to blur the boundaries between online and real life. Users can change the metaverse by adding virtual objects or buildings, and even potentially owning residency within it.
  • Connection to the real world: some people theorise that some aspects of real life will be able to translate into the metaverse. For example, spending money for things that you will only get in the metaverse, or flying a drone in the metaverse to control a drone in real life.

Lack of control on age and content restrictions

Now we have more of a clear understanding of what this online universe will look like – we should talk about the potential impact it will have on the younger generation. Children have already been exposed to several social online games and gaming systems like Roblox, Play Station and Xbox, where they can play a game and communicate with others simultaneously. Therefore, the idea of a metaverse will undoubtedly appeal to them.

While access to the metaverse is limited to those over 13 years old, there is a lack of verification and moderation software to ensure that this age restriction remains enforced. Oculus, Facebook’s virtual reality platform, does not have much information to support the alleged age restrictions for the metaverse. Its safety centre states that the software is “Designed for Age 13+” and therefore those under 13 are not permitted to have an account or use devices. However, the section next to this explains how to share an Oculus device with friends and family, therefore demonstrating that children would be able to access the metaverse by simply using their parent’s account.

Additionally, with Facebook’s recent efforts to include younger children in their social media empire, parents may be cautious on the ability for their children to access the metaverse and become subject to its immersive and addictive nature – without someone monitoring the content they are consuming.

Where do you draw the line between technology and reality?

Despite the lack of control on age and content restrictions, a larger danger that presents itself in virtual reality, is the blurring of the lines between online activity and reality. More specifically, considering the already difficult task of moderating cyberbullying and online abuse in 2D communication, how these forms of bullying will impact teens and children in a more realistic 3D online space that is the metaverse.

When communicating online or playing games through a phone, the artificial nature of the experience is clearer, because you are holding it in your hand. However, the immersive experience of VR – in that it’s manufactured to feel ‘real’ – makes its simulated nature more difficult to distinguish. Research has demonstrated that the psychological and effects of VR register in our bodies the same way as real-life experiences, as the level of “presence” in VR aims to mimic reality.

When this is considered in the context of violent video games, or social media cyberbullying, the ‘coolness’ factor is diminished. For example, current studies have demonstrated that when playing violent video games in VR, and experiencing physical abuse in a realistic VR landscape, the subconscious psychological and post-traumatic effect may be more intense than intended.

Verbal abuse will also feel more real as well. If a child is experiencing cyberbullying in a virtual reality landscape – instead of reading abusive words from someone hiding behind a keyboard, they will be hearing and seeing someone verbally abuse them, as if it was happening in real life.

Even so, because of the developing nature of children’s brains, the increasingly mainstream nature of VR – paired with potential traumatic experiences within – makes the potential consequences to children’s mental and emotional health unknown.

The introduction of the metaverse has catapulted the prospect of VR communication into the mainstream. Albeit scary, this technology has the potential to revolutionise social media and online gaming. However, whether this will have a positive effect on the wellbeing of our children and other future generations is unknown. It is in the hands of controlling companies to establish secure age verification and content moderation systems, to make the metaverse the safest place that it can be.