While digital games are no longer a new medium, the enthusiasm for gaming among young people remains a challenge for many caregivers. Concerns about potential addictive effects or violence depicted in digital games often complicate a sympathetic approach and interaction with the medium. This book explores precisely what is perceived as challenging and the strategies that families and caregivers find to deal with digital games in their daily lives.
The book includes contributions from both young players themselves, their parents, and professionals in social pedagogical institutions. The discrepancies in the evaluation of the medium between players and caregivers reveal, on the one hand, a deep-seated misunderstanding of the new medium that goes beyond a mere generational conflict. On the other hand, it becomes clear that parental concerns are legitimate but not always helpful. Sometimes, a concern is so focused on a perceived problem that much larger potential risks, such as aggressive monetization strategies in digital games or hate speech in virtual spaces, go unnoticed.
GAME OVER (?): Digitale Spiele in Familien und der stationären Kinder- und Jugendhilfe
Publishers: #BüchnerVerlag (Büchner Verlag)