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How to protect children and young people from online risks
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It's always bothered me that Minecraft, a game that I love, is also filled with danger for young children. While they are able to express themselves in a world that is like an online version of Lego, they are also subject to cyberbullying from those their own age, a lack of self moderation from older players, and something called "griefing," which is when a player intentionally destroys what another player made simply to hurt their feelings. While I dealt with those myself, they can be major issues for many young video gamers. I wanted to give younger kids a chance to enjoy the game the way that I have, but in a safe space with less risk. This last summer, I volunteered to supervise a Minecraft room at the annual Princeton University alumni
According to the articles "Tear Down the Swing Sets" by John Tierney and "Can a Playground Be Too Safe" by Nicholas Day many changes have been done to playground designs for many reasons like creative risks, lawsuits, and child safety. Playgrounds used to be fun, exciting and riskful but now due to playground design they are safe, yet boring.
Vincent Van Gogh stated, "As we advance in life it becomes more and more difficult, but in fighting the difficulties the inmost strength of the heart is developed." Indeed, we often find ourselves in hard circumstances, where our strength can be challenged and tested its limits on an array of unusual activities. After accomplishing all given difficulties, we would get new thrills like being the winner, overcoming fears of height, conquering the opponents, or just winning in new tough games. Children also need this thing to grow physical as well as mental health. Therefore, John Tierney wrote the article “Can a Playground Be Too Safe?” which was published on New York Times on July 18, 2011 to show a common issue in our society. The author wondered
The skills learned while working at a fast food restaurant are not always from what you are directly taught on the job. In the article “The Fast-Food Factories: McJobs are Bad for Kids,” the author, Amitai Etzioni, explains how fast food jobs hinder learning and the participation of students in school. Etzioni claims that while a fast food job provides income, it does not provide knowledge or skills that would be learn from other jobs such as carpenting, as well as stating that jobs like these dampen creativity. While I agree with some of the author's statements, such as students having a hard time balancing work and school, the author also makes claims that are not correct.
When I was younger, my favorite game to play was Minecraft. The game was a fun way to express myself and to make decisions like “It’s getting dark, maybe I should start heading home so I can sleep in my bed and avoid the mobs” and that’s most likely why I loved the game so much. I had the opportunity to do whatever I wanted and if I made a mistake the only consequence was to press “respawn” pretty simple right? At the time, yes, but as I matured and became curious, I wondered, could an online game possibly be the definition of life? Can something so many look for yet don’t find be right in the palms of my hands? Could Minecraft, a game that is made for children be the answer to a question asked for centuries?
Most games today that children play depict some type of violence. However, parents neglect that the games have warnings for violence, language, and even nudity. In my own personal experience, kids will ask for the most trending games at the time and parents will buy the game to satisfy the needs and wants of the children.
Children can greatly benefit from having chances to create connections to the real world in their play space, waiting for the fruit on the fruit trees to ripen or continuously checking to see if their seeds have sprouted all provide both connections to the real world ,as well as expanding developmental skills and knowledge. An ideal learning environment for children does not necessarily need to cost a lot of money to establish and maintain, using items found out the natural environment can often spark creativity and connections with children. Children don't need to always be surrounded by the newest and fanciest plastic toys, natural ideas such as wood blocks can but used instead of lego pieces or rocks for painting on, items such as those can be cheap easily found and yet still provide children with the same if not more developmental skills and learning. From young age children need to be presented with opportunities to take safe risks in order for them to grow and
People are exposed to numerous amounts of positive and negative events throughout their lifetime. No one is given a life that is perfect or free from difficulty. Whether it is a death in the family, chronic illness, house fire, automobile accident, or any other type of impacting event, stressors are bound to occur throughout one’s life. Since people are constantly exposed to stressors in life, it is essential that one is able to adequately cope. There are three types of responses to stress. The first is the positive stress response, which is a normal and brief response to stress and is characterized by a mild increase in heart rate (“Toxic Stress,” 2017). One example of a positive stress response could be the slight apprehension one feels before
With such gruesome events such as these happening almost constantly in an ever-increasing number of homes across America, one has to wonder, how is this going to affect our children? We have PlayStations, GameBoys, Nintendo 64s, Sega Dreamcasts, PCs, and more. All of these mediums offer people of all ages, including children, access to interactive, violent experiences such as the one depicted above. From the media's favorite example Doom to lesser known, much more violent games such as Acclaim's first-person shooting game Turok 3, video game violence is more prevalent than ever. The biggest concern when it comes to video games of this nature is if having them available to y...
The first set of cold, clammy hands closes around my ribs. Another circles my ankle, my arm, my neck. With an irritated sigh, I restart the level for the third time as the words, “Game over” flash across the screen. Sound familiar? This scene is very common among modern zombie apocalypse games. Though the titles of these games vary, the theme remains the same: to fight for one’s life. Users are thrust into a world where they must combat violence thrown at them with violence of their own. The sheer thrill of it can be very exciting and relates well to many youth because of its life or death component. All of a sudden, eight year old boys are armed with machine guns to blast the heads off of shuffling zombies, bug-eyed aliens, and more commonly, modeled soldiers. But, while the video games continue to be mass produced, the cognitive and social skills of America’s youth suffer. With the mental health of the newest generation on the line, is it really justifiable to pass off buying the newest violent video game as innocent fun?
According to Henry Jenkins, an American Media Scholar and professor at MIT, “young people in general are more likely to be gamers —90 percent of boys and 40 percent of girls play.” That is an overwhelming amount of young people. In recent years, there have been incidents such as the Columbine school shooting which have shown young people committing terrible acts of violence. In the case of the Columbine shooting, the teenagers who committed the shooting were both found to be avid players of a violent computer video game known as Doom (Ferguson, 26). This has raised lawmakers and concerned parents to begin opposing violence in video games. These people believe that video games (and violent video games in particular) can cause young people to become extremely desensitized to violence, and in turn cause them to commit acts of violence that they would not have committed otherwise. However, these people fail to realize that our youths have been exposed to violence far longer than modern media has been around. For example, Wired.com writer Michael Venables points out that many of our classic fairy tales deal with violent conditions. He reminds people that “Cinderella’s evil stepsisters have their eyes pecked out by doves.” and “Hansel and Gretel kill their captor by baking her in an oven.” People who oppose video games pose a major threat to the development of youth in our modern society, because video games can have many positive effects on young people.
For many people, using the Internet has become practically a new way of life, especially for college students and the like. Various types of information can be accessed at the touch of a button: anything from encyclopedias, to surveys and essays, to articles from magazines, and adult sites. Anyone who pays for their Internet service is usually offered space for his or her own web page, and even many free services provide space for personal web pages. All of this available space can be used for any number of reasons: posting newsletters for community groups, advertising for businesses, or just voicing one’s opinion. For those of us who know how to use this information, or at least how to find what we need out of it, it’s a very good thing. But what about children? If adults can access this information with such ease, what’s stopping kids from checking it out too? Who decides what’s appropriate for kids and what’s not when their parents aren’t constantly leaning over their shoulders? And what about posting things that may be offensive to other people, no matter what age they might be?
Many kids like Tommy, who spend most of their childhood and adolescences emerged in imaginary lands rather than dealing with the real world at hand, become socially anxious and have low self-esteem later in life. Instead of thriving with a career and family, they relapse back to the same virtual interaction they had as a child. They float through life barely able to support themselves or result to living with their parents. Adulthood seems to them a mere task they must complete in order to continue their gaming. Excessive videogame play for children and adolescents cause social anxiety, depression, and aggression because more time is spent alone engrossed in dynamic storylines and complex situations than outside building face-to-face relationships and other healthy social skills that better prepare them for their future.
What is play? Play is defined as engaging in activates for enjoyment & recreation rather than a serious practical purpose. Playing is a disorganized voluntary spontaneous activity, which may include objects, one’s body, symbol usage, and relationships. Play is flexible, individualize, grouped, motivating, self-directed, open-ended, or self-directed. (Smith, 2013) (Saskatchewan Ministry of Education, 2010)
Munro (2003) states child abuse is treating a child in a way that is harmful or morally wrong however, goes on to explain it is hard to find a universal agreement of the definition of child abuse. NSPCC (2010) further explains child abuse as maltreatment of a child. This can be done directly by inflicting harm or indirectly by failing to prevent harm from happening. Abuse can be perpetrated by an adult or another child. Working Together to Safeguard Children (2013) states that it’s the responsibility of everyone who works with children to make sure that a child is safeguarded and their welfare promoted. The Purpose of this essay is firstly to discuss risk factors posed to Simone and Sasha through the scenario provided and highlight ways a professional should assess whether a child is suffering from an abusive or neglectful situation. Secondly the appropriate action that needs to be taken, and the support that needs to be given, and what services will be involved with the family in order to prevent a family brake down while safeguarding and protecting the children’s welfare, will also be discussed. Lastly this essay will draw on current legislation, guidance and procedures that promote multi– agency working in order to effectively safeguard and promote children’s welfare.
Violent video games have become more realistic every year. Children spend about 40 hours seated in front of a screen killing cartoon characters. It has been debated whether minors under the age of 18 should play violent video games that contain physical harm, killing, and sexual assault. In the contrary, people say video games increases the capacity of learning of children, but violent video games cause great damages. Although there are an increase learning skills playing video games, violent video games should be prohibited to minors because it changes an individual behavior, physical, and brain.