InetRisks - Changing Attitudes of Adults (parents) on Internet-Related Risks for Young Adolescents: Difference between revisions

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==Background==
==Background==
Research available indicates that totally unsupervised Internet use by children may bear dangers for themselves and their family. Although youngsters (in particular the older ones) express confidence regarding what is safe and/or unsafe and what precautions to take, it seems that certain children adopt more risky behaviour than they say and think. On the other hand, children declare that in case of problems they turn to their parents. But in actual fact, some (once more mostly the older ones) avoid resorting to this solution or limit it to the ones they perceive to be “serious” cases. Moreover, turning to “authority figures” such as teachers or the police is very seldom seen without reluctance. The project aimed at developing skills, concepts and knowledge that would facilitate the targeted groups to develop a new mentality, that of using the Internet safely. To achieve this aim, the targeted groups were involved in the actual application of all the information they received through various sources (e.g. safer internet centers), in ways that were not perceived as another school “lesson” or simply as “theoretical information”. Game playing is a well known method for its learning benefits. Therefore, the project confronted the issue of developing a “culture” in using the Internet Safely through the development of the Simsafety Game.
The very difference between real Internet-related risks and Internet-related risks as perceived by adults (parents) could constitute a new type of risk in itself. There is a similar difference between the means to deal with these risks and the means to deal with these risks as perceived by adults (parents). The conception adults (parents) have on what (their) children do when they “play” (spend time) on the Internet is largely based on ignorance; certainly experiential ignorance in that they have not “played” (spent time) on such activities themselves and often ‘literate ignorance’ in that they have not studied the matter. Media and church hype add insult to injury. Furthermore, there is a difference between the real attitude of adults (parents) towards their children (in general, and with respect to their children’s activities on the Internet) and their self-perceived attitude. There is a further difference between their real attitudes and the results of their behavior. The project studied the attitude of such adults towards the fact that their children immerse themselves into video games (Second Life in particular). Specifically, the project team studied the change in attitudes of the adults regarding the activities of their children and the risks related before and after they had an opportunity to “play” along with their children for several months.  
The project addressed Internet safety issues with the aim to achieve an in-depth understanding regarding safety breaches and protective measures and actions, primarily within the family environment. For this purpose, a limited section of the Online Virtual Environment, Second Life, was customized to host study teams who were playing on the Internet and were “exposed” to real risks in a controlled way. Project participants developed skills in recognizing safety pitfalls and dealing with them as well as appreciated Internet Risks in their true dimension.


==Products of the Simsafety project==
==Products of the Simsafety project==
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