As a young parent — born in the 90s and now an educator — modes of entertainment, competition, and livelihoods in the country have been evolving right in front of my eyes. The Covid-induced pandemic provided the opportunity to study and work from home, further making us digitally advanced and dependent on technology. With schooling, moving to a work-from-home environment and parenting becoming a double task, the digital literacy of kids become of utmost importance. Today, a five-year-old can operate a computer almost as efficiently as an adult, but it comes with its challenges.  


One such challenge is screen time, which we often face in online gaming.  


Online gaming has many facets. It is currently being used to educate, is a form of competitive sports event for some, and is mainly designed for entertainment. It is refreshing to hear some young students express their desire to become ‘gamers’ when they grow up.  


The switch from physical entertainment forms to digital ones also brings in a new category of addiction and user safety.  


Recently, the Ministry of Electronics and Information Technology (MeitY) has suggested some amendments to the IT (Intermediary Guidelines and Digital Media Ethics Code) Rules, 2021, which will ensure that online gaming and gamers are protected. The draft amendment requires mandatory KYC verification of the users by online gaming intermediaries, among other things, that may ensure safety of online gamers.   


While we fight ideological challenges in society, we must remember we are also learning to adapt and co-exist with the younger generation. While parents can fully control a child’s screen time, it is the government’s (and gaming companies’) shared responsibility to ensure that the content a young, impressionable mind is consuming is emulative of the physical boundaries of society we live in, at least for the time being.  


In games where chats, access to contacts, and shared devices exist – it becomes essential to take precautionary measures to ensure that user safety measures are incorporated.  


When schools conduct online gaming tournaments, it encourages children to showcase their skills in a game and win accolades. Still, it also exposes them to long hours in front of screens.  


One cannot deny that the lack of physical sports infrastructures, Covid, and at times matters of safety push kids towards digital games instead of physical sports. It is an absolute must for civil society to ensure that it does not become a place of abuse, harassment, and addiction.  


With an increased digital presence, the threat of cyberattacks becomes higher. Children are exposed to the entire world virtually, which is extremely dangerous. The attacks are growing daily and technology alone cannot protect children.  


Cybercrimes often occur on various online platforms, from simple text messages or other instant messaging services to online gaming platforms. Hacking of accounts, usage of coarse language, stalking, etc., are some examples. Innocent children unaware of maintaining their privacy may share personal pictures/videos that can be easily misused. 


A 2022 release by McAfee stated that 85 percent of children in India have reported being cyberbullied. Additionally, 42 percent suffered sexual harassment, and 28 percent faced threats of personal harm.  


The Information Technology Act, 2000, lays down specific provisions protecting children from various crimes in the digital space, including (i) obtaining compensation for using personal and sensitive information of another, including children; (ii) identity theft cybercrimes; and (iii) a punishment for violation of privacy or transmitting obscene material in the electronic form. This must be actively executed when it comes to online gaming.  


Very recently, the Central Board of Secondary Education (CBSE) released rules regarding the usage of the Internet safely and securely, which instructs schools to set up firewalls. Other necessary software and, in fact, even the Advertising Standards Council of India (ASCI) released new guidelines on online betting ads that prohibit advertisements featuring young children under the age of 18 years.  


If we compare with regulatory models in the US, the Children’s Online Privacy Protection Act (COPPA) is managed by the Federal Trade Commission (an independent agency for enforcement of antitrust and consumer protection law), which protects the privacy of children under the age of 13. It requires website operators and online services to obtain verifiable consent from the children’s parents before collecting, using or disclosing children’s information, subject to certain limited exceptions.  


Parents can educate themselves about the potential risks associated with online gaming and take appropriate steps to protect their children, such as setting limits on the amount of time spent on gaming and monitoring the games played. Schools have an equally vital role to play when it comes to cybersecurity by raising awareness regarding its importance.  


Working together, they can help ensure the safety of children online. Therefore, it is reasonable to assume that parental control is not the sole factor contributing to a child’s virtual safety. 


The author is the founder of Bright Bambini Montessori School and an early childhood educator with an experience of over 10 years and volunteer at EPWA. With inputs from Taamara Rajeev, Fellow EWA Centre.


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