NICHOLAS KARDARAS
Salon
AUG 12, 2016
Immersive and interactive games that are fine for adults can cause a blurring of reality in younger users
A few weeks back I was sent a link to an article about Pokémon Go—the latest craze that has been sweeping not only our native Manhattan, but seemingly the entire country. The person who had sent me the article thought I’d be interested in this latest tech development because of my work: I’m a psychologist and professor who specializes in treating addiction and working with adolescents; and I had just written a book called “Glow Kids,” which explores some of the uncomfortable clinical realities of too much screen time.
Two days later I was sent yet another link. This latest article from a major national newspaper waxed poetic about kids and the new Pokémon craze. According to that article, Pokémon Go is a parent’s dream, a video game holy grail: a game that actually got kids up off the couch and outside exploring and interacting with the real world—albeit while staring at a screen and pursuing an illusory augmented reality hologram.
That small detail aside, I had to ask myself: well, is this the game that finally proves the screen alarmists wrong? After all, kids are going outside to play the game and collaborating with others to find clues in their digital scavenger hunts. Aren’t those good things? In that same pro Pokémon Go article, a child and adolescent psychologist interviewed for the piece, was quoted saying “it gets kids out in the world and promotes socialization. It seems that kids are using it as a tool to connect to each other and the world around them.”
All that sounds perfectly reasonable, but my research and clinical work indicates otherwise. If you’re a child or pre-teen, there may be a price to pay. To be clear: If you’re an adult, have at it! Pokémon Go to your heart’s content; wander the streets looking for the little augmented reality buggers. Just be careful you don’t walk into oncoming traffic or light posts, but Pokémon your days away if you like.
But children have additional vulnerabilities when they interact with interactive and immersive screens; their brains and what psychologists call “reality testing”—the ability to discern what’s real and what isn’t—are not fully developed yet. That’s why researchers who study the effects of immersive and interactive video game experiences have coined the term “Game Transfer Phenomenon” (GTP)— a reality-blurring psychotic-like feature that young people who are chronic gamers experience. Continue reading “The dangers of Pokémon Go: Kids’ brains are vulnerable to virtual and augmented reality”