Wellbeing

Update on CyberSafety

I regularly receive information on recent and emerging issues relating to social media and gaming from the www.safeonsocial.com site. 

 

I want to bring to your attention the game titled ‘Among Us’. This online game has become the go-to pandemic entertainment of the past year. The game is very simple and has been in existence since 2018 however, its popularity grew rapidly with the restrictions that occurred during the global pandemic. The game is available on all mobile devices and on computer where it has a substantial following on Discord and Steam.

 

The safeonsocial.com site refers to a recent New York Times article which references at least 200 million hours logged by users viewing others playing the game as an example of the game’s popularity. Majority of players come from the 13-20 age group however the numbers of adults participating is increasing.

 

The game involves 4-10 players being confined on a spaceship in desperate need of repairs. Every player is given a random designation as either a crew mate or an imposter. Players must move around the spaceship trying to complete given tasks while trying to out the imposters before they destroy the ship. Players suspected of being the imposter are voted off the ship by team members, with the loser being ejected from an airlock into space.

 

The graphics are very simple, with minimal graphic realties that are typical to many online multiplayer games. There is a 90-second window offered at times throughout the game where players are able to text chat and question the other players on their suspicions and deductions.

 

Most messaging between players is via text windows and the language content is heavily censored. Drop the F-bomb, and all you will see is ****. Users’ names may at times border on the offensive however the language control is excellent. At this time, the game itself does not offer multiplayer live chat.

 

However, it is possible to use third party chat apps whilst playing, with Discord being the most versatile and the most common. Given that Discord is largely an invite only chat room host, players can control the access to voice chat, not allowing random players to join the conversation without an invite to a private chat space.

Potential Issues

The behaviours required to survive on the spaceship, and ultimately obtain victory over teammates, involves flattering the strong, attacking the weak, lying, obfuscating and engaging in deceptive behaviours.

 

The tactics used to remain on the spaceship may not be reflective of values parents wish to see their younger children engaging in or learning about, nor may the requirement that the imposter must assassinate all other team members to win appeal.

 

The most risk comes from the group of ten playing being randomly selected from global participants and players failing to keep their personal information secure

 

Players have reported individuals sharing SnapChat and other social media contact details via the text chat option, and all people playing this game should be reminded that keeping personal details offline whilst playing such a game is vital.

 

In app purchases are available. This may be irresistible for a child, so using a separate pre-paid credit card with a very low set limit can prevent any accidental purchases being run up without a parent being aware when children are gaming.

 

The developer’s original intent was for this game to be played in the same room as the other players - and as a family activity. This could provide an entertaining option to allow parents to engage with their children online, and at the same time, model good digital behaviour.

Summary

  • Play this with your children and respect the age restrictions.
  • Decide for yourself if this game is appropriate for your child.
  • Advise younger players to keep all personal details and other social media accounts private.
  • Create a group of personal friends to play together.

Another app that has risen in popularity in the last 12 months is "Houseparty". Some key points offered by www.safeonsocial.com that need to be carefully considered by parents before they allow their child to use “Houseparty” are listed below. 

  1. The age recommendation is 13 years. This is so the app complies with the US Children's Online Privacy and Protection Act (COPPA). It is in place to prohibit the collection and use of information of children under the age of 13 years for the purposes of sales and marketing. There is no age verification at all.
  2. It is free to use so your child's image, recordings and any other information used to interact with the app can be data harvested for the purposes of sales and marketing. Remember, if something is free to use, you are the product.
  3. During the signup process, the app asks the user to enable location - don't. Like on most apps, it will track the user’s movements 24/7 down to within five metres in most cases. We don't want people knowing our exact address now, do we?
  4. The app offers up "friend suggestions" based on showing you friends of friends that you may want to connect to. Huge red flag! It also allows people to send friend requests and for this reason, has been referred to as a "pedophile party." You must drum into your child not to connect with people they don't know and check who they are connected to regularly if they are younger.
  5. Teens who are not invited to a group chat (maximum eight people) may feel left out, and exclusion bullying is rife.
  • So is gossip.
  • So is sending notes.
  • So is sending explicit (sexting) images.
  • So is the assumption that the video chats are private.
  • So is the potential for overuse.
  • So is the risk of connecting with complete strangers.

Given these potential risks, it is recommended you ask your son if he has downloaded or used the app. In keeping with the College’s Social Media Policy, students should not be posting negative comments about any member of the College community. Consequences will occur if there is evidence of cyberbullying or sharing of explicit images.

Online Gaming

While we may be enjoying the return to most freedoms after a year of ‘stay-at-home’ restrictions, there is ongoing concern about the impact of gaming on our students during the enforced isolation.

 

Here are some reminders for parents from www.safeonsocial.com to help their gamers play a little more intelligently while we are isolating.

  1. Parents - try to invest some time into their gaming, either as a cheerleader/fan or a player. The benefits of being coached in their favourite game are very important. One reason is understanding the information on the screen, and another reason would be connecting with your child. The tone of the conversation changes when they see you as a teammate and not an opponent.
  2. Try to promote quality over quantity. In this case, suggest they prioritise real life friends rather than their online friends for the next little while. Don't worry, they'll know how to connect with friends from school online.
  3. Try to take a couple of days off gaming per week where you spend a little more time as a family being productive or planning something that can be done when you're out. In this case, even if it's watching movies on another screen, it's a different activity.
  4. Help them understand that overplaying will take them beyond the benefits they think they are going to get from playing. Expect more frustration, less concentration and ultimately less fun.

Check out the intelligent gaming guide here: www.gameaware.com.au/gamers. 

 

Limit gaming sessions based on these criteria:

  • A three-hour session is plenty. Beyond that, they will start to feel the effects of overplaying.
  • Stick to three hours as a maximum, take a day or two off and they will find themselves enjoying their gaming time a lot more than if they were to over-indulge.

Robert Simpson

Director of Wellbeing