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by onli 1756 days ago
Strictly limiting screen time fuels addiction. I'm utterly convinced about this and speak from experience. They can't learn to properly manage the ups and downs that way, all that remains are the ups, making it the best thing ever. That's why they are rabid about this.

It's also not something only I think, but I don't have a good resource at hand. Questions like this are always disputed anyway. When books came out they complained about the youth wasting their time reading books! (so much to the "reading a book is so much better" comment above.)

Half an hour is also completely unreasonable for playing most games. It rules out playing the good games, leading them to play the pay2win gambling bullshit. If the kids are very small, ignore what I write, but if they aren't think twice about this.

3 comments

Exactly. It is the same mechanism by which trying to stop smoking by reducing the number of cigarretes usually don't work. The "every other hour cigarrete" becomes almost an orgasmic experience.
Would you please contextualize your experience? What specific claims are you making and for what age groups?
There is really not much more. It's simply the observation that strict time limits lead to the time always being used, and augmented the value of the limited resource - video gaming here. The cigarette analogy in the other reply is great. I saw that with children age 10 to 15, for what it's worth.

You see that observation echoed in the context of alternative strategies, as described on https://www.additudemag.com/adhd-teens-video-game-rules-limi... for ADHD (whether that exists does not matter here, in any case the strategies listed there are not limited to it) for example. I read better sources, but I don't find them now, probably just some random articles with some experts attacking a majority position (that screen time limits are good) that I thought convincing, like they pop up sometimes.

To clarify the above post: with books, novels were probably meant specifically. Books that only served entertainment purposes.