"Reading this book turned me 180 degrees around about video games. Philip helped me understand why children of today are so drawn to video games what to look out for other than just the amount of time my children spend on their iPads.
Thank you Philip for bridging that gap between generations, this book helped me immensely to connect with children at a deeper lever through understanding the games they are playing. Highly recommending this book to anyone around children be it through their professions or their family lives."
Here's what you'll learn and understand in some of the key chapters of this book
And many more...
"And what happens is it releases dopamine in the brain. So it is very similar to any type of addiction. When you like something, you're like, I need that hit. I need that hit. And so two things happen with that. Number one, a child can become addicted to that need, but another is that they can be using it in an effort to self-soothe.
A lot of individuals and children who are on the autism spectrum find comfort in video games. There's predictability. They know what's going to happen. They know what to expect. Sights and sounds are familiar. All of these things that bring peace and comfort, familiarity."
"Fortunately, my son does not tend to have tantrums or get upset when we tell him his time is up. If I was to guess, then this is because we, my partner and I, are absolutely consistent with our rules about games and screen time. He knows the games aren't going anywhere and will be there for him to pick up again tomorrow if he wants.
We're also quite strict with not allowing the games to replace any activities. He can't decide not to go to an after-school club and expect to be allowed to watch screens. If he decides not to go, then he needs to find something else to do with that time and he normally chooses to play Lego or write stories."
This bonus is a library of video interviews with parents, industry experts and child psychologists from around the world on the topics of managing screen time and keep children safe online.
This video program takes you through the core content of the book so if you are someone who likes to watch video content this bonus is perfect for you.
You can dip in and out, watch in any order, and test the strategies to see what works best for you and your child.
Access the video records from the 4-day "Screen Time & Safety Shortcut" challenge.
Day 2 focused on managing screen time and successful strategies used by parents from around the world while Day 3 was all about online safety and the techniques you can use to keep your child safe online.
"One of the great features of this book is the concise advice that it offers. Philip provides real-life examples of how to implement strategies and offers concrete steps for parents at a time when changes in tech are difficult to keep up with.
Overall, I would highly recommend this book to anyone looking to support their child's device use at home or people in an educational setting. It provides practical advice and real-world examples that are sure to make a positive impact on children's habits and overall well-being. A must read!"
After breaking my neck playing rugby at the start of 2020, not getting surgery because of COVID restrictions and letting it heal naturally (my consultant said it's a miracle) I decided it was time to use my knowledge and experience to help more people.
I'd been working in the videogame industry for over 22 years consulting for brands and governments and in 2008 I consulted for the UK Government about online safety for children.
I also had my own personal experience of starting to play videogames at the age of 7. From the age of 16 I was playing online and would spend 5 hours a night in my bedroom playing. I would be chatting with strangers from around the world and my parents would unplug the power or the internet if I'd been playing too long.
This lead me to writing the first half of the book focused on how parents can manage children's screen time and online safety.
The second half of the book is influenced by my partner who is a teacher. She needed some maths resources for a lesson and I knew that all her students loved playing one specific game - Among Us. We worked to create resources and a lesson plan based on that game and the next day I got a message that her students loved the work and were really engaged.
I then started to create methods and frameworks for creating maths resources based on different games, different maths topics and for different age groups from age 6 to 11.
In the book there are explanations for how to create maths resources based on popular games like Minecraft, Roblox, Fortnite and FIFA.