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Danish Parents Increasingly Limit Children's Gaming Time Amidst Online Risks
๐Ÿ‡ฉ๐Ÿ‡ฐ Denmark /Culture & Society

Danish Parents Increasingly Limit Children's Gaming Time Amidst Online Risks

From Berlingske · () Danish

Translated from Danish, summarized and contextualized by DistantNews.

At a glance

News Sources not specified Context piece
  • Two-thirds of Danish children aged 9-15 play games almost daily or more often.
  • A growing number of parents are setting limits on their children's gaming time.
  • Concerns also extend beyond time spent, to online risks like data harvesting and harmful content.

A significant majority of Danish children, two-thirds of those aged 9 to 15, engage in gaming almost daily or even more frequently. However, an increasing number of these children are finding their parents imposing limits on their daily screen time dedicated to gaming. This trend is highlighted in a new study conducted by Epinion for the Media Council for Children and Young People, DR, and Nimbi โ€“ the Danish Game Development Institute. The study reveals that the proportion of 12-15-year-olds who report parental time limits has risen from 27% to 40% since 2023. Among younger children, aged 9-11, this figure has increased from 59% to 68% in the same period. Miriam Michaelsen, chair of the Media Council for Children and Young People, views this parental involvement as "very positive." She emphasizes that while time consumption is a primary concern, adult interest in children's online activities is even more crucial. Michaelsen notes that the screen itself isn't inherently harmful if factors like sleep, physical activity, and relationships are managed. However, she stresses the importance of educating parents about potential online risks, including unfair data collection, exposure to harmful content, excessive advertising, and gambling elements within gaming environments. The study also indicates that gaming is the preferred leisure activity for 39% of children aged 6-15, surpassing social interaction, sports, and play. The American gaming platform Roblox is particularly popular across various age groups. Michaelsen points out that Roblox is not a single game but a platform hosting millions of user-generated games, often lacking clear age ratings, making it a key area for parental awareness.

We can see that the biggest source of concern is the time spent. But I think it is even more important that adults around children and young people are interested in what children are doing online.

โ€” Miriam MichaelsenHighlighting the importance of parental engagement beyond just time limits.
DistantNews Editorial

Originally published by Berlingske in Danish. Translated, summarized, and contextualized by our editorial team with added local perspective. Read our editorial standards.