1 00:00:03,440 --> 00:00:07,080 Speaker 1: It's the Happy Families podcast. It's the podcast for the 2 00:00:07,160 --> 00:00:10,399 Speaker 1: time poor parent who just wants answers. Now. 3 00:00:10,760 --> 00:00:14,320 Speaker 2: Hello, this is doctor Justin Coulson for the Happy Families 4 00:00:14,560 --> 00:00:18,120 Speaker 2: summer series. We've got an interview from the Bringing Up 5 00:00:18,160 --> 00:00:21,239 Speaker 2: Boys summer. Just a couple of months back, I spoke 6 00:00:21,320 --> 00:00:24,119 Speaker 2: with Brad Marshall, soon to be doctor Brad Marshall. He's 7 00:00:24,160 --> 00:00:26,160 Speaker 2: just finishing up his PhD at the moment. He's known 8 00:00:26,160 --> 00:00:29,640 Speaker 2: as the Unplugged Psychologist. If you have any screen issues, 9 00:00:29,720 --> 00:00:32,680 Speaker 2: especially when it comes to boys and screens, but kids 10 00:00:32,680 --> 00:00:36,280 Speaker 2: and screens generally, Brad has a host of great resources available. 11 00:00:36,320 --> 00:00:40,000 Speaker 2: Check him out The Unplugged Psychologist online. During the Bringing 12 00:00:40,080 --> 00:00:43,120 Speaker 2: Up Boys summer, I asked Brad, when should a parent 13 00:00:43,159 --> 00:00:46,080 Speaker 2: be worried about their child's screen time? 14 00:00:49,600 --> 00:00:50,960 Speaker 1: I mean, look, I think I think the point you 15 00:00:51,000 --> 00:00:53,280 Speaker 1: make about, you know, games in the eighties and nineties, 16 00:00:53,280 --> 00:00:55,280 Speaker 1: because I get asked that quite a lot by parents. 17 00:00:55,280 --> 00:00:58,600 Speaker 1: You know, so many parents say, well, I gained when 18 00:00:58,600 --> 00:01:00,360 Speaker 1: I was young. There's nothing wrong with me. I turned 19 00:01:00,360 --> 00:01:04,360 Speaker 1: out just fine. Games are different to how they were 20 00:01:04,400 --> 00:01:07,200 Speaker 1: then for many different reasons. Okay, so the game design 21 00:01:07,400 --> 00:01:09,520 Speaker 1: is very different to what it was back then. But 22 00:01:09,600 --> 00:01:12,840 Speaker 1: also one key point here before I move on to 23 00:01:12,840 --> 00:01:15,520 Speaker 1: the second part of your question, is is that the 24 00:01:15,600 --> 00:01:17,600 Speaker 1: fact that games are connected to the internet now. 25 00:01:17,680 --> 00:01:17,840 Speaker 2: Right. 26 00:01:17,920 --> 00:01:20,240 Speaker 1: So in the eighties and nineties, I would play Mario 27 00:01:20,360 --> 00:01:23,800 Speaker 1: Kart or Seegannegga Drive or you know, NFL ninety two 28 00:01:23,840 --> 00:01:25,959 Speaker 1: and all these things with my brother. But I had 29 00:01:26,000 --> 00:01:28,200 Speaker 1: to play with my brother all my mates to have 30 00:01:28,200 --> 00:01:30,560 Speaker 1: a social connection. We get in the pool, we'd eat pizza, 31 00:01:30,640 --> 00:01:34,600 Speaker 1: we do stuff in between. Right. It's different today. And 32 00:01:34,800 --> 00:01:36,720 Speaker 1: one of the reasons, one of the many reasons is 33 00:01:36,760 --> 00:01:40,360 Speaker 1: because the Internet connects kids. Quite often, parents at home 34 00:01:40,440 --> 00:01:44,240 Speaker 1: will say, well, my child won't leave the room, their bedroom, 35 00:01:44,240 --> 00:01:46,920 Speaker 1: wherever they are, and I say, go and see your mates, 36 00:01:46,920 --> 00:01:48,800 Speaker 1: and they go, I am seema mates. Look, I mean 37 00:01:48,920 --> 00:01:52,320 Speaker 1: they're online. Here's Jimmy, here's Mikey. Right, And so what 38 00:01:52,400 --> 00:01:54,720 Speaker 1: we miss then is all of that stuff in between, 39 00:01:54,760 --> 00:01:57,320 Speaker 1: the pizza, the pool, party, all the rest of it, right, 40 00:01:57,360 --> 00:01:58,840 Speaker 1: and even some of it might have been getting in 41 00:01:58,880 --> 00:02:01,200 Speaker 1: a bit of trouble, But there's all that other stuff 42 00:02:01,200 --> 00:02:04,600 Speaker 1: in between. And that's what's different fundamentally about games from 43 00:02:04,640 --> 00:02:07,920 Speaker 1: the eighties nineties versus games today. But the second party, 44 00:02:07,960 --> 00:02:11,200 Speaker 1: your question with what are the warning signs for parents? Look, 45 00:02:11,280 --> 00:02:13,280 Speaker 1: I can go through a whole bunch of diagnostic stuff 46 00:02:13,280 --> 00:02:15,080 Speaker 1: and it's really going to bore parents. So if I 47 00:02:15,240 --> 00:02:18,600 Speaker 1: just break it down into some hopefully some easier language 48 00:02:19,240 --> 00:02:21,960 Speaker 1: that won't bore them and put them to sleep, what 49 00:02:22,040 --> 00:02:25,920 Speaker 1: I look at in my clinic is developmental domains, and 50 00:02:25,960 --> 00:02:31,880 Speaker 1: so what I mean by that is social development, education, behavior, health. 51 00:02:32,080 --> 00:02:36,760 Speaker 1: Health is not technically a developmental domain, but I mean sleep, exercise, hygiene, 52 00:02:36,800 --> 00:02:39,600 Speaker 1: eating that sort of stuff, and emotional development. So there 53 00:02:39,600 --> 00:02:42,919 Speaker 1: are these five main areas that I'm looking for, and 54 00:02:43,080 --> 00:02:45,000 Speaker 1: you know, my book The Tech Diety Your Child and 55 00:02:45,000 --> 00:02:47,480 Speaker 1: Team goes into this in really big detail. But on 56 00:02:47,560 --> 00:02:51,360 Speaker 1: the macro level, if you look at something like health, 57 00:02:52,400 --> 00:02:55,640 Speaker 1: if it starts impacting on your child's sleep, and what 58 00:02:55,680 --> 00:02:58,640 Speaker 1: I mean by that is if they're staying up late, 59 00:02:59,200 --> 00:03:01,079 Speaker 1: if they're getting up in the middle of the night 60 00:03:01,240 --> 00:03:04,080 Speaker 1: to grab a device while everyone else is asleep, if 61 00:03:04,120 --> 00:03:06,280 Speaker 1: they're getting up early, if your kids are waking up 62 00:03:06,320 --> 00:03:08,360 Speaker 1: at five point thirty six am to get on before 63 00:03:08,440 --> 00:03:11,400 Speaker 1: Mum and Dad get up, that is impacting one of 64 00:03:11,440 --> 00:03:16,160 Speaker 1: those developmental domains. Now, is it going to go catastrophically wrong. 65 00:03:16,360 --> 00:03:20,400 Speaker 1: You know, within a week, no, probably not, but as 66 00:03:20,440 --> 00:03:23,040 Speaker 1: you start to see time go by, whether it's weeks, months, 67 00:03:23,120 --> 00:03:26,399 Speaker 1: a year, you know, the more they impact on those 68 00:03:26,400 --> 00:03:29,480 Speaker 1: developmental domains, the worse it's going to get. So it 69 00:03:29,600 --> 00:03:31,959 Speaker 1: dominos is what I call it. So if you impact 70 00:03:32,000 --> 00:03:35,400 Speaker 1: the child's sleep, then they're tied for school and they're 71 00:03:35,440 --> 00:03:37,120 Speaker 1: going to be a bit strappy. They're going to forget 72 00:03:37,160 --> 00:03:40,560 Speaker 1: their homework. Then they come home and they might lash 73 00:03:40,600 --> 00:03:43,440 Speaker 1: out when you ask them to do something simple. Right, 74 00:03:44,000 --> 00:03:47,080 Speaker 1: So I guess you're looking for all the warning signs 75 00:03:47,120 --> 00:03:50,120 Speaker 1: in all of those different areas for parents. So one 76 00:03:50,160 --> 00:03:54,240 Speaker 1: of the big ones is the on the education domain. 77 00:03:55,000 --> 00:03:57,720 Speaker 1: Is that idea of it usually starts off with kids 78 00:03:57,760 --> 00:04:00,600 Speaker 1: putting in very little effort with their homework. Now you 79 00:04:00,600 --> 00:04:03,800 Speaker 1: could argue that for many teenage boys that's normal, but 80 00:04:04,760 --> 00:04:07,200 Speaker 1: I guess then it graduates to not getting work done, 81 00:04:07,880 --> 00:04:10,680 Speaker 1: not handing in assessments, and then even at the most 82 00:04:10,720 --> 00:04:14,600 Speaker 1: you know, the highest level, it's school refusal, which is 83 00:04:14,720 --> 00:04:17,159 Speaker 1: just a fancy term for not going to school so 84 00:04:17,200 --> 00:04:19,400 Speaker 1: they can stay home and game. So there's a bit 85 00:04:19,440 --> 00:04:21,719 Speaker 1: of a step ladder there, and those are the warning 86 00:04:21,760 --> 00:04:23,560 Speaker 1: signs along the way for those ones. 87 00:04:24,640 --> 00:04:26,480 Speaker 2: In a few minutes, I'd like to move into how 88 00:04:26,560 --> 00:04:31,120 Speaker 2: parents might effectively respond to their sons if they are 89 00:04:31,240 --> 00:04:33,320 Speaker 2: gaming and started to refuse to go to school, or 90 00:04:33,320 --> 00:04:37,440 Speaker 2: they're doing other things that we would consider concerning. Right, 91 00:04:37,560 --> 00:04:40,640 Speaker 2: But first off, let's just step back a little bit 92 00:04:40,920 --> 00:04:44,040 Speaker 2: and highlight we're going to loosely use the term addiction, because, 93 00:04:44,279 --> 00:04:47,120 Speaker 2: like you said, that's what parents say. So as you've 94 00:04:47,120 --> 00:04:49,719 Speaker 2: done your research, I've certainly got a number of reasons 95 00:04:49,760 --> 00:04:51,720 Speaker 2: why I think it's happening, and I might chime into 96 00:04:51,720 --> 00:04:54,080 Speaker 2: the conversation as we go, But what do you see 97 00:04:54,080 --> 00:04:57,479 Speaker 2: as the main draw cards, the main reasons that our 98 00:04:57,760 --> 00:05:01,120 Speaker 2: boys are being and it's different for girls just aren't 99 00:05:01,200 --> 00:05:02,919 Speaker 2: drawn in in the same way that boys are. So 100 00:05:03,360 --> 00:05:04,840 Speaker 2: this is a two part question. I know that's a 101 00:05:04,920 --> 00:05:07,719 Speaker 2: terrible interview process. I shouldn't do that, But two parts 102 00:05:07,720 --> 00:05:12,200 Speaker 2: to this Number one, why are boys so drawn into 103 00:05:12,240 --> 00:05:18,560 Speaker 2: games and screams? And why are girls not? I mean, 104 00:05:18,600 --> 00:05:20,679 Speaker 2: girls are still drawn into screens, but for different reasons 105 00:05:20,720 --> 00:05:23,320 Speaker 2: and in different ways as a general average rule, So 106 00:05:24,320 --> 00:05:25,840 Speaker 2: why is it happening and why the difference? 107 00:05:28,720 --> 00:05:30,760 Speaker 1: Let me start with why the difference first, I'll flip 108 00:05:30,800 --> 00:05:34,160 Speaker 1: it here a little bit. We don't know, if I'm 109 00:05:34,200 --> 00:05:37,080 Speaker 1: really honest, the differences in the gender, because yes, I 110 00:05:37,120 --> 00:05:40,960 Speaker 1: suppose clinically anecdotally, I can tell you that certainly there 111 00:05:41,000 --> 00:05:44,720 Speaker 1: are more boys that are impacted by games and girls 112 00:05:44,760 --> 00:05:46,400 Speaker 1: certainly seem to get stuck a little bit more on 113 00:05:46,440 --> 00:05:50,360 Speaker 1: social media and that sort of stuff. Here, Why more boys, 114 00:05:50,360 --> 00:05:52,760 Speaker 1: We don't know. What I can say is that a 115 00:05:52,800 --> 00:05:56,039 Speaker 1: lot of the data that comes out will tell you that, 116 00:05:56,120 --> 00:05:59,000 Speaker 1: you know, gaming is a fifty to fifty thing between genders, 117 00:05:59,000 --> 00:06:01,240 Speaker 1: that it's boys and go else. What I would warn 118 00:06:01,320 --> 00:06:03,479 Speaker 1: parents about is when you're reading data like that, just 119 00:06:03,520 --> 00:06:06,400 Speaker 1: be careful because quite often that is actually sponsored by 120 00:06:06,400 --> 00:06:09,120 Speaker 1: the gaming industry, right, it is in their interest to 121 00:06:09,160 --> 00:06:10,960 Speaker 1: sort of had this idea that it's a fifty to 122 00:06:11,000 --> 00:06:11,760 Speaker 1: fifty split. 123 00:06:11,880 --> 00:06:14,279 Speaker 2: You what page do you see in the clinic of 124 00:06:14,320 --> 00:06:15,279 Speaker 2: girls versus boys? 125 00:06:15,400 --> 00:06:17,720 Speaker 1: Well, I don't think it's probably a good description in 126 00:06:17,760 --> 00:06:20,719 Speaker 1: the clinic because me being a male chilt psychologist as well, 127 00:06:21,520 --> 00:06:23,960 Speaker 1: I think there is a tendency for parents to assume 128 00:06:24,040 --> 00:06:26,280 Speaker 1: that I would be better with boys, and you know, 129 00:06:26,360 --> 00:06:28,320 Speaker 1: a female would be better with girls, which I don't 130 00:06:28,360 --> 00:06:31,800 Speaker 1: necessarily agree with but anyway, so I don't think that 131 00:06:31,880 --> 00:06:34,320 Speaker 1: split is there. But I guess if you just look 132 00:06:34,320 --> 00:06:37,080 Speaker 1: at some of the Australian prevalence studies that are done independently, 133 00:06:37,960 --> 00:06:42,160 Speaker 1: you are looking at a slightly higher rate of boys gaming. 134 00:06:43,000 --> 00:06:45,920 Speaker 1: And whether some studies put that at sixty or seventy percent, right, 135 00:06:47,400 --> 00:06:49,680 Speaker 1: I think, though, to come back to your first question 136 00:06:49,720 --> 00:06:52,880 Speaker 1: about why are kids or boys getting getting stuck or 137 00:06:52,880 --> 00:06:57,040 Speaker 1: addicted to gaming, there are some core principles that games use. 138 00:06:57,200 --> 00:06:59,200 Speaker 1: And I could go on all day about this, right, 139 00:06:59,240 --> 00:07:00,839 Speaker 1: but if I just pull out some of the big ones, 140 00:07:01,520 --> 00:07:05,160 Speaker 1: So games these days are much better at some of 141 00:07:05,200 --> 00:07:08,799 Speaker 1: these psychological underpinning. So if you take one of them, 142 00:07:08,839 --> 00:07:11,440 Speaker 1: called the near miss effect, and so that's the idea 143 00:07:12,120 --> 00:07:15,440 Speaker 1: that you can get so close to the end and 144 00:07:15,480 --> 00:07:17,880 Speaker 1: you feel like you're going to win and then you 145 00:07:18,000 --> 00:07:20,760 Speaker 1: fall just short. And so if you take some of 146 00:07:20,800 --> 00:07:24,480 Speaker 1: the most common games Fortnite or see Us Go or Minecraft, 147 00:07:24,640 --> 00:07:28,000 Speaker 1: you know, the game algorithm will let anyone get right 148 00:07:28,040 --> 00:07:29,800 Speaker 1: to the end feeling like they're going to win and 149 00:07:29,800 --> 00:07:33,040 Speaker 1: then they fall just short. Now that is a principle 150 00:07:33,080 --> 00:07:37,520 Speaker 1: that they have borrowed from gambling. So poke machines will 151 00:07:37,560 --> 00:07:39,840 Speaker 1: quite often do this, right, you get a king, king king, 152 00:07:40,080 --> 00:07:43,440 Speaker 1: Oh it's a queen. I was so close. And so 153 00:07:43,720 --> 00:07:46,360 Speaker 1: the neat thing about that from a game developer's perspective 154 00:07:46,520 --> 00:07:50,080 Speaker 1: is it actually gives you this sense of dopamine. The 155 00:07:50,160 --> 00:07:52,040 Speaker 1: lights go off, the music goes off, you feel like 156 00:07:52,040 --> 00:07:55,280 Speaker 1: you've won. And that's when your boys at home saying 157 00:07:55,320 --> 00:07:57,400 Speaker 1: to Mum and dad, oh, but I'm so close. I 158 00:07:57,480 --> 00:08:00,000 Speaker 1: just need to go again, or hey, you said you 159 00:08:00,160 --> 00:08:02,600 Speaker 1: going to get off after that game, but he doesn't. 160 00:08:02,640 --> 00:08:05,880 Speaker 1: He presses go again, and so they've lost, but they 161 00:08:05,920 --> 00:08:08,480 Speaker 1: really feel like they've won. So that's just one of 162 00:08:08,560 --> 00:08:12,080 Speaker 1: many psychological underpinnings. And the other big one I kind 163 00:08:12,080 --> 00:08:15,320 Speaker 1: of touched on before is this social connection. So what 164 00:08:15,400 --> 00:08:17,800 Speaker 1: we do know is that if you look at studies 165 00:08:17,840 --> 00:08:21,480 Speaker 1: with functional MRI machines, what we can tell is that 166 00:08:21,960 --> 00:08:25,600 Speaker 1: gaming that is offline gives you a small amount of 167 00:08:25,600 --> 00:08:27,960 Speaker 1: dope mean to the brain. Remember dopamine being that feel 168 00:08:28,000 --> 00:08:32,240 Speaker 1: good chemical, right, But gaming that is online gives you 169 00:08:32,400 --> 00:08:35,200 Speaker 1: much more doper mean to the brain. And that's a 170 00:08:35,440 --> 00:08:38,880 Speaker 1: very key point here because I guess what I'm saying 171 00:08:39,040 --> 00:08:41,880 Speaker 1: is and this is one of the reasons we term 172 00:08:41,920 --> 00:08:45,520 Speaker 1: it Internet addiction is that it is the connection and 173 00:08:45,880 --> 00:08:48,400 Speaker 1: doesn't matter whether you're playing some guy from the United 174 00:08:48,440 --> 00:08:50,440 Speaker 1: States that you've never met before or your best mate 175 00:08:50,440 --> 00:08:54,440 Speaker 1: from school. It doesn't matter. It's social and parents will 176 00:08:54,480 --> 00:08:56,480 Speaker 1: know if they've seen their kids on discord and all 177 00:08:56,520 --> 00:08:58,240 Speaker 1: these sorts of things as well. They just amps up 178 00:08:58,240 --> 00:09:00,800 Speaker 1: the social aspect of it, and so there's a bigger 179 00:09:00,840 --> 00:09:03,280 Speaker 1: but dopamine hit in that than when you and I 180 00:09:03,360 --> 00:09:05,280 Speaker 1: were playing just versus a computer. 181 00:09:08,880 --> 00:09:10,559 Speaker 2: So I want to add to this conversation, and I'm 182 00:09:10,600 --> 00:09:12,160 Speaker 2: really happy for you to either agree with me or 183 00:09:12,160 --> 00:09:15,120 Speaker 2: shout me down, because I think you're the expert in 184 00:09:15,120 --> 00:09:16,920 Speaker 2: this area. I talk to a lot of families on 185 00:09:16,960 --> 00:09:19,640 Speaker 2: the parenting side of it, but the screen aspect of it, 186 00:09:19,840 --> 00:09:23,640 Speaker 2: which is what your clinic is all about. I've read 187 00:09:23,679 --> 00:09:25,720 Speaker 2: and studied lots and lots in this, but you're dealing 188 00:09:25,760 --> 00:09:28,440 Speaker 2: with it every single day, whereas it's a different approach 189 00:09:28,440 --> 00:09:30,200 Speaker 2: for me. But I reckon there's a couple of other things. 190 00:09:30,200 --> 00:09:32,520 Speaker 2: So you were talking about those persuasive design elements that 191 00:09:32,600 --> 00:09:34,800 Speaker 2: keep you in like the near miss, and as I 192 00:09:34,880 --> 00:09:37,600 Speaker 2: think about that, I thought of two others as you 193 00:09:37,600 --> 00:09:40,640 Speaker 2: were speaking, but just jumped out at me immediately. The 194 00:09:40,679 --> 00:09:44,200 Speaker 2: first one is the ease of restarting. You literally you're 195 00:09:44,240 --> 00:09:45,480 Speaker 2: out of the game and all you've got to do 196 00:09:45,520 --> 00:09:48,640 Speaker 2: is push one button and you're straight back in. Yeah, 197 00:09:49,000 --> 00:09:53,719 Speaker 2: there's no barriers to re entry. It's just this seamless, 198 00:09:53,760 --> 00:09:56,000 Speaker 2: frictionless and straight back in. 199 00:09:56,520 --> 00:09:58,319 Speaker 1: And a lot of them give you timers too, right, 200 00:09:58,400 --> 00:10:00,520 Speaker 1: next game starts in thirty seconds. If you jump in, 201 00:10:00,520 --> 00:10:03,200 Speaker 1: your spot's gone, your mates are all in, right. 202 00:10:03,360 --> 00:10:05,240 Speaker 2: Right, yeah, Or you miss out on all the points 203 00:10:05,240 --> 00:10:08,320 Speaker 2: that you've accrued or the box that you're collecting loot in, 204 00:10:08,440 --> 00:10:10,120 Speaker 2: or whatever it might be. So you miss out on 205 00:10:10,160 --> 00:10:12,960 Speaker 2: these rewards and you actually, I mean I didn't think 206 00:10:13,000 --> 00:10:16,439 Speaker 2: of that, but you get rewarded for staying in longer, right, correct. 207 00:10:17,040 --> 00:10:19,000 Speaker 2: And the other thing that really stands out to me, 208 00:10:19,040 --> 00:10:22,000 Speaker 2: and it's just such a simple element, is that all 209 00:10:22,040 --> 00:10:25,000 Speaker 2: of the games that are available on line track is 210 00:10:25,000 --> 00:10:26,120 Speaker 2: to play. There's no clock. 211 00:10:27,120 --> 00:10:31,280 Speaker 1: Yeah, so you're not monitoring the time. Yeah, I mean, 212 00:10:31,280 --> 00:10:33,160 Speaker 1: pretty similar to what casinos do, right. 213 00:10:33,559 --> 00:10:36,200 Speaker 2: Yeah, just don't let anyone know how time is passing 214 00:10:36,200 --> 00:10:38,240 Speaker 2: by and what's happening. So I was thinking about those 215 00:10:38,280 --> 00:10:40,880 Speaker 2: persuasive design elements, but then I thought about bringing it 216 00:10:40,880 --> 00:10:43,319 Speaker 2: back a little further, and when we talk about the 217 00:10:43,360 --> 00:10:45,440 Speaker 2: psychology of it, you talked about the relatedness, but two 218 00:10:45,440 --> 00:10:49,520 Speaker 2: other things stood out to me that idea of the 219 00:10:49,600 --> 00:10:51,920 Speaker 2: nim miss. What that does is it taps into a 220 00:10:51,920 --> 00:10:56,079 Speaker 2: basic psychological need that's been starting for decades called the 221 00:10:56,120 --> 00:10:59,240 Speaker 2: need for competence. And what it actually does is it 222 00:10:59,240 --> 00:11:02,160 Speaker 2: gives kids a fall sense of competence. They feel like 223 00:11:02,200 --> 00:11:04,520 Speaker 2: they're actually much more capable than perhaps they are, because 224 00:11:04,559 --> 00:11:06,280 Speaker 2: the game is designed to make them feel that way. 225 00:11:06,400 --> 00:11:08,840 Speaker 2: And competence is a basic psychological need. It feels good. 226 00:11:09,000 --> 00:11:11,720 Speaker 2: And if I'm competent or so close to being competent, 227 00:11:12,440 --> 00:11:15,320 Speaker 2: that is immensely satisfying to me. So I just I 228 00:11:15,400 --> 00:11:18,280 Speaker 2: want to demonstrate my competence and continue to build my competence. 229 00:11:18,520 --> 00:11:22,520 Speaker 2: And in the online world you get to do that 230 00:11:22,559 --> 00:11:25,640 Speaker 2: in a way that you can't in the offline world, 231 00:11:25,679 --> 00:11:28,480 Speaker 2: like to develop a real skill offline, maybe to go 232 00:11:28,520 --> 00:11:32,040 Speaker 2: down to the local BMX track and learn how to jump. Yeah, 233 00:11:32,160 --> 00:11:34,560 Speaker 2: that's hard and it often hurts as well. 234 00:11:35,000 --> 00:11:37,720 Speaker 1: Well. And so, and what you're alluding to here is 235 00:11:37,760 --> 00:11:43,360 Speaker 1: one of the other key I guess psychological underpinnings, and 236 00:11:43,400 --> 00:11:47,000 Speaker 1: that is this idea of flow, and so game designs 237 00:11:47,840 --> 00:11:51,240 Speaker 1: a bill so that let me give you an example here. 238 00:11:51,800 --> 00:11:54,160 Speaker 1: If a parent at home jumps on one of their kids' 239 00:11:54,240 --> 00:11:57,600 Speaker 1: games as a guest, right, as a new guest profile, 240 00:11:58,080 --> 00:12:00,559 Speaker 1: you're probably going to get a lot better weapons, a 241 00:12:00,600 --> 00:12:03,200 Speaker 1: lot better armor, a lot better everything that you're doing there, right, 242 00:12:03,240 --> 00:12:04,560 Speaker 1: and your trying to go, what are you doing You're 243 00:12:04,559 --> 00:12:07,600 Speaker 1: getting so lucky? Well, no, not really, I mean most 244 00:12:07,600 --> 00:12:10,120 Speaker 1: of it is the algorithm because it's trying to encourage 245 00:12:10,160 --> 00:12:12,240 Speaker 1: you to play. It can recognize that you are a 246 00:12:12,280 --> 00:12:15,920 Speaker 1: new player, and if they just made it impossible for 247 00:12:16,000 --> 00:12:19,360 Speaker 1: you to play, this concept of flow means that if 248 00:12:19,400 --> 00:12:22,719 Speaker 1: it's too difficult, you'll just get anxious and stressed and 249 00:12:22,760 --> 00:12:26,040 Speaker 1: you'll give up. And so you know, the concept of 250 00:12:26,120 --> 00:12:31,040 Speaker 1: flow is quite often associated with the distortion of time. 251 00:12:31,880 --> 00:12:34,400 Speaker 1: So parents at home that go, I told you, Jimmy, 252 00:12:34,679 --> 00:12:37,160 Speaker 1: you only had twenty minutes left. I've only been twenty minutes. No, 253 00:12:37,200 --> 00:12:40,000 Speaker 1: you've been an hour and a half. Right, Your child 254 00:12:40,080 --> 00:12:43,240 Speaker 1: is probably being pretty genuine, right. They get stuck in 255 00:12:43,280 --> 00:12:47,120 Speaker 1: this idea of flow, and the game is designed that way, 256 00:12:47,200 --> 00:12:49,640 Speaker 1: that's what it's supposed to do. And so you lose 257 00:12:49,679 --> 00:12:52,520 Speaker 1: track of time. So you know, there are so many 258 00:12:52,520 --> 00:12:54,720 Speaker 1: more of these psychological nd opinions, right. I mean, there's 259 00:12:54,720 --> 00:12:57,240 Speaker 1: a whole industry that is based on making this stuff 260 00:12:57,240 --> 00:13:00,840 Speaker 1: what they call sticky. You know, that's the term that's used. 261 00:13:00,679 --> 00:13:07,280 Speaker 2: In the industry that is soon to be doctor Brad Marshall, 262 00:13:07,360 --> 00:13:11,080 Speaker 2: the Unplugged Psychologists from the Bringing Up Boys Summit. You 263 00:13:11,120 --> 00:13:13,680 Speaker 2: can find more of the Bringing Up Boys Summit online 264 00:13:13,720 --> 00:13:17,120 Speaker 2: at Happy Families dot com dot AU. Just search it 265 00:13:17,160 --> 00:13:20,400 Speaker 2: in Google Bringing Up Boys Summit, Happy Families and you'll 266 00:13:20,400 --> 00:13:22,560 Speaker 2: find all the info you need. You can actually download 267 00:13:22,559 --> 00:13:25,960 Speaker 2: the whole thing and get loads. I think there's there's ten, 268 00:13:26,160 --> 00:13:30,880 Speaker 2: maybe eleven fabulous, fabulous conversations that I've had with world 269 00:13:30,960 --> 00:13:33,720 Speaker 2: leading experts about all the issues related to Bringing Up 270 00:13:33,920 --> 00:13:37,840 Speaker 2: Boys Happy families dot Com. Do you hey. That's it 271 00:13:37,840 --> 00:13:41,120 Speaker 2: for today. I'll see you again tomorrow with Kylie as 272 00:13:41,160 --> 00:13:44,280 Speaker 2: we continue the Happy Families podcast summer series.