The following podcast is an interview with Ashley Woodfall who has a long experience in the TV industry. He is a co-convener of the Children’s Media Foundation (CMF). His primary research is on children and cross-platform media which makes him a very suitable interviewee for this blog post. Some of you may know him as the Programme Leader of BA (Hons) Television Production at Bournemouth University. And some of you might know him as a lecturer for the BA (Hons) Media Production course at BU.

In June 2018 gaming was officially recognised as a mental disorder by The World Health Organisation (WHO).

There are still contradictory findings and arguments on whether it can actually be classified as such. At the very least, we have all played Super Mario or War Craft. No one I knew was deemed “addicted” or “sick”. My best friend used to play GTA when she was 12 until she turned 16. She is feeling alright now, she is 20 and hasn’t touched the PlayStation ever since. A question: When did game designers start putting addictive ingredients in their games? I decided to devote this article to video game addiction, as it is an issue which has to be discussed over and over again, and prevented at all costs. 

What about creating a school subject, which teaches kids that there is no point in rushing to grow up? Aging is inevitable for everyone anyway. How about giving kids a weekly assignment of a 1000-word-long essay. ‘The perks of acting and looking in accordance with my real age’ could be the topic. Maybe just then they will understand that putting seven different layers of makeup, or growing nails longer than their fingers just does not look natural on them. …Or perhaps this is what comes with the package of a brand new kid

Technological advancements and evolution are correlated terms. They coexist, they give meaning to one another. Every single invention is another piece in the mosaic of changes. The world changes, people’s experiences change, their lives change. And the sooner one is born, the bigger part of their childhood/life the digitalisation influences. Kids born in the 90s were lucky enough to experience a childhood in its classic form. We all sentimentally reminisce about staying out late playing hopscotch with our mates. And for many of us the most exciting experience with technology was our Tamagotchi. However, today with the help of the above-mentioned advancements, the Internet takes every new-born in its loving arms and raises an extraordinary brand new kid, giving it an extraordinary childhood.