skins, the new source of anxiety among young people


A recent study highlights a form of social pressure and harassment among young gamers linked to the acquisition of items and skins in online games. This phenomenon highlights the implications of digital consumption on young people.

fortnite skins
Source: Fortnite

The omnipresence of digital devices among youthwith 40% of 4-year-old children already having their own device, reveals early immersion in the digital world. This integration, although it marks an evolution compared to previous generations, is not exempt from risks. THE negative experiences such as online harassment affect a majority of young users.

At the same time, an Inserm study qualifies the fears linked to exposure to screens, showing that their impact on the cognitive development of children is limited, and often influenced by the context of use rather than by screen time itself. However, in a context where pressure to own the latest items virtual games in online games leads to social exclusion and harassment, it becomes crucial to rethink the way in which we regulate digital use among young people.

Have the rarest skin? A dream that can turn into a nightmare for young players

Researchers Kamilla Knutsen Steinnes and Clara Julia Reich of Oslo Metropolitan University, Norway, pointed to aggressive marketing strategies used by game developers. They constantly place ads that are hard to ignore for young players. These tactics show that video games continually target children through personalized marketing strategies. They amplify their need for belonging and individual distinction. This omnipresence of marketing, combined with marketing practices sometimes misleadinghighlights a lack of regulation and protection for young users.

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The study highlights concrete cases where children were victims of harassment or social exclusion due to their inability to follow trends when it comes to skins in games. Some children’s testimonies reveal that they are marginalized Or mocked by their peers for not having the latest cosmetic items or considered out of fashion or of low value. This climate of competitiveness around virtual possessions creates additional pressure on young players, sometimes pushing them to excessive spending to avoid this harassment, thus highlighting the profound psychosocial consequences of consumer culture in online games.

Source: partner.sciencenorway



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