Introducing a free, creative program to help kids understand the risks of online gaming
Primary schools can now access The Bridge, an innovative program that helps children understand the risks associated with online gaming and empowers them, through knowledge and critical thinking skills, to safely navigate the virtual gaming world.
The Bridge is a curriculum-aligned program for upper primary students (years 5 and 6) that explores the risks of online games, some of which include gambling-like elements designed to keep players engaged and spending money. The program gives children an awareness of, and the tools to manage, the risks of online gaming and help protect them when they encounter gambling.
A fun and inclusive learning experience, The Bridge comprises a unique blend of creative and interactive activities, engaging lessons and thought-provoking discussions. With comprehensive lesson plans, activity guides and background information, it is suitable for use by all teachers regardless of their knowledge or experience of online games.
Who created The Bridge?
The Bridge was co-created by Kids Thrive, a leading social purpose organisation that uses creative approaches to foster child-led social change, and the Kids Thrive – Kids’ Big Ideas Lab with Altona North Primary School.
The Victorian Responsible Gambling Foundation funded and supported the development of the program, with additional support provided by Creative Victoria’s Creative Learning Partnerships program – a Victorian Government Initiative.
How does The Bridge help schools navigate the risks of online gaming?
The Bridge helps students, parents and teachers identify signs that indicate a child’s online gaming may have changed from a fun and safe activity to one that risks their health and wellbeing. The program helps students understand:
- how the mechanics of online games can influence them to play for longer and spend more money
- the way excessive gaming can negatively affect their health, wellbeing, safety, and personal relationships
- how to help themselves and others find a healthy balance of online gaming and other activities in life.
What is the Bridge?
The Bridge is the name of a fictitious online video game in which players battle monsters, collect gold and, ultimately, cross the River of Forgetting.
Animated videos throughout the program guide students along the journey of a child character named Helmette, who becomes increasingly drawn into the game at the expense of their time, treasured possessions, relationships, and wellbeing.
Online gaming and links to gambling
There’s no doubt online games are great fun and provide a range of benefits for children, including opportunities to develop social and problem-solving skills.
However, the line between online gaming and gambling is becoming increasingly blurred, making it difficult for parents and teachers to understand the potential implications for children’s safety. There is also growing community concern that online gaming can be harmful to children and may increase the likelihood of them experiencing gambling harm in adulthood.
Some games marketed to children include gambling-like elements, such as loot boxes, as well as visual and sound effects designed to trigger the release of the feel-good hormone dopamine. It’s important that children learn to think critically about how and why game designers use these elements to draw them in, and to reflect on how games can make them feel and behave.
Risks of online gaming
For most children, online gaming is a fun way of passing the time, alone or with peers. However, when children begin to prioritise gaming over all other activities, the risks include:
- spending too much time and money at the expense of schoolwork, chores, personal relationships, and physical health
- avoiding uncomfortable feelings or real-world problems by using gaming as a form of escapism
- difficulty sleeping and poor eating habits
- feeling angry or anxious when asked to stop gaming.
Bringing The Bridge into classrooms
The Bridge’s comprehensive resources include everything teachers need to deliver the program:
- an introduction and quick-start guide for teachers
- a handy reference of the key terms and concepts
- detailed lesson plans, discussion starters and curriculum links
- pre-assessment ‘Know/Wonder/Learn’ chart
- animated videos
- activity sheets.
For more information about The Bridge and to explore/download the free teaching resources, visit beaheadofthegame.vic.gov.au/thebridge.