Experts
at a panel discussion entitled “Baby Brains and Video Games” urged parents to
set limits on electronic device use.
PARIS - Twenty-two-month-old George sits on a tiny
blue chair, at a baby-sized desk, playing with a grown-up toy - an iPad, sign
of a powerful trend that has set alarm bells ringing among child development
experts.
Leaning over the tablet, the little Parisian
finger-stabs the duck icon on "Moo Box", an application with animal
images that let out moos, oinks and barks.
For his mother Aurelie Mercier, 32, the beauty of
iPad apps is they can expand her son's world, like a virtual piano that lets
him play music in the absence of the real thing.
"It's a window onto tons of things that we
don't have at home and that can be condensed into a very small object,"
she told AFP.
Fuelled by the likes of George, the number of baby
and toddler apps is booming, according to Heather Leister who has reviewed
child applications at US website theiphonemom.com since 2009.
But psychologists and parents are divided on putting
smartphones and tablets into such young hands, a high-stakes issue considering
how pivotal the first couple of years are to child development.
Experts at a panel discussion in New York last month
entitled "Baby Brains and Video Games" urged parents to set limits on
electronic device use - while acknowledging the magnetic appeal of iPads in
particular.
"You can't pull it from their hands," said
panelist Warren Buckleitner, editor of the Children's Technology Review.
George, who spends a half hour per week with the
iPad, first asked for it at 10 months by pointing and cooing in its direction.
Both graphic artists, his parents recently developed
their first app, which generates firework-like images to save as screenshots.
Though geared toward adults, Mercier lets George
play with it, talking softly as he sends yellow stars swirling around the
screen.
Pervasive
culture of video
Now they have seen first-hand what toddlers like -
catchy colours, sound, large buttons, simplicity - the pair plan to develop
child-friendly apps.
"We'll use George as our beta-tester,"
Mercier said. "We're counting on him to give good advice!"
For Katie Linendoll, a CNN technology expert in New
York, apps are "the ultimate babysitter". Her favourites for using
with her toddler niece - in moderation - include "Crazy Piano!" and
"Crayola Color Studio HD", a high-tech colouring book where animals move
once colored.
"If you have an app that's simple to
understand, a kid will run with that," Linendoll told AFP.
But some parents worry about computer culture
interfering with the way their children play with conventional toys.
Sarah Rotman Epps, a Boston-based consumer
technology analyst, said her two-year-old son "loves drawing on paper with
crayons.
"But he gets very frustrated when the pictures
don't move, and I think that is really coming from the pervasive culture of
video and animation."
In a nutshell: a hit YouTube video dubbed "A
Magazine is an iPad that Does Not Work" shows a one-year-old trying in
vain to scroll tablet-style through a print publication on her lap.
This is what troubles Paris child psychiatrist Serge
Tisseron who worries apps fail to teach children to properly apprehend
three-dimensional space, a key developmental milestone.
"We know the toddler absolutely needs to engage
all his senses," he said.
Tisseron is by no means anti-technology - the
64-year-old is himself an avid video gamer - but until more research has been
carried out he recommends keeping screens out of baby hands.
In the first two years of life the brain triples in
size, synapses forming as young children experiment with objects they sniff,
bite and throw.
Despite the iPhone and iPad's much-lauded
interactivity, Tisseron says they remain limited in terms of sensory
experience: they can engage sight, hearing and touch - to an extent - but not
taste or smell.
That's where the simplest of toys, and baby games
with no set rules, are crucial, says Texas paediatrician Ari Brown, lead author
of a 2011 American Academy of Pediatrics (AAP) report on screen use by children
under two.
"There are some pretty good apps and activities
that encourage problem solving, memory, ordering, sequencing - virtual versions
of games we used to play as kids," Brown said.
But "no app can replace the value in taking two
blocks and figuring out how to stack them one on top of the other."
'You don't need technology to play'
The AAP discourages passive television viewing in
this age group, but the jury is still out on smartphone use, as the technology
is so new that long-term research is not yet available. Apple's app store
opened in 2008 and the iPad came out in 2010.
Brown suggests the main danger is a kind of
opportunity cost: when youngsters play with iPads, they are not engaged in what
may be more beneficial.
That view is shared by Jean-Philippe Vieira, 46, a
Paris-area cook who has neither a tablet nor mobile phone and limits his
children's television time to 20 minutes on Friday.
He believes toddlers need space to invent their own
games, the way he did growing up in Portugal: "There were moments when we
had nothing to do, but that was great because when you do nothing, you come up
with ways to occupy yourself."
"You don't need technology to play,"
Vieira told AFP in a park full of yelling children.
Vieira, whose sons are three, six and eight,
cautions against ushering children into a virtual world and is troubled by the
idea of parents using the iPad as babysitter.
"Those who want to continue the life they led
while single without children, well it's true these games can be the
answer," he said. "But is it the right answer?"
But for George's mother Mercier, who never leaves
her son unattended with the tablet, there is no harm in moderate use spaced out
by other kinds of play.
In their case, keeping tabs on device use meant
moving all the screens in their home behind a closed door, an
out-of-sight-out-of-mind tactic to keep George from craving technology.
"But seeing as we live in a society with
screens everywhere, I don't think I should keep him from playing with it."
AFP
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