Update Summer
2011
Over the last few years E-Safety has become a growing issue amongst
teenagers. As a school we endeavour to work with parents to ensure that pupils
are not only safe in school, but also out of school.
One of the biggest issues with E-safety is it's
ever evolving nature. Physical bullying and dangers will consistently present
themselves in the same manner and any new threats are very obvious and overt.
However this is not the case with electronic threats. Computers and technology
are constantly evolving. This means that as new technology and products are
developed new threats are also created.
Games Consoles
Knowing what's
going on.
As a parent you always want to know what is going on in your child's
life and what they are involved in. In the real world this is very tangible.
However, as you will be aware, despite the fact that the cyber world is not
real it can be just as dangerous as the real world.
The emergence of internet enabled games consoles such as the Play
Station 2 & 3, Xbox and Wii means that it is
difficult to monitor a child's internet activity. Many parents make decisions
to not allow their children to have a PC or laptop in their room because of the
world multitude of threats that it can expose them to. However unrestricted and
unmonitored access to a games console or internet enabled mobile phone can be
just as dangerous.
Both X-box and Play Station 3 web browsers have parental controls that
can be setup. However this is not a full solution as internet gaming focuses on
connecting players from across the world together, regardless of whether they
know each other or not.
Game addiction
Anyone who has experienced it knows all too well - video game addiction
is real. Although gaming addiction is not yet officially recognised as a
diagnosable disorder by the Medical Association, there is increasing evidence
that people of all ages, especially young people, are facing very real,
sometimes severe consequences associated with compulsive use of video and
computer games.
This is something to be aware of as a recent school survey indicated
that over 70% of students spend an excess of 2 hours per day on the internet
and 20% stated that gaming was their favourite activities.
Video games are becoming increasingly complex, detailed, and compelling
to a growing international audience of players. With better graphics, more
realistic characters, and greater strategic challenges, it is not surprising
that some teenagers would rather play the latest game than spend time with
friends, play sports, or even watch television.
Of course, all gamers are not addicts - many teens can play video games
a few hours a week, successfully balancing school activities, friends, and family obligations. But for
some, gaming has become an uncontrollable compulsion. Studies estimate that 10
to 15 percent of gamers exhibit signs that meet the World Health Organisation's
criteria for addiction. Just like gambling and other compulsive behaviours,
teenagers can become so enthralled in the fantasy world of gaming that they
neglect their family, friends, and school.
Some players become more concerned with their interactions in the game
than in their broader lives. Players may play many hours per day, having late
baths, regard personal hygiene as a waste of time, gain or lose significant
weight due to playing, disrupt sleep patterns to play and suffer sleep
deprivation as an effect, play at work, standing in the middle of nowhere
looking into space for a considerable amount of time, avoiding phone calls from
friends and/or lying about play time.
Mobile Apps
Mobiles are also an increasing concern. The recent introduction of Smart
Phones and location services means that children have yet another way to access
the internet unrestricted and unmonitored. This leaves them open to the same
threats as many games consoles.
In addition to general internet threats there are also various
Applications (or apps) that you should be aware of.
Facebook
Places
Facebook Places is an add on to the Facebook app. It allows people to "Check In
" at any location and broadcast where they are and
what they are doing.
Often a group of people on a friends list includes many people the user
does not know very well. When location is added to the mix, the
information a user thinks is harmlessly being sent out to their friends may
begin reaching an undesired audience.
People will often check in when they are somewhere memorable. For example an airport about to go on holiday. As innocent
as this may be it is rather dangerous, you are not only advertising where you
are, but also that your house is vacant.
Another common mistake made is that people will check in at home to say
that they are back from a long day at work or school. The danger in this is that
you are actually indirectly broadcasting your address. Facebook Places offers
the ability for people to see the places you have checked in to on a map. The
same applies when checking in at friend or relatives house. You will be
broadcasting their address to people who do they do not know and may not want
to share such information with.
Google
Latitude
Google Latitude lets
you stay close with your friends from your phone. Latitude will publish your
current location in Google Maps for anyone on your list to see.
This is a very innovative use of location based services. However, there
are certain cautions that need to be taken.
Google Latitude will look though a user's address book for possible
contacts. Users will need to make sure that they check who they are adding
rather than selecting to just add them all. This is because almost anyone that
you have emailed will be in your address book. So for example if you have done
reply all to an email then there is a chance that everyone on that email
(regardless of whether you actually know them) will be added to your address
book and therefore be recommend as a friend on Google Latitude.
When closing Google Maps you need to actively choose to suspend sharing
your location. If you do not your location may continue to be broadcast even
though you have closed the App.