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19.08.2022

When the circle of friends consists of avatars – communication in online games

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2 minutes reading time
6-17 years
Communication
Entertainment
Safety
Audio
Games
Social Media
Video
Article
Article
Foto: Sean Do/Unsplash

The child in front of the screen, the game console in hand and on the head the headset … – this sight is familiar to you? Then your child is a gamer in digital gaming worlds.

Bei vielen Kindern und Jugendlichen sind Spiele beliebt, bei denen sie online mit anderen chatten können, wie z. B. bei Fortnite (ab 12 Jahren) oder FIFA. Sie können mit Freunden oder mit anderen Spielenden digitale Gemeinschaften und Teams bilden. Sie können sich live über Textnachrichten oder ein Headset austauschen, direkt über das Spiel oder mit Hilfe zusätzlicher Programme wie Teamspeak, Mumble und Discord. Spielende unterhalten sich während des Spiels. Sie besprechen beispielsweise Spielstrategien, geben sich Tipps und holen sich Lob für geschicktes Handeln ab. Dabei können „digitale Freundschaften“ entstehen.

Positive effects of chatting in games

Communication during the game trains social skills. Similar to the schoolyard, everyone takes on a certain role: one person determines the conversation, another ensures that there is no argument, yet another person makes jokes. Whether digital or analog, rules must be observed. When children and young people can only talk to each other without seeing each other, they are particularly challenged: Game situations have to be explained in an understandable way, quick instructions have to be given, and agreements on further tactics have to be made.

Risks in virtual communication

When people are just chatting in online games, it’s hard to tell who is communicating with you. Therefore, there is a risk of cyberbullying and cybergrooming. Hate and insults among gamers are not a rare phenomenon either. Since the chats in games are not always moderated, i.e. there is no third person to ensure that communication rules are observed, the danger is increased. Players feel safe because they can hide behind an avatar (the name of the characters in an online game). Because for the registration often a name and the e-mail address is enough. A secure age query is not possible.

In the “play frenzy” there is also the danger that your child will disclose private information to the outside world unnoticed. In addition, the incentive is high to want to play on and on in order to stay in contact with his team and to get recognition there.

What should parents pay attention to?

Pay attention to age recommendations and risk assessments of games. In addition to the age ratings of the USK, use pedagogical ratings, e.g. from Spielatgeber NRW or Spielbar.

As a parent, you are in the best position to assess whether your child is ready to chat responsibly in the game or whether he or she can assess the risks. Observe how your child behaves during conversations outside of the Internet. Also play together sometimes, so you can understand the enthusiasm for a game. The shared experience additionally builds trust between you and your child. Then it knows it can turn to you if it finds something scary or uncomfortable. Also, make yourself aware of the settings options of the game in question. If possible, specify the age of the person playing so that parental control settings can take effect automatically (if they exist). It may be possible to disable the chat function separately. For example Fortnite the voice chat can be deactivated or individual players from the team can be muted.

For younger gamers under 14, consider games that do not rely on online communication. Feel your way in slowly with your child and explain possible communication risks and how to deal with them.

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