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Haidt says we should not overprotect our kids and encourages unsupervised play. But then he also seems to encourage parents and schools to take away the phone. Explain please.

The recommendation to encourage both unsupervised play and limit phone use might seem contradictory, but the source argues that children are currently overprotected in the real world and underprotected in the virtual world.

Here's how the source reconciles these seemingly opposing ideas:

  • Real-World Overprotection: The source argues that there's been a cultural shift towards excessive supervision and risk aversion in children's real-world activities, which began in the 1980s. This includes limiting unsupervised play, which is essential for developing social skills, problem-solving abilities, and resilience. By allowing children more freedom in the real world, they learn to handle risks and challenges, fostering independence and reducing anxiety.

  • Virtual World Underprotection: The source contends that children are given too much freedom in the virtual world, where they may face risks they are not equipped to handle. These risks include:

    • Exposure to harmful content.
    • Addictive technologies.
    • Social comparison and cyberbullying.
    • Privacy risks and potential exploitation.
    • Stress Posting.
  • Balancing Protection and Independence: The source advocates for a shift in protective efforts, with less supervision in the real world and more guidance in the virtual world. This involves delaying smartphone access, setting boundaries for online activities, and educating children about responsible technology use. The goal is to allow children to develop antifragility through real-world experiences while shielding them from the unique dangers of the online environment.

In essence, the source suggests that children need the freedom to explore and take risks in the embodied, synchronous, and one-to-one environment of the real world, where mistakes have low costs and can be easily rectified. In contrast, the virtual world often presents disembodied, asynchronous interactions with potentially high costs for errors, requiring more adult guidance and protection.