Norman Rockwell never painted Boy Swiping Finger on Screen, and our own vision of a perfect childhood has never adjusted to accommodate that now-common tableau. Add to that our modern fear that every parenting decision may have lasting consequences—that every minute of enrichment lost or mindless entertainment indulged will add up to some permanent handicap in the future—and you have deep guilt and confusion. To date, no body of research has definitively proved that the iPad will make your preschooler smarter or teach her to speak Chinese, or alternatively that it will rust her neural circuitry—the device has been out for only three years, not much more than the time it takes some academics to find funding and gather research subjects. So what’s a parent to do?
In 2001, the education and technology writer Marc Prensky popularized the term digital natives to describe the first generations of children growing up fluent in the language of computers, video games, and other technologies. (The rest of us are digital immigrants, struggling to understand.) This term took on a whole new significance in April 2010, when the iPad was released. iPhones had already been tempting young children, but the screens were a little small for pudgy toddler hands to navigate with ease and accuracy. Plus, parents tended to be more possessive of their phones, hiding them in pockets or purses. The iPad was big and bright, and a case could be made that it belonged to the family. Researchers who study children’s media immediately recognized it as a game changer.
Previously, young children had to be shown by their parents how to use a mouse or a remote, and the connection between what they were doing with their hand and what was happening on the screen took some time to grasp. But with the iPad, the connection is obvious, even to toddlers. Touch technology follows the same logic as shaking a rattle or knocking down a pile of blocks: the child swipes, and something immediately happens. A “rattle on steroids,” is what Buckleitner calls it. “All of a sudden a finger could move a bus or smush an insect or turn into a big wet gloopy paintbrush.” To a toddler, this is less magic than intuition. At a very young age, children become capable of what the psychologist Jerome Bruner called “enactive representation”; they classify objects in the world not by using words or symbols but by making gestures—say, holding an imaginary cup to their lips to signify that they want a drink. Their hands are a natural extension of their thoughts.
Norman Rockwell never painted Boy Swiping Finger on Screen, and our own vision of a perfect childhood has never adjusted to fit that now-common tableau.
I have two older children who fit the early idea of a digital native—they learned how to use a mouse or a keyboard with some help from their parents and were well into school before they felt comfortable with a device in their lap. (Now, of course, at ages 9 and 12, they can create a Web site in the time it takes me to slice an onion.) My youngest child is a whole different story. He was not yet 2 when the iPad was released. As soon as he got his hands on it, he located the Talking Baby Hippo app that one of my older children had downloaded. The little purple hippo repeats whatever you say in his own squeaky voice, and responds to other cues. My son said his name (“Giddy!”); Baby Hippo repeated it back. Gideon poked Baby Hippo; Baby Hippo laughed. Over and over, it was funny every time. Pretty soon he discovered other apps. Old MacDonald, by Duck Duck Moose, was a favorite. At first he would get frustrated trying to zoom between screens, or not knowing what to do when a message popped up. But after about two weeks, he figured all that out. I must admit, it was eerie to see a child still in diapers so competent and intent, as if he were forecasting his own adulthood. Technically I was the owner of the iPad, but in some ontological way it felt much more his than mine.
Without seeming to think much about it or resolve how they felt, parents began giving their devices over to their children to mollify, pacify, or otherwise entertain them. By 2010, two-thirds of children ages 4 to 7 had used an iPhone, according to the Joan Ganz Cooney Center, which studies children’s media. The vast majority of those phones had been lent by a family member; the center’s researchers labeled this the “pass-back effect,” a name that captures well the reluctant zone between denying and giving.
The market immediately picked up on the pass-back effect, and the opportunities it presented. In 2008, when Apple opened up its App Store, the games started arriving at the rate of dozens a day, thousands a year. For the first 23 years of his career, Buckleitner had tried to be comprehensive and cover every children’s game in his publication, Children’s Technology Review. Now, by Buckleitner’s loose count, more than 40,000 kids’ games are available on iTunes, plus thousands more on Google Play. In the iTunes “Education” category, the majority of the top-selling apps target preschool or elementary-age children. By age 3, Gideon would go to preschool and tune in to what was cool in toddler world, then come home, locate the iPad, drop it in my lap, and ask for certain games by their approximate description: “Tea? Spill?” (That’s Toca Tea Party.)
As these delights and diversions for young children have proliferated, the pass-back has become more uncomfortable, even unsustainable, for many parents:
He’d gone to this state where you’d call his name and he wouldn’t respond to it, or you could snap your fingers in front of his face …