A Challenge Instead of a Bedtime Story

The Internet is a global network that connects users regardless of their legal status, age, or place of residence, and provides information, knowledge, and entertainment. Over 30% of internet users take advantage of the games offer, appreciating, among others, the possibility of improving language skills, establishing contacts or achieving the status of a winner. For several years, challenges have been gaining in popularity. Among adults, the rules of these types of games serve to achieve, among other things, prosocial goals, while children and teenagers treat them as a tool for gaining popularity and making friends. Controversies surrounding the participation of children and adolescents serve as a basis for discussions on, among other things, children's rights to make decisions, the reasons behind those decisions, and parental authority (the child's welfare, parental control). The purpose of the article is to highlight the issue of the influence of social media, especially so-called challenges, on the formation of self-destructive behaviors in children and adolescents. The issue requires in-depth analysis in the field of social communication and media studies, law, and management. The exploratory nature of the publication allows, among other things, for understanding the mechanisms of the challenge, and provides knowledge about the reasons and risks associated with the participation of children and youth in games. The knowledge gained is a source for further scientific research.

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Publication Details

Journal
„Law • Education • Security”
Published
2025-11-13
DOI
https://doi.org/10.52694/les.ii/2025/10
Primary Topic
Child Development and Digital Technology
Type
article
Field-Weighted Citation Impact
0.00
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article

A Challenge Instead of a Bedtime Story

Marzena Barańska, Katarzyna Plebańczyk
„Law • Education • Security”
Child Development and Digital Technology
article

A Challenge Instead of a Bedtime Story

Marzena Barańska, Katarzyna Plebańczyk
article en

Abstract

The Internet is a global network that connects users regardless of their legal status, age, or place of residence, and provides information, knowledge, and entertainment. Over 30% of internet users take advantage of the games offer, appreciating, among others, the possibility of improving language skills, establishing contacts or achieving the status of a winner. For several years, challenges have been gaining in popularity. Among adults, the rules of these types of games serve to achieve, among other things, prosocial goals, while children and teenagers treat them as a tool for gaining popularity and making friends. Controversies surrounding the participation of children and adolescents serve as a basis for discussions on, among other things, children's rights to make decisions, the reasons behind those decisions, and parental authority (the child's welfare, parental control). The purpose of the article is to highlight the issue of the influence of social media, especially so-called challenges, on the formation of self-destructive behaviors in children and adolescents. The issue requires in-depth analysis in the field of social communication and media studies, law, and management. The exploratory nature of the publication allows, among other things, for understanding the mechanisms of the challenge, and provides knowledge about the reasons and risks associated with the participation of children and youth in games. The knowledge gained is a source for further scientific research.

„Law • Education • Security”
Jagiellonian University (PL)
Openalex Percentile: Top 64%
Child Development and Digital Technology
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A Challenge Instead of a Bedtime Story — Marzena Barańska, Katarzyna Plebańczyk · „Law • Education • Security” (2025) | TGRS Research Map | TGRS