Was the digital revolution a cause of the decline in teen suicides?
By about 2005 or somewhat after, the kids who were teens in the 1990s had become adults, perhaps with their own kids. The next batch of teens were not in the same position as the earlier batch. Their parents already knew how to use computers. The department stores and universities were hiring adults, not kids, as their experts. The power of teens as digital natives declined, as an increasing number of adults were also digital natives.
Following this thread, one way of describing changes in kids’ lives beginning around 1990 is that digital technology, to a considerable degree, restored a culture of childhood. Kids still could not engage in adventures and connect with other kids outdoors, because of our unreasonable restrictions on them, but they could engage in adventures and connect with other kids digitally, especially through video games.
““Multiplayer gaming over networks really took off with the release of Pathway to Darkness in 1993, and the “LAN Party” was born. LAN gaming grew more popular with the release of Marathon on the Macintosh in 1994 and especially after first-person multiplayer shooter Quake hit stores in 1996. By this point, the release of Windows 95 and affordable Ethernet cards brought networking to the Windows PC, further expanding the popularity of multiplayer LAN games.
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