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Empowering the Future: Girls’ Digital Content Skills in the EU

Girls Leading the Way in Digital Skills

In 2023, an impressive number of girls aged 16-19 in the EU showcased superior digital content creation skills compared to the general populace. This age group has become adept at various technical tasks, raising the bar in digital literacy.

With 78.6% handling file management across devices and cloud storage efficiently, and 73.4% leveraging word processing software, these young women clearly demonstrate their tech-savvy prowess. Additionally, 67.7% are creating multimedia files, while 60.8% are skilled in editing photos, video, or audio files. The mastery doesn’t stop there; 47.3% utilize spreadsheet software, with 22.4% tackling its advanced functions.

Digital Literacy: A Closer Look

Their participation levels in creating integrated digital content elements are noteworthy, surpassing the general population by margins up to 28.5 percentage points. Notably, in activities like multimedia editing and document creation, young girls are participating at higher rates than boys.

Challenges in Coding

Despite these strides, the coding arena shows a noticeable gender disparity. Among EU youth, only 9.9% of girls have written code in a programming language, compared to 19.7% of boys. The gap persists across 24 EU countries, with Austria, Croatia, and Belgium witnessing the largest differences. Interestingly, Lithuania and Greece are outliers, reporting more girls than boys engaging in coding.

Digital content creation skills among girls in the EU

This snapshot of advancing digital literacy among young women coincides with the celebration of the International Day of Girls in ICT, highlighting the theme ‘Girls in ICT for inclusive digital transformation.’ As these trends continue, it resonates with Cyprus’s initiatives, such as UAE-supported desalination projects that underscore inclusive technological advancement.

Relevant Readings

For further insights into Cyprus’s development, check out our feature on why Larnaca is a top destination for Baby Boomers.

Esports Must Put Children’s Rights Ahead Of Competitive Ambitions, Report Says

Competitive gaming can help children build skills, find community and pursue achievement. However, as esports grows, young players face health, psychological and online safety risks, often without consistent safeguards, according to a new report from Save the Children.

The report, Protecting Child Rights in Esports, estimates that up to 300 million children worldwide participate in esports. It calls on the industry to prioritise the rights set out in the United Nations Convention on the Rights of the Child over competitive ambitions.

Potential risks include disrupted sleep, musculoskeletal pain, anxiety, depression, sexism and online harassment. Intensive training can also leave less time for education, family and friends.

“Esports offers exciting opportunities for children, but participation should never come at the expense of their rights, wellbeing or development,” said Theo Toresson, a psychologist and gaming expert at Save the Children.

Children must be treated “as children first and competitors second”, he added, calling for their involvement in decisions that affect them.

Training Standards Remain Uneven

The report highlights the lack of widely established standards for training hours and methods. Extended periods of sitting, insufficient breaks and schedules that interfere with sleep, exercise and schoolwork can affect young players’ health and development.

Poor posture and long sessions may also cause neck, shoulder and wrist pain, while late-night gaming can undermine sleep, concentration and mood.

Although some organisations provide guidance on breaks, nutrition, sleep and hydration, a representative of a national esports federation told the report that this advice often draws on separate studies rather than a centralised set of guidelines.

The report also notes positive findings: many professional esports players report satisfactory levels of physical activity, and higher-ranking players often place greater emphasis on fitness.

Online Harassment Adds To Mental Health Risks

Gaming communities and livestreaming platforms can help young players build connections and public profiles, but they may also expose them to cyberbullying, discrimination and privacy violations.

An analysis cited in the report examined chatrooms across 302 gameplay segments involving the 20 most popular Twitch streamers. It found sexist language in 62% of streams, racist language in 37%, ableist language in 84% and violent language in 97%.

Some esports federations and teams require staff to receive mental health first-aid training, but the practice remains uncommon. Young competitors may also face public scrutiny through livestreams, interviews and social media before they have the support to manage it.

Safeguards Must Extend Beyond Gameplay

The report raises further concerns about unequal participation linked to gender, race, LGBTQIA+ identity and disability. It also highlights children’s limited involvement in decisions affecting them and the risk of economic exploitation by teams, agents or parents, particularly where contracts lack transparency.

Inadequate supervision at live events presents additional risks.

Save the Children argues that protecting young competitors requires more than advice on posture and screen breaks. Clear standards, responsible oversight and age-appropriate safeguards are needed to ensure esports supports children’s development rather than putting it at risk.

As competitive gaming expands, the industry faces growing pressure to make children’s rights and wellbeing part of its operating standards.

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