The headline invites ridicule. A more descriptive headline would be, &quot;That young people ignore social media age limits exposes them to bullying.&quot;<p>When I was a 6th grader, I played Diablo II online. A player named &quot;I-Dupe&quot; told me he&#x27;d duplicate my items and give them to me. I thought he had a program to do this.<p>I gave him my items, and he left the game. My items were not duped; I was. I bawled, and ran downstairs and yelled to my parents. They offered consolation and advice (&quot;be careful online&quot;). But you can tell my parents couldn&#x27;t ameliorate my hurt feelings.<p>If I could wave a magic wand, I&#x27;d turn this situation--wherein parents have to cope with the relationship between their kids and the web--to one where parents can do something about it. The ridicule I&#x27;ve seen in HN&#x27;s comments just now demonstrates that age requirements don&#x27;t work and appear disingenuous. I&#x27;m also skeptical of what someone from UK Safer Internet Centre said, &quot;It&#x27;s so important that we show children what other things they can do using digital technology that are engaging, creative and age-appropriate. It&#x27;s about showing them what else it could be and inspiring them with that.&quot; When we make things for people &quot;less&quot; than us (young, less-tech-literate, etc), we often make something crappy[0].<p>[0] <a href="http:&#x2F;&#x2F;paulgraham.com&#x2F;javacover.html" rel="nofollow">http:&#x2F;&#x2F;paulgraham.com&#x2F;javacover.html</a> relevant excerpt: Like the creators of sitcoms or junk food or package tours, Java&#x27;s designers were consciously designing a product for people not as smart as them.<p>This &quot;smart people creating for people less than them&quot; problem is exacerbated with students. You can convince almost any unemployed adult to learn Java by telling them it&#x27;s profitable, even if they can detect condescension. But students are just as good at detecting condescension, and these &quot;engaging, creative, and age-appropriate&quot; tools are probably made to occupy students&#x27; time, not make them money.