Children and War, Part 2: Either We Build “Our Own System,” or Children Plug Into Someone Else’s

14.02.2026
Дмитро Кузьменко

War is not only about the front line and the rear. It is also a slow, often invisible struggle for attention, habits, language, identity, and the developmental trajectories of children. In such periods, adults are tempted to think in terms of “ban” and “cut off”: fewer screens, fewer games, less of “that digital stuff.” But reality has already changed. For today’s generation of teenagers, the screen is not “entertainment after school.” It is their main window to the world, the primary space for communication and socialization. And if we do not create our own framework, our own rules, and our own infrastructure there, others will do it for our children — faster, more aggressively, and more systematically.

The problem is not that a child plays games. The problem is that a child enters the adult world without “onboarding”: without safe rules, without a growth logic, without understanding risks, without an adult mentor who can explain the difference between a “strong system” and a “toxic system.” As a result, the child connects to any structure that offers what is missing at home: discipline, a plan, community, a sense of progress, status, and perspective. In wartime, such a “structure” is often culturally and value-wise foreign — but for a teenager, it simply looks like a “professional path.”

This text is about practical solutions. Not about “right words” and not about “moral outrage.” Morality without infrastructure loses to systems. And a system is always a set of mechanisms: how a child enters a community, how they are retained, how they are taught, how they are measured, how they are protected, how they are shown the trajectory from “now → next.” If we want to win the battle for the minds of talented children, we need exactly such a system — our own, mass-scale, clear, safe, and with a low entry barrier.

1) The Principle Adults Must Accept: Not “Ban,” but “Lead”

There is a strategic shift in paradigm: instead of fighting digital reality, we must use it in a controlled way as a tool for education, sports, and development. This is not a compromise with “addiction,” but recognition of a fact: the digital world has become a living environment. Either we work with it technologically, or we lose it to those who work professionally.

What does “leading” mean in practice?

  • Giving children a legal, safe, structured entry into digital activities instead of leaving them alone with Discord reality and algorithms.
  • Linking digital activity with physical, educational, and social activity so that gaming is not an “escape,” but a bridge to skills and discipline.
  • Turning “chaos” into “process”: calendars, progress tracking, rules, adult roles, metrics.

This sounds “complicated,” but it is the same logic any normal sport follows: section, coach, schedule, selection, tournaments, ranking, safety, parental framework. The problem is that in the digital environment, this “sports logic” is often implemented by others — not by us.

2) Architecture of the Solution: An Ecosystem, Not a Token Club

One-off initiatives do not defeat systemic academies. One tournament cannot compete with a permanent vertical that works weekly. The core idea is to build a closed-cycle ecosystem where each stage naturally leads to the next: engagement → education → physical activity/health → career guidance and skills.

Such a system has three levels:

  • Central level: standards, rules, methodology, safety, a unified framework and language of progress.
  • Regional hubs: local adaptation, support for schools and clubs, staffing, logistics, community communication.
  • School units (or local children’s clubs): where children actually live and train — regular work, tournaments, learning, mentoring.

The key is manageability and scalability — a model that can be rolled out nationwide without legal “revolutions” and without every school reinventing the wheel.

3) The “School Club” as an Antidote to Chaos

One of the strongest ideas is to turn a children’s unit into a mini-organization where kids take real roles: leader/president, administrator, marketer, content manager, analyst, event organizer. This shifts the focus: the game becomes a tool, while management skills and responsibility become central.

Why is this crucial during war?

  • War destroys the sense of control.
  • Teenagers look for places where they “can decide something.”
  • If we do not provide a safe model of control, aggressive environments will.

Here, leadership and discipline stop looking like “adult moralizing.” They become conditions for playing and winning.

4) The Role of Adults: Not Controllers, but Facilitators

Many families operate in extremes: either “the child does whatever they want” or “everything is banned.” Both fail. A third model is needed — the adult as facilitator: someone who creates a framework, supports discipline and teamwork, but does not turn the process into policing.

This is critical. In wartime stress, teenagers either withdraw or radicalize. A mentor is a buffer that reduces risks and teaches norms without humiliation or abandonment.

5) A Unified Digital Platform: Making Progress Visible

A system dies without accounting. If children do not see progress, they look for environments where it is visible. A unified entry point is needed: participant profiles, activity tracking, learning materials, calendars, rankings, statistics.

Add gamification: ranks, badges, rewards, visible growth steps. This is not childishness — it is motivational engineering.

Trust also requires cybersecurity and hygiene: protection from bullying and toxicity, moderation, and data localization.

6) Phygital as an Answer to Sedentary Lifestyles

Instead of opposing gaming to physical activity, combine them: “physical + digital.” Access to tournaments or progress is linked to physical standards and activity.

This addresses three wartime problems:

  • Sedentary escape behaviors.
  • Destroyed sports infrastructure.
  • Lack of positive discipline.

Children are not told “stop playing.” They are told: “Play is your entry point, but to win, you must stay fit.” This works better than moral lectures.

7) Future Professions: Preventing Talent Drain

Strong systems sell “the future,” not just “training.” Our response must do the same — without manipulation. Esports is not only about becoming a player. It includes technical, media, management, analytics, psychology, and coaching roles.

When teenagers see only one path, they are easy to manipulate. When they see 5–10 legal paths, manipulation becomes harder.

8) Big-League Mechanics as Educational Tools

Adaptable mechanisms include:

  • Open qualifiers → player pools
  • Rankings → transparent value
  • Drafts → responsibility
  • Budget caps → strategy over stacking
  • Viewer interaction → active participation

These teach that rules, economics, management, and transparency are part of winning.

9) Scaling in Wartime: Minimal Entry Barriers

The main objection is “no money.” In reality, the principle is to use existing resources: smartphones, basic school PCs, minimal equipment, gradual infrastructure building.

What matters most: standards, calendars, mentors, safety, methodology, platforms, transparent rules.

10) Roadmap: Launch → Schools → Measurement → Integration

The system must be a deployment scenario: fast start, regional and school involvement, regular activity, digital tracking, evaluation, and later state integration. This is not an “experiment,” but a controlled human capital development tool.

An added benefit is international expansion through diaspora hubs. Millions of children are abroad. Losing their connection to language and culture is a strategic defeat.

11) The Decisive Point: Parents as Norm Transmitters

Parents transmit norms. Children may not understand geopolitics, but they always read what is acceptable at home.

The solution is not shaming parents. It is giving them a simple protocol:

  • How to evaluate “academies”
  • How to check reputation and values
  • How to read contracts
  • What Plan B looks like
  • Where to seek neutral mentoring

Without this, parental indifference will reproduce year after year.

12) Conclusion Without Slogans: Institutions Win Wars

You can argue endlessly about who to “cancel” or “forgive.” Strategically, it is simple: whoever builds institutions for children aged 12–16 first, integrates them into their cultural space first.

If adults do not build systems, children connect to чужі ones — not because they are “bad,” but because teenagers choose between order and chaos, trajectory and fog, community and loneliness.

If we want Ukrainian talent to mature within our own framework, we must offer not only the right words, but strong, mass-scale, modern infrastructure.

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