The relevance of the topic is connected with the adoption of network practices and AI as the basis for the functioning of all segments of the life world, including the child's world. At the same time, the need for existence in a hybrid world, which includes the practices of real interaction, remains. The main goal is to show that the digital shifts that penetrate the process of socialization of children are due to the fact that computer interactions are pushing the cultural and anthropological values of the previous pre-digital stage to the periphery. The methodological strategy includes the method of comparative analysis. The main results include the fixation of "new" norms and values of digital existence. The function of "content viewer" and "network practices agent" becomes dominant. Life “face to the screen” forms the clip nature of thinking, in which cause-and-effect relationships and a holistic perception of information are lost. The level of meaningfulness of information is reduced, and the ability for critical thinking, which is necessary for the realization of personal potential, disappears. Not only the loss of independence and social immaturity, but also the fundamental helplessness is fixed if the gadget is not at hand.
In conclusion, we emphasize that, firstly, digital life, providing simulation analogues of real life, leads to digital loneliness. The rapid development of digital technologies points to the trend of the global spread of the “hikikomori syndrome”. Secondly, the desire to transfer active abilities to the Network is accompanied by the transfer of gamification to real life. A child gamer prefers video games to communication with real friends and adults, which forms a strong gambling addiction. Thirdly, the forms of networked communication that permeate the entire school culture, which is built on digital technologies, are fraught with new risks and new types of vulnerabilities.