RITEC: Prioritizing Child Well-Being in Digital Design | IGF 2023 Open Forum #52
Event report
Speakers and Moderators
Speakers:
- Adam Ingle, The LEGO Group
- Aditi Singh, Young Advocate, Dream Esports India and Esports Monk
- Professor Amanda Third, Western Sydney University
- Sabrina Vorbau, EUN
- Shuli Gilutz, PhD, UNICEF
Moderators:
- Josianne Galea Baron, UNICEF, International Organization
- Afrooz Kaviani Johnson, Online Moderator
Table of contents
Disclaimer: This is not an official record of the IGF session. The DiploAI system automatically generates these resources from the audiovisual recording. Resources are presented in their original format, as provided by the AI (e.g. including any spelling mistakes). The accuracy of these resources cannot be guaranteed. The official record of the session can be found on the IGF's official website.
Knowledge Graph of Debate
Session report
Audience
During the discussion, different concerns and questions were raised regarding various aspects of children’s digital life. One of the concerns highlighted was the issue of tokenism and the need for genuine child participation. The Belgian Safer Internet Center, which operates under the InSafe umbrella, was mentioned as actively working towards achieving a true representational group of young people. The sentiment expressed was one of concern, aiming to avoid using children as tokens and instead promoting their meaningful involvement in decision-making processes.
Another concern raised was the need to provide guidance on the evolving capacities of children. Jutta Kroll from the German Digital Opportunities Foundation mentioned the existence of a special group on age-appropriate design within the European Commission, indicating a recognition of the importance of tailoring digital content and experiences to suit children’s developmental stages. The sentiment expressed in this regard was one of questioning, suggesting a desire to better understand how to navigate the evolving digital landscape in a way that benefits children’s well-being and educational development.
The importance of involving parents in their children’s digital life was also emphasized during the discussion. Amy from ECHPAD International highlighted the importance of parents being actively engaged in their children’s gaming and digital experiences. Additionally, Carmen, a parent, expressed the view that online life is not a necessity for children, underscoring the critical role of parental education in safeguarding their well-being in the digital world. This sentiment emphasized the need for parents to stay informed and involved to ensure their children’s online safety and well-being.
Another worrisome issue identified was the lack of pedagogical understanding among developers. Carmen expressed concern regarding developers’ limited experience in educational theory and practice, highlighting the importance of incorporating pedagogical expertise into the development of digital content and platforms aimed at children. This worry reflected the need for developers to have a deep understanding of how children learn and develop so that digital resources can effectively promote quality education.
Finally, the speakers questioned the next steps to address these concerns. David from the Association for NGOs Insurance Group in the Asia-Pacific region specifically raised the issue of creating guidelines for parents, educators, and workers. This standpoint emphasized the necessity of establishing clear guidelines and engagement strategies to support parents, educators, and those working with children in effectively navigating the digital landscape and ensuring children’s well-being and educational growth.
Overall, the speakers stressed the importance of promoting online safety and well-being for children. Genuine child participation, appropriate guidance for evolving capacities, parental involvement, pedagogical understanding among developers, and the creation of guidelines for parents, educators, and workers emerged as key areas of focus. These observations highlighted a collective desire to ensure a positive and supportive digital environment for children, where their rights, education, and safety are prioritized.
Shuli Gilutz
Digital play is increasingly recognised as a crucial component of children’s well-being and development. Research has shown that digital play can provide positive experiences that promote children’s overall welfare. It is considered one of the most important ways for children to interact with the world. However, there is a pressing need for the design industry to prioritise the creation of safe, engaging, and beneficial digital play experiences specifically tailored for children.
Many designers are eager to create positive and empowering digital play experiences for children, but they lack the necessary training and guidance to do so effectively. Collaborative efforts are underway to work with designers and understand their requirements. The aim is to develop a comprehensive guide that will enable them to create positive digital experiences for children.
The project is built upon research, and the current stage involves consulting with designers from companies across the globe. The ultimate goal is to provide businesses with a guide that is grounded in real data about children and technology. The team hopes that this will dispel myths and misconceptions surrounding the topic and educate designers on best practices.
Creating a guide for businesses based on real data about children and technology is crucial in ensuring that child-friendly digital experiences are prioritised. By aggregating information from global companies, the team plans to develop a prototype that will serve as a valuable resource for designers. The final product, expected to be released in the autumn, will provide designers with the knowledge and insights necessary to create safe and beneficial digital play experiences for children.
In addition to the design industry’s responsibilities, there also needs to be a broader shift in designing for children. Instead of viewing it as a mere regulatory requirement, there should be an understanding that this is the future. Designers must embrace the challenge of creating a fully holistic environment for children to thrive in, focusing not only on safety but also on their overall well-being.
Companies that fail to adapt their design approaches to meet the needs of children may ultimately be left behind. The industry must pivot its perspective and prioritise designing for children. This shift in approach is vital to ensure that children have access to digital experiences that enhance their development and well-being.
Beyond the design industry’s role, parents also play a crucial part in supporting their children’s digital play experiences. Engaging in digital games with their children helps parents understand the gaming world and actively participate in their children’s activities, thereby contributing to their well-being. Furthermore, direct discussions between parents and children about concerns and motivations are proven to be effective in helping children understand the importance of activities such as playing outside or balancing their digital and non-digital pursuits. These conversations enhance children’s understanding and overall well-being.
In conclusion, digital play is a critical aspect of children’s well-being and development. The design industry needs to prioritise the creation of safe, engaging, and beneficial digital play experiences. Efforts are underway to develop a guide based on real data about children and technology for businesses to ensure child-friendly design practices. There needs to be a broader shift in designing for children, viewing it as the future and creating a fully holistic environment. Companies that fail to adapt may be left behind. Parental engagement and direct discussions with children are essential in supporting their well-being.
Adam Ingle
LEGO Group is committed to prioritising the well-being of children in their digital products. They actively avoid incorporating addictive qualities or manipulative design patterns into their games. By doing so, LEGO ensures that children can engage with their digital experiences in a healthy and balanced manner.
In addition to designing responsible digital products, LEGO Group is taking the initiative to improve overall digital experiences for children. They are collaborating with UNICEF to drive this effort and aim to elevate industry best practices. By working together with other industry leaders, LEGO Group intends to create a coalition that will promote better digital experiences for children worldwide.
Recognising the online safety crisis, LEGO Group is actively promoting proactive measures and cultural change within the digital industry. They understand that the failure to invest in children’s well-being can lead to potential harm and a loss of trust in the digital industry as a whole. By addressing the crisis head-on, LEGO Group demonstrates their commitment to protecting children and building a safer online environment.
Adam Ingle, a prominent advocate for children’s well-being, believes in a holistic approach to digital design. He emphasises the importance of not only focusing on safety and protection but also nurturing children’s creativity and imagination. Ingle argues that an overemphasis on addressing online harms could result in sterile digital environments. He believes that a certain level of flexibility and age-appropriate design is necessary to create engaging and beneficial digital experiences for children.
Moreover, Ingle calls for governments and policymakers to establish regulatory frameworks that incentivise the development of productive digital experiences for kids. He highlights that current discussions primarily revolve around addressing online harms and urges for a broader perspective that considers the impact on children’s well-being. Government intervention, according to Ingle, can play a crucial role in fostering child well-being in the realm of digital design.
To implement age-appropriate design, LEGO is actively involved in the EU’s AADC (Age Appropriate Design Code) method. This method allows tailoring privacy policies, default settings, and aspects of game design to cater to the specific social interaction needs of different age groups.
When it comes to teenagers, finding the right balance between their social connections online and the associated risks is crucial. It is acknowledged that some level of social connection is necessary for teens’ well-being, as it enables them to form organic friendships online. However, measures can be implemented to mitigate the risks associated with teens’ online interactions, such as disabling certain features for younger age groups and promoting online safety education.
In conclusion, LEGO Group’s commitment to prioritising children’s well-being in their digital products is evident through their conscious design choices and collaboration with UNICEF. They actively address the online safety crisis and advocate for a holistic approach to digital design that balances safety, protection, creativity, and imagination. Adam Ingle’s call for regulatory frameworks and the promotion of age-appropriate design further underscores the importance of creating productive and beneficial digital experiences for children.
Sabrina Vorbau
The strategy for a better internet for kids is being revised through a co-creation approach. This approach involves actively involving children by consulting them across Europe. Open discussions with adults, mainly focusing on parents and teachers, have also taken place. Additionally, experts from various fields including industry, academia, and policymakers from the national level have been invited to provide their insights. This collaborative effort ensures that the revised strategy takes into account the perspectives of all key stakeholders involved.
The importance of involving young people in policy decision-making is emphasized. By including children and young people in all aspects of the decision-making process, it ensures that the policies and tools implemented effectively meet their needs. This can be achieved through various means such as conducting consultations, involving young people in expert groups, and actively cooperating with them in organizing events like the Safer Internet Forum. This approach recognizes the expertise that young people possess and highlights the significance of their input in shaping policies that concern them.
Meaningful youth participation is considered vital in the pursuit of better internet policies. While progress has been made in this area, more efforts are needed to ensure that children and young people are involved as part of a multi-stakeholder approach. It is crucial to see young people as experts in their own right, rather than merely as a necessity in decision-making processes. By acknowledging their expertise and actively involving them, it maximizes the positive impact of policies and initiatives implemented.
Furthermore, there is a call for more stakeholders, particularly industry and policymakers, to implement the policies that have already been established. The big plus strategy, which is seen as a significant policy framework, plays a crucial role in ensuring children’s well-being. It is essential that this policy is effectively utilized and applied to achieve its intended goals. By implementing these policies and involving key stakeholders, including industry and policymakers, a more robust framework can be created to address the challenges and concerns surrounding children’s well-being in the digital world.
In conclusion, the co-creation approach to revising the strategy for a better internet for kids involves the active involvement of children, consultations with adults, and engagement of experts from various backgrounds. The inclusion of young people in policy decision-making processes is essential to ensure that their needs are effectively met. Meaningful youth participation, along with the implementation of existing policies, particularly by industry and policymakers, is crucial for achieving a safer and more inclusive internet environment for children. The big plus strategy sets the framework for addressing children’s well-being, and it is vital that it is adequately implemented.
Josie
The session concentrated on the significance of prioritising children’s views and well-being in the digital environment. Shuli Gillets, a renowned expert in child-centred design with over 20 years of experience, discussed the power and importance of designing technology that has a positive impact on children. Gillets stressed the need to focus on three key principles: protection, empowerment, and participation.
Adam Ingle, the Global Lead for Digital Policy at the LEGO Group, explained the motivation behind prioritising this issue. He argued that businesses have a responsibility to uphold high standards of safety, privacy, and security in their digital products. Ingle advocated for policies that give children more agency online and highlighted the potential risks associated with neglecting to invest in the well-being of children.
Professor Amanda Third introduced the Ritech Responsible Innovation in Technology for Children framework, which aims to create a digital world that prioritises children’s well-being. She emphasised the importance of conducting research centred around children and their experiences in the digital age. Additionally, an ongoing research project on responsible innovation in technology for children was discussed.
The session concluded with panelists sharing their thoughts on taking action to achieve positive design for children’s well-being. They underlined the need for collaboration between government, industry, and young people, as well as the importance of taking tangible steps in the pursuit of this vision.
In summary, the session provided valuable insights into the importance of prioritising children’s well-being in the digital environment. It highlighted the role that design, policy, and research play in creating a positive and secure digital space for children.
Amanda Third
The analysis examines various aspects of children’s digital play experiences, covering topics such as wellbeing, safety, participation, and design. It explores both positive and negative elements, providing a comprehensive understanding of the subject.
On the positive side, the analysis highlights the diverse and enjoyable experiences that children have with digital play, emphasising the joy and connection it brings. It also acknowledges the positive impact of creativity on children’s wellbeing, underscoring the importance of involving children in design processes.
In terms of safety, the analysis recognises that children face challenges online, including encounters with inappropriate content and potential safety issues. It emphasises the need for measures to protect children from these risks.
The analysis also explores the concept of child participation, noting its role in developing protective capabilities in children. It stresses the importance of reaching out to vulnerable and diverse children through partner organisations with expertise in engaging these groups.
A key focus of the analysis is the development of a wellbeing framework that supports the enhancement of children’s wellbeing through digital play. This framework, based on data analysis and children’s experiences, proposes indicators and measures to evaluate the impact of digital play experiences. Ongoing research involves testing the effectiveness of this framework through real-world digital play experiences.
Additionally, the analysis emphasises the importance of understanding children’s digital play experiences comprehensively. It advocates for actively listening to children and incorporating their perspectives into the design and evaluation process. This approach ensures that the framework and subsequent considerations reflect children’s actual experiences and needs.
The analysis also touches on the rights of the child as a guiding principle in this context, suggesting that any actions or decisions should be taken consciously and with a strong commitment to upholding children’s rights.
In conclusion, the analysis underscores the significance of children’s digital play experiences, providing insights into both the positive and negative aspects. It emphasises the need to ensure children’s safety, enhance their wellbeing, promote their active participation, and consider their diverse needs. Through ongoing research and the development of a wellbeing framework, the analysis aims to provide evidence-based solutions that contribute to the optimal design and enhancement of children’s digital play experiences.
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LEGO Group is committed to prioritising the well-being of children in their digital products. They actively avoid incorporating addictive qualities or manipulative design patterns into their games. By doing so, LEGO ensures that children can engage with their digital experiences in a healthy and balanced manner.
In addition to designing responsible digital products, LEGO Group is taking the initiative to improve overall digital experiences for children.
They are collaborating with UNICEF to drive this effort and aim to elevate industry best practices. By working together with other industry leaders, LEGO Group intends to create a coalition that will promote better digital experiences for children worldwide.
Recognising the online safety crisis, LEGO Group is actively promoting proactive measures and cultural change within the digital industry.
They understand that the failure to invest in children’s well-being can lead to potential harm and a loss of trust in the digital industry as a whole. By addressing the crisis head-on, LEGO Group demonstrates their commitment to protecting children and building a safer online environment.
Adam Ingle, a prominent advocate for children’s well-being, believes in a holistic approach to digital design.
He emphasises the importance of not only focusing on safety and protection but also nurturing children’s creativity and imagination. Ingle argues that an overemphasis on addressing online harms could result in sterile digital environments. He believes that a certain level of flexibility and age-appropriate design is necessary to create engaging and beneficial digital experiences for children.
Moreover, Ingle calls for governments and policymakers to establish regulatory frameworks that incentivise the development of productive digital experiences for kids.
He highlights that current discussions primarily revolve around addressing online harms and urges for a broader perspective that considers the impact on children’s well-being. Government intervention, according to Ingle, can play a crucial role in fostering child well-being in the realm of digital design.
To implement age-appropriate design, LEGO is actively involved in the EU’s AADC (Age Appropriate Design Code) method.
This method allows tailoring privacy policies, default settings, and aspects of game design to cater to the specific social interaction needs of different age groups.
When it comes to teenagers, finding the right balance between their social connections online and the associated risks is crucial.
It is acknowledged that some level of social connection is necessary for teens’ well-being, as it enables them to form organic friendships online. However, measures can be implemented to mitigate the risks associated with teens’ online interactions, such as disabling certain features for younger age groups and promoting online safety education.
In conclusion, LEGO Group’s commitment to prioritising children’s well-being in their digital products is evident through their conscious design choices and collaboration with UNICEF.
They actively address the online safety crisis and advocate for a holistic approach to digital design that balances safety, protection, creativity, and imagination. Adam Ingle’s call for regulatory frameworks and the promotion of age-appropriate design further underscores the importance of creating productive and beneficial digital experiences for children.
Speech speed
0 words per minute
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words
Speech time
0 secs
Report
The analysis examines various aspects of children’s digital play experiences, covering topics such as wellbeing, safety, participation, and design. It explores both positive and negative elements, providing a comprehensive understanding of the subject.
On the positive side, the analysis highlights the diverse and enjoyable experiences that children have with digital play, emphasising the joy and connection it brings.
It also acknowledges the positive impact of creativity on children’s wellbeing, underscoring the importance of involving children in design processes.
In terms of safety, the analysis recognises that children face challenges online, including encounters with inappropriate content and potential safety issues.
It emphasises the need for measures to protect children from these risks.
The analysis also explores the concept of child participation, noting its role in developing protective capabilities in children. It stresses the importance of reaching out to vulnerable and diverse children through partner organisations with expertise in engaging these groups.
A key focus of the analysis is the development of a wellbeing framework that supports the enhancement of children’s wellbeing through digital play.
This framework, based on data analysis and children’s experiences, proposes indicators and measures to evaluate the impact of digital play experiences. Ongoing research involves testing the effectiveness of this framework through real-world digital play experiences.
Additionally, the analysis emphasises the importance of understanding children’s digital play experiences comprehensively.
It advocates for actively listening to children and incorporating their perspectives into the design and evaluation process. This approach ensures that the framework and subsequent considerations reflect children’s actual experiences and needs.
The analysis also touches on the rights of the child as a guiding principle in this context, suggesting that any actions or decisions should be taken consciously and with a strong commitment to upholding children’s rights.
In conclusion, the analysis underscores the significance of children’s digital play experiences, providing insights into both the positive and negative aspects.
It emphasises the need to ensure children’s safety, enhance their wellbeing, promote their active participation, and consider their diverse needs. Through ongoing research and the development of a wellbeing framework, the analysis aims to provide evidence-based solutions that contribute to the optimal design and enhancement of children’s digital play experiences.
Speech speed
0 words per minute
Speech length
words
Speech time
0 secs
Report
During the discussion, different concerns and questions were raised regarding various aspects of children’s digital life. One of the concerns highlighted was the issue of tokenism and the need for genuine child participation. The Belgian Safer Internet Center, which operates under the InSafe umbrella, was mentioned as actively working towards achieving a true representational group of young people.
The sentiment expressed was one of concern, aiming to avoid using children as tokens and instead promoting their meaningful involvement in decision-making processes.
Another concern raised was the need to provide guidance on the evolving capacities of children.
Jutta Kroll from the German Digital Opportunities Foundation mentioned the existence of a special group on age-appropriate design within the European Commission, indicating a recognition of the importance of tailoring digital content and experiences to suit children’s developmental stages.
The sentiment expressed in this regard was one of questioning, suggesting a desire to better understand how to navigate the evolving digital landscape in a way that benefits children’s well-being and educational development.
The importance of involving parents in their children’s digital life was also emphasized during the discussion.
Amy from ECHPAD International highlighted the importance of parents being actively engaged in their children’s gaming and digital experiences. Additionally, Carmen, a parent, expressed the view that online life is not a necessity for children, underscoring the critical role of parental education in safeguarding their well-being in the digital world.
This sentiment emphasized the need for parents to stay informed and involved to ensure their children’s online safety and well-being.
Another worrisome issue identified was the lack of pedagogical understanding among developers. Carmen expressed concern regarding developers’ limited experience in educational theory and practice, highlighting the importance of incorporating pedagogical expertise into the development of digital content and platforms aimed at children.
This worry reflected the need for developers to have a deep understanding of how children learn and develop so that digital resources can effectively promote quality education.
Finally, the speakers questioned the next steps to address these concerns.
David from the Association for NGOs Insurance Group in the Asia-Pacific region specifically raised the issue of creating guidelines for parents, educators, and workers. This standpoint emphasized the necessity of establishing clear guidelines and engagement strategies to support parents, educators, and those working with children in effectively navigating the digital landscape and ensuring children’s well-being and educational growth.
Overall, the speakers stressed the importance of promoting online safety and well-being for children.
Genuine child participation, appropriate guidance for evolving capacities, parental involvement, pedagogical understanding among developers, and the creation of guidelines for parents, educators, and workers emerged as key areas of focus. These observations highlighted a collective desire to ensure a positive and supportive digital environment for children, where their rights, education, and safety are prioritized.
Speech speed
0 words per minute
Speech length
words
Speech time
0 secs
Report
The session concentrated on the significance of prioritising children’s views and well-being in the digital environment. Shuli Gillets, a renowned expert in child-centred design with over 20 years of experience, discussed the power and importance of designing technology that has a positive impact on children.
Gillets stressed the need to focus on three key principles: protection, empowerment, and participation.
Adam Ingle, the Global Lead for Digital Policy at the LEGO Group, explained the motivation behind prioritising this issue. He argued that businesses have a responsibility to uphold high standards of safety, privacy, and security in their digital products.
Ingle advocated for policies that give children more agency online and highlighted the potential risks associated with neglecting to invest in the well-being of children.
Professor Amanda Third introduced the Ritech Responsible Innovation in Technology for Children framework, which aims to create a digital world that prioritises children’s well-being.
She emphasised the importance of conducting research centred around children and their experiences in the digital age. Additionally, an ongoing research project on responsible innovation in technology for children was discussed.
The session concluded with panelists sharing their thoughts on taking action to achieve positive design for children’s well-being.
They underlined the need for collaboration between government, industry, and young people, as well as the importance of taking tangible steps in the pursuit of this vision.
In summary, the session provided valuable insights into the importance of prioritising children’s well-being in the digital environment.
It highlighted the role that design, policy, and research play in creating a positive and secure digital space for children.
Speech speed
0 words per minute
Speech length
words
Speech time
0 secs
Report
The strategy for a better internet for kids is being revised through a co-creation approach. This approach involves actively involving children by consulting them across Europe. Open discussions with adults, mainly focusing on parents and teachers, have also taken place.
Additionally, experts from various fields including industry, academia, and policymakers from the national level have been invited to provide their insights. This collaborative effort ensures that the revised strategy takes into account the perspectives of all key stakeholders involved.
The importance of involving young people in policy decision-making is emphasized.
By including children and young people in all aspects of the decision-making process, it ensures that the policies and tools implemented effectively meet their needs. This can be achieved through various means such as conducting consultations, involving young people in expert groups, and actively cooperating with them in organizing events like the Safer Internet Forum.
This approach recognizes the expertise that young people possess and highlights the significance of their input in shaping policies that concern them.
Meaningful youth participation is considered vital in the pursuit of better internet policies. While progress has been made in this area, more efforts are needed to ensure that children and young people are involved as part of a multi-stakeholder approach.
It is crucial to see young people as experts in their own right, rather than merely as a necessity in decision-making processes. By acknowledging their expertise and actively involving them, it maximizes the positive impact of policies and initiatives implemented.
Furthermore, there is a call for more stakeholders, particularly industry and policymakers, to implement the policies that have already been established.
The big plus strategy, which is seen as a significant policy framework, plays a crucial role in ensuring children’s well-being. It is essential that this policy is effectively utilized and applied to achieve its intended goals. By implementing these policies and involving key stakeholders, including industry and policymakers, a more robust framework can be created to address the challenges and concerns surrounding children’s well-being in the digital world.
In conclusion, the co-creation approach to revising the strategy for a better internet for kids involves the active involvement of children, consultations with adults, and engagement of experts from various backgrounds.
The inclusion of young people in policy decision-making processes is essential to ensure that their needs are effectively met. Meaningful youth participation, along with the implementation of existing policies, particularly by industry and policymakers, is crucial for achieving a safer and more inclusive internet environment for children.
The big plus strategy sets the framework for addressing children’s well-being, and it is vital that it is adequately implemented.
Speech speed
0 words per minute
Speech length
words
Speech time
0 secs
Report
Digital play is increasingly recognised as a crucial component of children’s well-being and development. Research has shown that digital play can provide positive experiences that promote children’s overall welfare. It is considered one of the most important ways for children to interact with the world.
However, there is a pressing need for the design industry to prioritise the creation of safe, engaging, and beneficial digital play experiences specifically tailored for children.
Many designers are eager to create positive and empowering digital play experiences for children, but they lack the necessary training and guidance to do so effectively.
Collaborative efforts are underway to work with designers and understand their requirements. The aim is to develop a comprehensive guide that will enable them to create positive digital experiences for children.
The project is built upon research, and the current stage involves consulting with designers from companies across the globe.
The ultimate goal is to provide businesses with a guide that is grounded in real data about children and technology. The team hopes that this will dispel myths and misconceptions surrounding the topic and educate designers on best practices.
Creating a guide for businesses based on real data about children and technology is crucial in ensuring that child-friendly digital experiences are prioritised.
By aggregating information from global companies, the team plans to develop a prototype that will serve as a valuable resource for designers. The final product, expected to be released in the autumn, will provide designers with the knowledge and insights necessary to create safe and beneficial digital play experiences for children.
In addition to the design industry’s responsibilities, there also needs to be a broader shift in designing for children.
Instead of viewing it as a mere regulatory requirement, there should be an understanding that this is the future. Designers must embrace the challenge of creating a fully holistic environment for children to thrive in, focusing not only on safety but also on their overall well-being.
Companies that fail to adapt their design approaches to meet the needs of children may ultimately be left behind.
The industry must pivot its perspective and prioritise designing for children. This shift in approach is vital to ensure that children have access to digital experiences that enhance their development and well-being.
Beyond the design industry’s role, parents also play a crucial part in supporting their children’s digital play experiences.
Engaging in digital games with their children helps parents understand the gaming world and actively participate in their children’s activities, thereby contributing to their well-being. Furthermore, direct discussions between parents and children about concerns and motivations are proven to be effective in helping children understand the importance of activities such as playing outside or balancing their digital and non-digital pursuits.
These conversations enhance children’s understanding and overall well-being.
In conclusion, digital play is a critical aspect of children’s well-being and development. The design industry needs to prioritise the creation of safe, engaging, and beneficial digital play experiences.
Efforts are underway to develop a guide based on real data about children and technology for businesses to ensure child-friendly design practices. There needs to be a broader shift in designing for children, viewing it as the future and creating a fully holistic environment.
Companies that fail to adapt may be left behind. Parental engagement and direct discussions with children are essential in supporting their well-being.