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RESPONSIBLE

INNOVATION IN
TECHNOLOGY
FOR CHILDREN
Digital technology,
play and child well-being
Responsible Innovation in Technology for Children

UNICEF OFFICE OF RESEARCH – INNOCENTI


The Office of Research – Innocenti is UNICEF’s dedicated research centre. It undertakes research on
emerging or current issues in order to inform the strategic direction, policies and programmes of UNICEF
and its partners, shape global debates on child rights and development, and inform the global research and
policy agenda for all children, particularly for the most vulnerable.

UNICEF Office of Research – Innocenti publications are contributions to a global debate on children and
may not necessarily reflect UNICEF policies or approaches. The Office of Research – Innocenti receives
financial support from the Government of Italy, while funding for specific projects is also provided by other
governments, international institutions and private sources, including UNICEF National Committees.

WESTERN SYDNEY UNIVERSITY


Western Sydney University is one of Australia's leading institutions. Ranked in the top 400 in the world,
Western Sydney University is a world-class university with a growing international reach and reputation for
academic excellence and impact-driven research. For more information, please visit:
https://www.westernsydney.edu.au/

RITEC
The RITEC (Responsible Innovation in Technology for Children) project was co-founded by UNICEF and
the LEGO Group and is funded by the LEGO Foundation. The project is being delivered in partnership with
the Joan Ganz Cooney Centre, the Young & Resilient Research Centre at Western Sydney University; the
CREATE Lab at New York University; the Graduate Center, City University of New York; the University of
Sheffield and the Australian Centre of Excellence for the Digital Child.

The findings, interpretations and conclusions expressed in this paper are those of the authors and do not
necessarily reflect the views of UNICEF. This paper has been peer reviewed both externally and within
UNICEF.

Extracts from this publication may be freely reproduced if accompanied by the following citation:
Responsible Innovation in Technology for Children. UNICEF Office of Research – Innocenti, Florence, 2022.

Requests to utilize larger portions or the full publication should be addressed to the Communications Unit at:
researchpublications@unicef.org.

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© 2022 United Nations Children’s Fund (UNICEF)
Cover photo: ©Adobe Stock
Graphic design: Jonny Harris Design - jonny@jonnyharrisdesign.co.uk

UNICEF works in the world’s toughest places to reach the most


disadvantaged children and adolescents – and to protect the rights of
every child, everywhere. Across more than 190 countries and territories,
we do whatever it takes to help children survive, thrive and fulfill their
potential, from early childhood through adolescence.

And we never give up.

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Responsible Innovation in Technology for Children

EXECUTIVE
SUMMARY
The project
Children are spending more Digital experiences can have a particularly relevant as the world
time in digital spaces than ever significant negative impact on shifts its attention to emerging
before, using a range of mobile children, exposing them to risks or digital technologies and experiences,
apps, social media platforms, failing to nurture them adequately. from artificial intelligence (AI) to the
connected devices and online Nevertheless, digital experiences also metaverse, and seeks to understand
games from ever earlier ages. potentially yield enormous benefits their impact on people and society.
The recent COVID-19 pandemic for children, enabling them to learn,
has intensified this shift, rapidly to create, to develop friendships and The RITEC (Responsible Innovation in
moving additional aspects of to build worlds. While global efforts Technology for Children) project was
children’s daily lives online to deepen our understanding of the co-founded by UNICEF and the LEGO
(UNICEF, 2020). The growing prevalence and impact of digital Group and is funded by the LEGO
presence of digital technology risks of harm are burgeoning – a Foundation. The project is being
in children’s lives requires development that is both welcome delivered in partnership with the Joan
that we think deeply about and necessary – less attention has Ganz Cooney Centre, the Young &
its impact. It also demands been paid to understanding and Resilient Research Centre at Western
we consider how we shape optimizing the benefits that digital Sydney University; the CREATE Lab
that impact best to equip and technology can provide in supporting at New York University; the Graduate
empower children for success children’s rights and their well-being Center, City University of New York;
well into their adult years. (Odgers and Jensen, 2020; Third et the University of Sheffield and the
al., 2019). Benefits here refer not only Australian Research Council Centre of
to the absence of harm, but also to Excellence for the Digital Child.
creating additional positive value.
The partnership is an international,
How should we recognize the multi-stakeholder and cross-sectoral
opportunities and benefits of digital collaboration between organizations
technology for children’s well-being? that believe the design and
What is the relationship between development of digital technology
the design of digital experiences – in should support the rights and
particular, play-centred design – and well-being of children as a primary
the well-being of children? What objective – and that children should
guidance and measures can we use have a prominent voice in making this
to strengthen the design of digital a reality.
environments to promote positive
This project’s primary objective is to
outcomes for children? And how can
develop, with children from around
we make sure that children’s insights
the world, a framework that maps
and needs form the foundation of our
how the design of children’s digital
work in this space? These questions
experiences affects their well-being,
matter for all those who design
and to provide guidance as to how
and promote digital experiences,
informed design choices can promote
to keep children safe and happy,
positive well-being outcomes.
and enable positive development
and learning. These questions are
Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

“Kids are open to new things


and have big creativity.”
The project is underpinned by Child participant, Bulgaria
a series of principles.

1 2 3
International
Child-centric: and representative: Data-driven:
We have prioritized co-creation We have adopted an international Our findings and assertions are
with children and sought to be approach, prioritizing countries data-driven and evidence-led.
led by their understandings of that are typically less represented Listening to children
well-being and play. in research in this area.
This project worked with over 300 children from across 13
countries to listen to and assess their perspectives on how well-
being should be understood and reflected in digital experiences,

4 5 6
especially digital play. They told us that:

Children should be consulted about Children want companies, states,


decisions that directly impact them. non-governmental organizations
(NGOs) and other civil society
Open and “It is important that children
actors to consult them when
transparent: Collaborative: Aspirational: participate because they are the
ones that are going to play the designing policies, products and
Phase 1 and Phase 2 reports We adopt a collaborative We believe in the potential of games.” (United Kingdom) programmes for children.
will be shared publicly, approach, building on past efforts digital technology to have a
“Decisions [about children’s “Governments should include
enabling other organizations to and welcoming other like-minded positive impact on children’s lives] shouldn’t be conducted children in decision making …
view and assess their findings. actors and organizations to well-being, and it is our by [decision makers] without by creating groups of children
replicate and improve on our work. ambition to work towards this children’s participation.” (Nepal) and taking suggestions from
outcome. children.” (Nepal)
©UNICEF Tunisia/2021 Children offer creative and
meaningful solutions to challenges. Children reported that our
workshops provided the space and
“Kids are open to new things and
time for children to reflect on their
have big creativity.” (Bulgaria)
lives, discuss important issues
Children reflect on their own with other children, and convey
practices and behaviours. their desires, dreams and visions.

“Helps people to understand “[Workshops like this are


how teenagers are playing and important] so children and
it also helps teenagers to reflect teens can have a voice.”
on how they play.” (Brazil) (United Kingdom)

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

For this project, we chose to In this report we present findings With children’s insights at the core, secondary analysis of existing survey data
focus on digital play experiences from the first phase of the project, and research on child well-being further informed the framework. Indeed,
as an aspect of children’s bringing together work from the the research project entailed three substantial and complementary activities
broader digital engagement. Play Young and Resilient Research Centre conducted in 2020/2021:
is one of the most important at Western Sydney University and the
ways in which young children UNICEF Office of Research – Innocenti.
interact with the world and We present research results and an
develop essential knowledge interim well-being framework that
and skills. Play opportunities lays out the aspects of well-being that
and environments that promote our research shows are most likely
exploration, social interaction, to be positively influenced through An exploratory analysis of existing
joy and hands-on learning are at the design of digital play experiences. survey data from UNICEF of
the core of child development Specifically, the framework highlights 34,000 children aged 9–17 from 30
(Borisova, 2018). Today, around the dimensions of well-being that A literature review of countries, to understand if and how In-depth, creative and participatory
the world, children engage children have told us are important key concepts related to digital experiences are positively or workshops with over 300 children
increasingly in play through when assessing the impact of digital child well-being, digital negatively related to different aspects in 13 countries, focused on well-
digital technologies. There is play experiences on their well-being. technology and play; of child well-being; and being and digital play.
growing evidence both of the It offers a child-centred view on
potential benefits of digital digital play and well-being, which
play in children’s lives and of has been largely absent from global
the potential for play-based discourses. The framework provides
design to support broader digital one lens through which we can begin
engagement for children. There to determine what is important when
is, however, significant work that designing digital play experiences to
needs to be done to understand promote children’s well-being.
the relationship between the
Critically, we drew on child To help think through the ways the framework might be applied, the research
design of digital play experiences
participation methods to develop the team also undertook a small number of informal, semi-structured scoping
and children’s well-being,
framework to ensure that children’s interviews with other key stakeholders. These interviews did not drive the
including what tools and guidance
own insights and experiences directly framework development; rather, they were used to guide our thinking about
are necessary for digital play to
shaped it. In light of the fundamental how the framework might eventually be taken up in real-world settings:
contribute positively to children’s
well-being, while minimizing the importance of child participation in
risk of harm. the realization of children’s rights
and in supporting children’s agency
and empowerment (United Nations
Committee on the Rights of the Child
[UNCRC], 2021), our engagement
represents an important step forward
in putting children’s needs and
aspirations at the centre of how Scoping interviews with stakeholders
we think about their well-being, Scoping interviews with parents in from the game design industry in
and of how we design future digital three countries (n=7), examining three countries (n=7), exploring the
experiences to benefit them. their concerns and guidance around design of play experiences and key
children’s digital play; and challenges for the industry.
Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

RESEARCH LOCATIONS

United Kingdom
Research
took place in Bulgaria
Albania
13 countries Iraq
with over
Tunisia Jordan Pakistan Taiwan
300 children
Province
aged 7-18 of China

Tanzania Indonesia
Brazil

South Africa
Uruguay

The designations employed in this publication and the presentation


of the material do not imply on the part of the United Nations
Children’s Fund (UNICEF) the expression of any opinion whatsoever
concerning the legal status of any country or territory, or of its
authorities or the delimitations of its frontiers. The boundary and
names shown on the designations used on the map do not imply
official endorsement or acceptance by the United Nations.

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

THE FINDINGS
Our findings, in brief, were:
Well-being is holistic:
For children, well-being is physical
health and safety but also mental
stability and positive emotion. Most
importantly, well-being is social,
is unclear. When asked specifically Creativity is integral:
about play, many children said they For children, creativity was interlinked
linked to loving others, and being
have more fun when they are playing with other processes and benefits,
loved by family and friends.
with friends. Many games designed from learning to self-confidence.
Diversity, equity and by children in the workshops had Creativity is not so much a distinct
inclusion matter: a prosocial element where they goal or play style but occurs during
Children experience a range of collaborated or helped others. Some an experience or as a by-product
barriers to digital engagement, children felt safer when playing of digital play, alongside other
ranging from limited internet together. outcomes.
access to app costs and culturally
inappropriate content. Insights from
Safety is a priority: Play is diverse:
Children want digital content to be From competition to collaboration,
our consultation with children, many
appropriate for their age, and for the children told us they play in many
from low- or middle-income countries,
digital spaces in which they interact different ways and that different play
signal issues yet to be addressed
not to expose them to violence, experiences contribute in distinct
adequately either by research or by
inappropriate language and sexual ways to their well-being. Parents
industry.
content. Children expressed that they and stakeholders recognize this and
Social connection is key: did not appreciate coming across aim to support a wide variety of play,
Exploratory analysis of survey data such content unexpectedly, and they including quieter and reflective play.
showed that for children in some want to be able to predict that the
countries, engaging in social activities content they encounter will not be Digital play has limits:
online – with friends, parents and shocking to them. Children want Children mentioned downsides to
teachers – was positively associated safeguards in place to ensure they digital play experiences, from isolation
with many aspects of well-being. can: manage advertising, chatting to boredom and negative affect.
Using social media was associated and trolling; socialize with peers of In contrast, physical games were
with a sense of belonging, stronger a similar age; and be supported to generally seen as more adaptable,
peer relationships, and confidence. manage their time. Children’s safety more social and more physically
Parents, caregivers and teachers who concerns were echoed by parents engaging, points also echoed by
engaged positively and supportively and flagged by stakeholders as an parents. There are clear opportunities
with their children’s digital technology ongoing challenge. for industry to innovate and improve
use were found to have, overall, digital play.
a better relationship with their
children, though the causal direction

©Group Development Pakistan (GDP)/2021 Page | 12 Page | 13


Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

Research activities were


synthesised into an interim well-
being framework that illustrates
Insights from the four research
activities were synthesized into
key indicators and outcomes
an interim well-being framework
that illustrates key indicators
and outcomes that children told
us are important for digital play
experiences. These indicators and
outcomes are what we believe We hope that the framework will
that any digital experience – if
designed with the intention to
provide value to both public and private
promote well-being – should organizations looking to strengthen
contribute positively towards.
their understanding of children’s well-
This extends research conducted
by the LEGO Foundation on the
being in a digital age and to begin to
principles of Learning through Play, foster children’s well-being through
specifically the five characteristics
that have been demonstrated to their processes, products and policies.
provide children with meaningful
play experiences that help them
learn and develop as human
beings. The characteristics are
based on active engagement,
social interactions, meaning-
making, joy and iteration, all of
which are reflected in our findings.

These findings were developed


independently by the partners
involved in this project, but align
with a recent and comprehensive
study by the Digital Futures
Commission (Livingstone
and Pothong, 2021).1, 2 Their
report identifies seven design
principles – be welcoming,
enhance imagination, enable
open-ended play, no commercial
exploitation, ensure safety, allow
for experimentation and be age-
appropriate – that resonate closely
with the components above.

1
The Digital Futures Commission is a research collaboration that invites innovators, policy makers, regulators, academics and civil
society to unlock digital innovation in the interests of children and young people. See <http://digitalfuturescommission.org> for details.
2
Both this project and the Digital Futures Commission received financial support from the LEGO Group. Page | 14 Page | 15
Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

The eight components of the


well-being framework are:

Competence Social connection


Outcome: A digital play experience Rationale: Children perceive their Outcome: The digital Rationale: Children in all
should contribute positively towards digital play experiences as having the environment, including play, consultations stressed social
children’s perception of their own potential to strengthen their ability should facilitate children’s social connection as key to their well-being.
competence. to complete a task, to learn new connection with peers, family or Analysis of survey data showed that
knowledge and to solve problems. other significant people in their social connection was key for a range
lives, and do so in a way that of well-being constructs, such as a
keeps children safe from harm. sense of belonging, stronger peer
Emotional regulation relationships and confidence.
Outcome: Children use the Rationale: Providing positive forms
digital environment to adjust their of calm, quietness and escapism
Creativity
Outcome: Children’s engagement Rationale: Creativity is a desirable
mood, relax and regain energy to allows children to de-stress and then
with digital play should enhance trait that overlaps strongly with
engage with peers and the world. re-engage with peers and the world.
their feelings of curiosity, nurture an learning. Children suggested many
This includes using digital play
openness to new experiences and ways that digital experiences can
experiences to reduce the sense
strengthen their creative ability. foster this quality, if designed
of stress or to enter flow-states
appropriately.
where children become immersed
in feelings of energized focus, full
involvement and enjoyment in an
Safety and security
activity. Rationale: Digital environments
Outcome: Children should both feel
safe and be safe while engaging in the introduce new dangers both in terms
digital environment and digital play. of content and behaviours. Supporting
Self-actualisation
This includes safety from a wide range children’s well-being starts with
Outcome: Children’s digital Rationale: Children suggested
of risks, including, but not limited to, protecting them adequately.
play provides them with a that a sense of purpose and self-
contact risks, conduct risks, content
sense of purpose and improved confidence was key for well-being
risks and contract risks.
social engagement and feelings and suggested that good play
about themselves. experiences should support this.

Diversity, equity
Empowerment and inclusion
Outcome: Digital play experiences Rationale: Inclusive digital
Outcome: Engaging in digital
Rationale: Children can lack need to be diverse, equitable and experiences allow children from
play should encourage feelings of
agency in their day-to-day inclusive to ensure all children many backgrounds and contexts to
autonomy, choice and agency in
activities. Digital experiences of different backgrounds and participate, supporting human rights
children. Children are able to feel in
provide a space that allows circumstances can participate. Digital and ethical values and providing
control and make decisions, and they
children to practice and develop play needs to be accessible for children children with new experiences.
can attain a sense of mastery and
meaningful autonomy and control. with disabilities and appropriate in
achievement.
terms of age and culture.

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

Phase 2 of our work will continue the Ultimately, RITEC aims to identify a
empirical validation of the findings set of empirically validated design
from the exploratory research. features and mechanisms that
This work will be conducted by the support aspects of child well-being.
CREATE Lab at New York University; Child-focused companies can
the Graduate Center, City University integrate these features alongside
of New York; University of Sheffield; more established safeguards such
and the Australian Research Council as data privacy and protection when
Centre of Excellence for the Digital they design digital experiences
Child. The team will observe 8 to for children. In the long term, we
12-year-old children’s digital game hope this will form the foundation
play experiences across multiple of a model of innovation that will
countries and assess to what extent allow companies to assess and
play has an effect on specific factors demonstrate the positive impact of
of the well-being framework. This their digital experiences on children.
work will include eco-culturally In doing so, we hope to raise the bar
informed home visits, lab-based in relation to how companies design
observational and psychophysiological digital experiences for children, and
studies, and experimental studies to support companies, regulators and
in different cultural settings. These civil society actors in making sure that
insights will be used, together with children have access to the broad
our interim well-being framework, to range of benefits and opportunities
develop evidence-informed guidance from digital technology going forward.
on how to design digital experiences
that have a positive relationship to
aspects of child well-being. The
outputs and evidence from Phase 2
will all be made publicly available.

Companies can integrate


these features alongside
more established
safeguards such as data
privacy and protection

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

1 INTRODUCTION AND
METHODOLOGY
Children3 today are accessing and engaging with digital technology
more frequently and from ever younger and more formative ages.
Children’s growth and development is increasingly shaped by the
digital ecosystem, heightening the need to understand better its
impacts, in particular on children’s well-being, or their experiences
of health and happiness. Yet, many of the digital ecosystems within
which children spend their time are either not designed for children
(Livingstone and Third, 2017) or, if they are, fail to demonstrably
support positive well-being outcomes.

How should we assess the CREATE Lab at New York University,


benefits and opportunities of digital the Graduate Center, City University
technology for children over time? of New York, the University of
What is the relationship between Sheffield and the Australian Research For this project, we chose to focus on the principles of Learning through Sydney University and the UNICEF
the design of digital experiences
– in particular, play-centred design
Council Centre of Excellence for the
Digital Child. The project’s primary
“[Well- on digital play experiences as an
aspect of children’s broader digital
Play has demonstrated that there are
five characteristics of meaningful play
Office of Research – Innocenti.
We present research results and
-– and the well-being of children? objective was to develop a child- being engagement. Play is one of the most
important ways in which young
experiences that support children
to learn and to develop as human
an interim well-being framework
that highlights those areas of well-
What guidance and measures can centred framework that identifies
we use to strengthen the capacity how children’s digital experiences can means] children interact with the world and
gain essential knowledge and skills.
beings. These characteristics include
active engagement, social interaction,
being that digital experiences,
in particular digital play, should
of digital environments to promote
positive well-being outcomes for
positively support their well-being.
In the project’s second phase, these having Play opportunities and environments meaning-making, joy and iteration, all positively contribute to. Children’s

my
children? And how can we make hypothetical links between the design that promote play, exploration, social of which are reflected in our findings. own insights and experiences closely
sure that children’s needs, insights of digital experiences and children’s interaction, joy and hands-on learning guided the design of the framework,
While the work of the LEGO
and aspirations drive our work
in this space? These questions
well-being will be assessed by testing
a shortlist of digital play experiences
friends’ are at the core of child development
(Borisova, 2018). Around the world, Foundation and the Digital Futures
representing a first step for how
we consider designing best-practice

support.” children today engage increasingly in Commission presents an excellent digital experiences for children
matter for all those who design against the framework. With funding
digital play. There is growing evidence starting point for understanding and what outcomes we should be
and promote digital experiences, to from the LEGO Foundation, the
of the potential benefits of digital play children’s needs in digital aspiring towards. The framework
keep children safe and happy, and project is a partnership between
enable positive development and UNICEF; the LEGO Group; the Young Child participant, in children’s lives. environments, particularly in relation was further informed by secondary
to play, significant work is still needed
learning. and Resilient Research Centre at Tunisia The Playful by Design initiative from to understand how the design of
analysis of existing survey data and
Western Sydney University; the literature on child well-being.
The RITEC (Responsible Innovation the Digital Futures Commission digital play experiences affects
CREATE Lab at New York University;
in Technology for Children) project – a collaboration of policymakers, children’s well-being outcomes and The first phase brings together
the Graduate Center, City University
was co-founded by UNICEF and the regulators, academics and civil to find operational ways to contribute four research activities conducted
of New York; the University of
LEGO Group and is funded by the society actors – also spoke to to well-being while minimizing the in 2020–2021.4 The research
Sheffield; the Australian Research
LEGO Foundation. The project is children and industry stakeholders risk of harm. activities represent a comprehensive
Council Centre of Excellence for
being delivered in partnership with and identified 12 qualities of freeplay approach to framework development
the Digital Child; and the Joan Ganz This report presents findings from
the Joan Ganz Cooney Centre, the in a digital world (Livingstone and and include both qualitative and
Cooney Center. the first phase of the project, bringing
Young & Resilient Research Centre Pothong, 2021). And research quantitative approaches, as well as
conducted by the LEGO Foundation together work from the Young and primary and secondary data.
at Western Sydney University, the
and international research partners Resilient Research Centre at Western

4
Providing opportunities for children to voice their opinions and contribute to this important framework is an ethical practice.
Nevertheless, any consultation also comes with risks of harm. Y&R’s contribution was approved by the Western Sydney
University Human Research Ethics Committee. Ethical procedures adhered to child safeguarding principles and the National
Statement on Ethical Conduct in Human Research (Australia). UNICEF conducted secondary analyses of survey data from three
datasets (Global Kids Online, EU Kids Online, and Disrupting Harm) in accordance with ethical principles for re-use of secondary
data. The workshops with children were conducted during the COVID-19 pandemic, a time when many children around the
3
In this report, we follow the United Nations Convention on the Rights of the world spent more time online than previously. Even so, as we highlight in our analysis later in this report, the findings echo pre-
Child (article 1) definition of a child as a human being under the age of 18.§ Page | 20 pandemic research findings and can be assumed to provide a reliable reference point for the framework’s development. Page | 21
Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

Review of Relevant literature on children’s well-being and digital Phase 2 of our work will empirically Ultimately, RITEC aims to identify a

1
literature play was reviewed. This included journal articles, NGO/ validate the findings from the set of publicly available, empirically
civil society organization reports, existing frameworks, exploratory research. This work will validated design features and
and case studies of digital platforms. This was used to be conducted by the CREATE Lab at mechanisms that support aspects of
refine the methodology for the child consultations and New York University; the Graduate child well-being. In the long term, we
the analysis plan for secondary analysis of survey data. Center, City University of New York, hope this will form the foundation
the University of Sheffield; and the of an innovative new model that
Australian Research Council Centre will allow companies to assess and
Secondary Secondary analysis of Global Kids Online and Disrupting of Excellence for the Digital Child. In demonstrate the positive impact of

2
analysis of Harm survey data from over 34,000 children from 30 the second phase of the project, we their digital experiences on children.
survey data countries around the world explored if and how a range will therefore observe 8 to 12-year- In this way, we hope to raise the
of activities in the digital environment impact aspects old children’s digital game play bar in how companies design digital
of children’s well-being. The results informed the experiences across multiple countries experiences for children, and to
interpretation of the child consultation results and the and measure to what extent play has support companies, regulators and
finalization of the well-being framework. an effect on specific factors of the civil society actors in making sure that
well-being framework. This work will children have access to the broad
Young and Resilient Research Centre (Y&R) led consultations include eco-culturally informed home range of benefits and opportunities
Participatory

3
with over 300 children aged 7–18 years in 13 countries: Albania, visits, lab-based observational and from digital technology going forward.
research with psychophysiological studies, and
children Brazil, Bulgaria, Indonesia, Iraq, Jordan, Pakistan, South Africa,
Taiwan Province of China, Tanzania, Tunisia, the United Kingdom experimental studies in different
and Uruguay. Workshops deployed Young and Resilient’s cultural settings. These insights
Distributed Data Generation methodology and involved can then be used to develop
qualitative, creative and participatory research aiming to capture evidence-informed guidance on
children’s perceptions and experiences of well-being and play. how to design digital experiences
Children participated either in two face-to-face workshops (each that have a positive relationship to
3.5 hours, equalling 7 hours in total) or three digital workshops aspects of child well-being. The
(each 2 hours, or 6 hours in total). The Young and Resilient outputs and evidence from the
Research Centre designed these workshops, trained and project will all be made publicly
supported facilitators, and then collected and analysed the data. available.

Scoping interviews Y&R conducted a small number of informal, semi-

4
with parent and structured interviews with seven parents, in Indonesia (3),
game designers Taiwan Province of China (2) and New Zealand (2), lasting
to guide thinking an average of 35 minutes. The team also conducted
about application interviews with seven stakeholders (creative directors,
developers and designers), in Denmark (5), New Zealand
(1) and the United States of America (1), each lasting
between 45 and 60 minutes. The purpose of these
interviews was to provide light-touch context for the ways
that the framework might be taken up in diverse settings.
The interviews did not directly shape the framework.

Page | 22 ©UNICEF Tanzania/2021 Page | 23


Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

2 WHAT DOES THE


LITERATURE SAY ABOUT
CHILD WELL-BEING?
There is no universal
agreement as to how to
define – and, therefore, how
Children’s well-being is related to, but
distinct from, children’s rights more
broadly, as enshrined in the United
Child well-being as a new
imperative for business
Businesses, including those designing
Child rights in the digital
environment
It is now broadly acknowledged
to measure – well-being. This Nations Convention on the Rights digital play experiences accessed that children’s rights apply equally
fragmented understanding of the Child. Rights are fundamental by children, have a responsibility in online and offline spaces. And,
of well-being is challenging principles that explain how all children to respect human rights, including as noted above, there is a strong
at a time when actors should or should not be treated, while children’s rights, across their push for children’s rights to be
from across all sectors are well-being (objective or subjective) is operations. Over and above doing no considered in the design of digital
looking at means to promote an individual state that describes how harm, businesses also have a role in play experiences for children. This
positive, human-centric a child is experiencing life. advancing children’s rights through includes, but is not limited to, their
outcomes and opportunities voluntary actions within core business rights to leisure and play. Indeed,
from digital technology If some of a child’s rights are not
activities, collective action and other the Convention on the Rights of the
and innovation. Clarifying fulfilled, they are less likely to attain a
strategies. Child stipulates that children’s rights
definitions of child well-being state of positive well-being. However,
are interconnected. To support these
is particularly important an individual child can have high The Children’s Rights and Business efforts, in March 2021, the United
given that children are well-being even if some of her or his Principles launched by UNICEF, the Nations Committee on the Rights
spending increasing amounts rights are not respected; conversely, United Nations Global Compact, of the Child adopted United Nations
of time during their formative an individual child can have low well- and Save the Children in 2012, offer General Comment 25 on children’s
years in and around digital being even if all of her or his rights a “comprehensive framework for rights in the digital environment.
experiences. are respected. For example, if a child understanding and addressing the General Comment 25 provides
is not feeling loved by her or his impact of business on the rights evidence-based and principled
parents, or does not have the support and well-being of children”. They guidance to enable Member States,
of any close friends, the child may articulate the corporate responsibility NGOs and businesses to interpret the
experience low well-being even if to respect, as well as the corporate Convention for the digital age.
their rights are respected by Member commitment to support, child
States and others. rights in different arenas, including
products and services. Embedding
child well-being within the design of
digital play experiences represents a
significant opportunity for businesses
to demonstrate commitment to
the Children’s Rights and Business
Principles and advance children’s
rights in a digital age.

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

children’s well-being (Rees et al., Other initiatives have also begun


2013). By focusing on the subjective, to ask questions around what
we acknowledge that children’s well-being means for children. For
feelings about their lives really matter. example, the Learning for Well-being
Involving children, listening to their (L4WB) framework, produced by the
needs and giving due weight to their Learning for Well-being Foundation
views are important as matters of and recently reviewed by UNICEF,
principle, as stipulated in the United describes well-being in terms of
Nations Convention on the Rights of nine capacities (discerning patterns,
the Child. embodying, empathizing, inquiring,
listening, observing, reflecting,
In practical terms, then, research that pays attention relaxing and sensing) organized
to children’s feelings and experiences is useful to under the following four dimensions:
understand how digital experiences can be designed mental, emotional, physical and
in ways that are more likely to have positive impacts. spiritual. Our approach and that
of L4WB differ in that L4WB was
Critically, we still do not know enough
designed to describe the innate skills
about what well-being means for
Child well-being is generally assessed versus undesirable and negative A focus on subjective well-being and capacities needed throughout the
children growing up in a digital world,
using objective measures (such as (Das et al., 2020; Diener et al., 2017). puts children’s own feelings and life course, whereas our framework
or how to measure it or achieve
socioeconomic status) or by using It encompasses aspects such as experiences front and centre. It focuses on subjective and child-
it. When does digital technology
subjective measures asking people happiness and life satisfaction, and is valuable to measure subjective centred aspects of well-being rather
facilitate or complicate family
to evaluate their own lives (Rees et psychological or ‘eudaimonic’ aspects well-being as it considers children’s than taking a capacity approach.
interaction? How can it helpfully
al., 2013). Both approaches have focused on personal development individual perspectives rather than Nevertheless, both our framework
engage rather than distract children?
been used widely by international and growth (Waterman, 1993). This relying on an outsider’s judgement. and that of L4WB make use of the
How do we balance educational
organizations such as UNICEF and model of well-being originates from For example, it is possible for children rich academic literature on well-being
opportunities with entertainment, or
the Organisation for Economic Co- the understanding of happiness, to live in an affluent household and, as such, overlap in terms of
can the two be achieved at the same
operation and Development. life satisfaction and positive affect and have solid education (often how several well-being outcomes
time? Moreover, it is unclear how
(Diener, 1984) and has been related used as objective indicators of high are described. For example, the
For the purposes of this research, these factors play out in different
to aspects of other models, such as well-being) while still not feeling emphasis on the core capacities
we focus only on subjective well- parts of the world, where children
the five key elements of flourishing happy or hopeful about the future. in the L4WB framework of easing
being. Knowledge about and the live in different circumstances and
(Seligman, 2011). These five Research with both children and tensions in thoughts, feelings and
impact of subjective well-being has use digital technology in different
elements are: positive emotion, adults has revealed that economic body is illustrated in our framework
grown rapidly over the past two ways and for different purposes. This
engagement, relationships, meaning circumstances are only able to explain under the emotional regulation
decades (Stone and Mackie, 2013). project will begin to explore these
and accomplishment. Together, a relatively small proportion of the outcome, where children seek to
Subjective well-being centres on complex questions within the context
these elements have been shown variation in children’s well-being, reduce stress or regain energy. In
how an individual experiences or of play, specifically digital play, as a
to enhance optimism and increase which highlights the importance of another example, the L4WB capacity
evaluates her or his own life and to subset of children’s broader digital
resilience, which in turn are critical a more child-centred approach to of inquiring is related to our creative
what extent her or his life and current engagement.
building blocks of well-being how we conceptualize and measure well-being outcome, in terms of the
situation are good and desirable (Seligman, 2018). emphasis on curiosity and openness
to experience.

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3 WHAT IS PLAY AND WHY


IS IT IMPORTANT?
Play is a way for young children
to gain essential knowledge
and skills (Borisova, 2018).
In the academic literature, the
concept of play has been rather
ill-defined, despite being the focus
Play’s critical role in children’s
lives and development is
enshrined in the United Nations
It is important for learning of a broad range of examples and Convention on the Rights of
skills such as problem-solving, applications (Burghardt, 2010; the Child as a fundamental
communication, creativity and Smith and Roopnarine, 2018). The right of children. It is less
self-regulation. For this reason, starting point for many theories of clear, however, which forms of
opportunities and environments play has been the focus on fun and play (and especially, of digital
that promote play, exploration pleasure-seeking activities (Smith and play) influence which aspects
and hands-on learning are at Pellegrini, 2013), with applications of children’s well-being, and
the core of child development. across therapy, pedagogy, learning how these forms of play can
Play encompasses a broad and a broad range of cultural be enabled through particular
range of activities such as contexts. However, research has design choices.
rough-and-tumble play, role established that fun, as well as
play, exploratory play and, motivation and autonomy, are not
increasingly, digital play in enough in themselves. Play is
International research institutions The Digital Futures Commission
a variety of formats (Cowan, essential to the ability to grow, learn
and the LEGO Foundation have (see, e.g., Cowan, 2020) recently
2020; <learningthroughplay. and thrive (Pellegrini, Dupuis and
conducted several studies on identified 12 important qualities of
com>). Although it can be Smith, 2007), a main mechanism for
Learning through Play over the free play, which is valued for its role
difficult to pinpoint what human adaptation (Sutton-Smith,
last decade. From this research, in cognitive, social and emotional
precisely play is and how it is 2009), serving a critical purpose not
five characteristics of Learning development, fostering creativity,
expressed, experts agree that only for young children (Yogman et
through Play experiences have imagination and problem-solving
play has universal benefits for al., 2018) but as a continuous and
been identified: joyful, engaging, skills, learning and supporting
the developing child. lifelong mechanism of exploration and
meaningful, iterative and socially well-being.5 Their work provides
adaptation (Gopnik et al., 2017).
interactive (Marsh et al., 2020). This us with a starting point to guide an
A wide range of studies describe research suggests that learning and agenda for providing quality play
how different aspects of play reduce playing are deeply intertwined – to children, including in a digital
negative feelings, promote positive indeed, that playing is an essential environment.
thinking and develop resilience, strategy for learning (Borisova,
2018). This research has also linked This report complements the
across a wide range of activities. For
play to key aspects of well-being, Digital Futures Commission
instance, play can help to develop
from nurturing empathy to boosting work and the work of the LEGO
children’s self-regulation (Bodrova
resilience and contributing to family Foundation, by presenting findings
& Leong, 2008), reduce anxiety and
happiness (Hoicka et al., 2018). from participatory research with
pain (Barnett and Storm, 1981),
More recent research has identified children, revealing what they think
support children’s ability to cope
the characteristics of Learning well-being is, and specifically how
(Saunders, Sayer and Goodale, 1999),
through Play across numerous they believe digital play can inspire
help children to share thoughts and
forms of digital play and suggested positive experiences that contribute
feelings (Kestly, 2016) and reduce
there are strong synergies between to their well-being. This represents
stress and negative emotions (Vikan,
these characteristics as embedded an important effort in bringing
Karstad and Dias, 2013). In short,
in digital and non-digital play (Marsh children’s voices to the centre of
play helps children learn a variety of
et al., 2020). debates around digital play and
things, takes many forms and serves
child well-being.
multiple purposes for children.

5
The 12 qualities of free play are: intrinsically motivated, voluntary, open-ended, imaginative, stimulating,
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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

4 WHAT DO CHILDREN SAY


ABOUT WELL-BEING?
While literature on child well-being abounds, few studies ask
children directly what well-being means for them – and how it
might manifest in digital spaces and experiences.
“[Well-being means]
staying fit.”
Child participant, Pakistan

The next two sections present These sections also draw on an 4.1 Well-being is physical and material
findings from the core research exploratory analysis of survey data
activities. They draw primarily on on 34,000 children done by UNICEF Children understood well-being as Children, particularly – though not Literature on child well-being provides
workshops with 318 children aged Office of Research – Innocenti, comprising both physical and material exclusively – those in low-income additional support that both physical
7–18 years in 13 countries: Albania, exploring potential links between domains. Many children emphasized countries, foregrounded that well- and material aspects are important
Brazil, Bulgaria, Indonesia, Iraq, digital activities and children’s well- that physical health is vital to well- being is dependent on having enough to children’s well-being (Fattore,
Jordan, Pakistan, South Africa, being. Children between the ages being: material resources to live a good life: Mason and Watson, 2009; Sarriera
Taiwan Province of China, Tanzania, of 9 and 17 in over 30 countries et al., 2015; Statham and Chase,
“To [be well is to] be physically “[Well-being means] not being
Tunisia, the United Kingdom and were surveyed as part of larger data 2010). Some include material well-
sound.” (Tunisia) poor.” (Jordan)
Uruguay. These workshops employed collection efforts for the Disrupting being in defining well-being (see
“[Well-being is] not having “[Well-being means you are] White, 2008). Material well-being has
the Distributed Data Generation Harm, Global Kids Online and EU diseases.” (Tanzania) given pocket money by
methodology, which involves Kids Online datasets. Because we been shown to be associated with
parents.” (Indonesia)
“[Well-being means] staying fit.” positive outcomes such as higher
qualitative, creative and participatory are using existing data to answer
(Pakistan) “[Well-being is] eating well.” educational attainment (Ferguson,
research aiming to capture children’s new research questions that the (Pakistan)
perceptions and experiences of well- original data were not intended Bovaird and Mueller, 2007), academic
being and play (Third et al., 2021). to answer, this analysis utilizes achievement (Castelli et al., 2007) and
This methodology has previously a range of proxy variables that increased mental health due to lower
Our workshops began
been used to consult with children in potentially makes the analysis less stress (Martikainen et al., 2013).
by asking children their
over 76 countries around the world, reliable. For this reason, findings Having access to resources such as
thoughts. Children were
including for the ‘UNCRC General from the secondary analyses adequate housing conditions was
asked three interrelated
Comment 25 on Children’s Rights in are used in conjunction with the found to correlate with positive affect
questions to understand
Relation to the Digital Environment’ child consultations, as well as and a sense of purpose (Bradshaw et
how they viewed well-
(United Nations Committee on the findings from the literature review, al., 2011).
being: “What does it mean
Rights of the Child, 2021). from parent interviews and from to be well?”; “What does
stakeholder interviews in the final it mean to be happy and
development of the framework. healthy?”; and “What does it
mean to feel good?” Across
different cultural contexts,
children understood well-
being holistically and were
remarkably concrete about
what well-being is and how
they experience it.

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

“[Well-being is about] feeling


content and at ease.”
Child participant, United Kingdom

4.2 Well-being is mental and emotional 4.3 Well-being is social


Children frequently related the Some children associated well- Overall, however, children’s social connections and their relationships
idea of well-being to positive being with mental health. These with others were, above other things, most important to their sense of
emotions: children highlighted that well-being well-being. To be loved, to love others, to see family and friends, to feel
variously entails an inner sense of connected – these are the factors that children appear to associate most
“[Well-being is] to be happy.”
calm and peace; having control over with making a good life:
(Albania)
their feelings; and having an overall
“[Well-being is] to feel satisfied “[Having] parents’ love and Existing research supports our
sense of satisfaction with life: satisfaction and people’s love
with the different aspects of findings that well-being is social.
life.” (Uruguay) for me, and being with them
“Well-being is about inner A child’s sense of belonging is
[are vital to my well-being].”
“[Well-being is] feeling tranquillity.” (Uruguay) related to experiencing a sense of
(Iraq)
comfortable with what you “[Well-being is] being at peace closeness with the people around
do.” (Brazil) “[Well-being is] feeling happy
with yourself.” (Albania) him or her; feeling loved; feeling
with other people.” (Albania)
“[Well-being is about] feeling part of and connected to his or
Some characterized well-being as “[Well-being means] having my
content and at ease.” (United her community (for example, a
the absence of negative emotions: friends’ support.” (Tunisia)
Kingdom) school or an online community);
“[Well-being is] the absence of “Playing with friends [brings me and feeling situated in the events
sadness.” (Tanzania) Overwhelmingly, asking a child well-being].” (Indonesia) and activities of the sociocultural
“How happy are you?” is the world. Sense of belonging is closely
“[Well-being is being] without
most common measure of a connected to relatedness in Self
fear of the future.” (Jordan)
child’s well-being (see Rees, Determination Theory (Deci and
“[Well-being means a] stress Goswami and Bradshaw, 2010).
free life.” (Pakistan) Ryan, 2008) and is associated with
Some researchers also consider outcomes such as engagement in
measures of happiness as essential school and academic achievements
to policy work on child well-being (for a review, see Juvonen, 2006);
(see Dolan and Metcalfe, 2011; fewer internalizing behaviours
Layard, 2010). (Moor, Denollet and Laceulle, 2018);
and, in early adulthood, success at
university (Strayhorn, 2018). Sense
of belonging also serves as a buffer
to the potential negative effects
of adverse experiences during
childhood (Corrales et al., 2016).

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

Along similar lines, children said that ideas about well-being, workshops 4.4 Well-being “[Something is safe when]
well-being is not just individual but invited children to participate in a it doesn’t make us sick or
communal, stressing that they can series of activities to investigate how
and safety injured.” (Indonesia)
only be well when their family and they conceptualize and experience Children consulted for this “[Safety means] protection
friends are also well: play, and its relationship to well- report identified safety as from harm.” (Pakistan)
being, in a digital age. Working with fundamental to their well- “[Safety means] not being
“[Well-being is] when my family
is fine.” (Jordan)
children, it became evident that
there are several conditions that
being across online and
offline spaces. They defined
harmed by others (physically
or online).” (Taiwan Province “[Safety
is] to live
“[Well-being is] having a healthy are fundamental to the capacity for of China)
safety alternately as the
family.” (Albania)
digital play to impact their well-being absence of harm, a feeling “Safety is calmness and peace;
“[Well-being is] when I see my
family is fine.” (Iraq)
positively: children’s safety and
security, and their digital inclusion.
of being protected, and
positive affective states:
to care for children from cruel
people; to stay away from without
Strong prosocial and altruistic themes
Part of feeling both digitally included
and safe and secure relates to
danger.” (Tanzania)
stress.”
also emerged in children’s responses. In children’s framings, safety does
how children’s diversity and equity
Children associated well-being with not necessarily mean an absence Child participant,
issues are handled within digital play of risk, which is relevant because
being a good person and contributing
experiences. risky play has been shown in a
Tunisia
to the well-being of others:
range of studies to have benefits
“[Well-being is] helping people; Learning is a key aspect of the
for children (Gray, 2020).
like helping a friend who is in ways children experience well-being
trouble.” (Indonesia) in relation to play. Positive play Interestingly, other children
“Helping the poor [is part of well- experiences involve forms of learning, suggested that true safety means
being].” (Iraq) ranging from the kind of learning not having to think about safety at
that is an ambient outcome of self- all. When safety is taken seriously
“Doing good deeds [is part of
well-being].” (Pakistan) growth to more tangible skills, such and properly implemented, Findings from our child
as numeracy and literacy. Learning children’s anxieties about it drop
“Taking care of family makes you consultations on the importance
through Play, the initiative funded away and they can concentrate
feel happy and means well- of safety are also echoed in
being.” (Albania) by the LEGO Foundation, expands on play, enjoyment and other work by the Digital Futures
on this notion that play is key to aspects: Commission (Colvert, 2021)
After exploring children’s broader learning by proposing five common
“[Safety means] you don’t and Livingstone et al. (2017)
characteristics of play activities
need to be worried about in the context of digital play.
that can foster learning. These play
any physical danger or any Specifically, safety was thought
activities should be meaningful, joyful,
thoughts of danger.” (Iraq) of as necessary and foundational
socially interactive, actively engaging,
“[Safety is] to live without in play environments. In the
and iterative.
stress.” (Tunisia) well-being literature, children also
“[Safety is when] you do reported a sense of safety as vital
not need to think about the to their well-being (see Fattore,
matter of ‘safety issues’.” Mason and Watson, 2009).
(Taiwan Province of China)

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

“When your
4.5 Well-being and self-actualisation dream
For children, well-being also The research literature suggests that
or your
entails developing a sense of self
and self-acceptance:
sense of purpose and identity are key
aspects of well-being. Sense of purpose
life are
“[To have well-being is to] love
can be defined as a child having an aim
that is meaningful to them and having
denied.”
yourself and love everybody.”
(Taiwan Province of China) an internal motivation to pursue that Child participant,
aim actively (Statham and Chase, 2010;
“[Well-being is the ability] to
Sumner, Burrow and Hill, 2018), which
Taiwan Province
accept yourself, to have self-
esteem.” (Tanzania) has been related to stronger resilience of China
in children (Zolkoski and Bullock, 2012;
“[Well-being is] loving
Ungar 2015). Self-actualisation is included
yourself, … confidence, …
being yourself, … and being in some models of psychological well-
proud.” (South Africa) being and underscores the importance
for children to engage in meaningful
They also associate well-being activities and have a sense of purpose
with having goals and a sense (e.g., Bethune, 2018; Ryff, 1989).
of purpose. This cultivation of
self-confidence, self-acceptance
and self-purpose resonates
strongly with the concept of self-
4.6 Well-being, agency and empowerment
actualisation in literature: Children also identified agency and Research has shown that agency is Children’s perceptions of autonomy
“You have to have objectives empowerment as an important closely linked to autonomy, which are associated with many important
[to achieve well-being].” component of their well-being. refers to a child’s feeling of control outcomes, including academic
(Uruguay) This was particularly obvious in an and having choice, or a child’s achievement (Vasquez et al., 2016),
“[To achieve well-being, you exercise where children were asked perception that they have some perceptions of inequality and fairness
have] to have clear goals in to explain what negative well-being control over their life and behaviour. (Aldama et al., 2021) and general
your life.” (Albania) would look like for them. Answers Autonomy is one of the basic well-being as measured by positive
“[Well-being is to have] tended to highlight restrictions on psychological needs described in affect (Kaap-Deeder et al., 2017).
achieved my goal.” (Taiwan their autonomy: Self Determination Theory (Deci and
Province of China) Ryan, 2008) and has been associated
“Being commanded/ordered to
with greater well-being in children
do certain things.” (Indonesia)
(Fattore, Mason and Watson, 2007).
“Lack of freedom.” (Iraq) It has been described as essential for
“Not feeling free when [or] while children’s psychological development
you do something.” (Tanzania) (Grolnick, Ryan and Deci, 1991; Kaap-
“When your dream or your life Deeder et al., 2017). Enabling children
are denied.” (Taiwan Province of to have agency and make meaningful
China) choices is necessary for both
“[When you are] without rights.” motivation and psychological health
(Tunisia) to flourish (Deci and Ryan, 2000).

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

5 HOW CAN DIGITAL PLAY


SUPPORT CHILDREN’S
WELL-BEING?

The previous section


5.1 Safety and security
Safety and security have long been activities, dispelling unhelpful
“Safe play… avoids
highlighted how children issues of concern in the context of myths and exaggeration of risk adults’ ads in
understood well-being
children’s games.“
children’s play. There is a common and instead promoting proportional
and what aspects were view that childhood is a time of responses to situations that might
important to them. This dependence and need for protection pose serious harm“ (Cowan, 2020:
section considers how (Cowan, 2020). However, this is 14). Child participant, Albania
digital play could support contrasted by alternative views that
these aspects, drawing on too much regulation, monitoring and The topic of digital content was
children’s own statements restriction of play can cause children a focus in conversations with
alongside insights from to become resentful and feel limited children about safety in the digital
the analysis of survey data, in their ability to explore and take environment. In one activity,
the literature review and risks (Cowan, 2020). children were asked to describe
interviews with parents and their “worst game” – a digital play
stakeholders. While the risk of harm can differ experience that would undermine
between physical and digital play their well-being. In this activity,
spaces, it appears necessary to children frequently highlighted
balance children’s need for risky play violent content as a key reason
with their need for protection. “The why a play experience made them
answer is not removing all risk in play, feel bad and/or made them stop
nor is it ignoring genuine serious risks playing. Alongside violence, sexual
to children” states the Digital Futures content, scary content and explicit
Commission; it “requires a balance language were also mentioned by
between protection of children’s children as features of the ways
safety and protecting children’s right they imagined the “worst game
to engage in new and challenging ever”:

“Safe play … avoids adults’ ads


in children’s games.” (Albania)
“[The worst games contain]
language and vocabulary that
is inappropriate for children.”
(Bulgaria)
“Zombie games [are bad for
my well-being] … I was very
scared, and I could not go to
the toilet.” (Tanzania)
“[The worst games] are
frightening games which make
you feel that the character is
with you at home.” (Tunisia)

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

However, while a concern about The small number of parents who Along with safe content, children also often left out of the equation.
violent content was common, a were interviewed as part of scoping highlighted the importance of safe Children suggested that a “double
number of children said that they uses for the framework were behaviours: account (parent–child)”, whereby
enjoyed playing games with some also concerned about content. In parents and children have a shared
“[Developers] should not allow
level of violence: response, parents wanted to have account, might be helpful in some
the game to be hacked …
more oversight of the content their [Games need to] have strong cases. Similarly, a developer we
“[We enjoy games] … that have
children consume, to limit which safe[ty] measures.” (Albania) interviewed recounted how he or
a lot of shootings and fast
cars.” (Jordan) rooms in the house digital devices are she realized parents are key players
“Trolling and attacks are a
allowed in, or to limit time spent in major issue … [and additional in supporting children’s online
“[Some games require you kill
the digital environment: safety measures could ensure] safety, which led him or her to begin
other people’s avatars] … but
we play with friends [and it bad people do not have the educating parents on digital risks
“[The internet is] a portal to all possibility of stealing your gold,
gives us] pleasure.” (Albania)6 associated with his or her products.
the best but also the worst of the coins, identity.” (Albania)
world.” (New Zealand parent)
For industry, this suggests that Many children in the consultations
“Online activities have a good This confirms what is already reported that being with others when
it may not be a matter of cutting
impact on children … but as a known by industry: that appropriate they are online is key to feeling safe,
out all controversial content but of
parent it is very important to safeguards – for example, age
carefully calibrating it to children’s which was often related to being
limit and view the content that checks, limiting stranger contact,
maturity and expectations: is allowed to be accessed by close to family members:
parental controls that are not too
children.” (Indonesian parent)
“[Safety means playing] games intrusive and functional reporting “[I feel safe] being around [my]
that are appropriate for your features – are necessary for safe older brother.” (Iraq)
age.” (Albania) and secure digital experiences for “[I feel safe] with parents or
“Game age ratings, content children. grandparents.” (Jordan)
control [avoids violent and “[I feel safe] with my family.”
explicit content in children’s Consultations with parents and (Tunisia)
games], and separation of children, and secondary analysis
rooms by age and content filter of survey data, all suggested that Industry should be aware of the
depending on age.” (Brazil)
parents may be valuable allies in importance of children’s rights,
“[Designers] have to pay ensuring children’s safety in the relationships and opinions and find
attention to the age of digital environment, but they are ways through design to support
children.” (Tanzania)
engagement with significant others to
bolster both children’s subjective and
objective safety.

6
The two quotations in this extract have been
altered to remove brand names. However, we
have worked hard to ensure that the intent of
the quotations is preserved. Page | 40 Page | 41
Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

5.2 Diversity, equity and inclusion


Children highlighted issues of (see also Third et al., 2021; Third Equity also extends to issues “Female characters that are smart
diversity, equity and inclusion et al., 2017; Third et al., 2014). around the financial cost of digital and do things that are always
as factors in their digital play In consultations, many children play experiences. Children called done by males in games.”
(Jordan)
experiences, expressed in multiple stated that they could not access for games that are free. They want
ways. While research on digital play an internet connection and were additional features that do not cost “[It’s important for games to
has traditionally focused on high- thus precluded from playing many money, and they are vocal about the have] several types of skin
tones, hair, nose shape, mouth
income and Western countries, this games. Others relied on mobile fact that children should not be made
shape, etc; have strong female
work is beginning to include the data, which quickly became to watch advertisements to access characters, LGBT+; [and]
perspectives of children from low- expensive, so they refrained from parts of games: offer several languages and
or middle-income countries or in the playing games or using apps that [welcome] people from different
“[Digital games/apps are] more countries.” (Brazil)
Global South. While these issues are too data-intensive:
expensive products [while non-
are challenging both to encounter digital] is cheaper.” (Bulgaria) “The designer should take care
and to deal with from an industry
“If you play digital, you have
to use [your] internet access
There is clear “You have to spend lots of money
about children’s feelings and
perspective, it is also a space of different circumstances for kids.”
great potential for companies
quota.” (Indonesia) scope here to continually when you are (Iraq)
“Please provide free quotas playing digital games.” (Taiwan
to create diverse, equitable and
to all parents or children ensure that digital Province of China) Importantly, diversity and inclusion
inclusive experiences for children. who need it, because online
learning usually takes
play experiences “[There should be] no restrictions
on the features that can be
factors play into children’s sense
of safety and security in digital
In terms of equity, digital inclusion
issues are a key barrier to many
up more internet quota.”
(Indonesia, parent)
work within the accessed.” (Indonesia) play experiences. Addressing
children’s capacity to derive well-
“[My] lack of internet is constraints of For children, diversity and inclusion
such factors will be important to
ensuring that digital play experiences
being benefits from their digital mean that there is diversity in the
experiences, including digital play
stress[ful].” (Iraq)
children’s access representation of game characters
can support the well-being of the
broadest possible number of children,
to data. and that children from all backgrounds
especially as more and more children
can participate without facing
from diverse parts of the globe
discrimination based on their culture,
engage with digital play experiences.
religion, gender or identity. These
issues were highlighted by a number
of children in different countries as
an important feature of digital play
experiences:

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“Our game is fun because it


5.3 Social connection brings me together with friends
Across cultural contexts, social
connection emerged as a critical
Children also expressed that
connection is vital to their digital play
and increases physical health
part of both play and digital play. In
one activity, children were asked to
experiences. For many children, play
was seen as a way to make friends:
and fitness for the body.”
create their own dream game – a
fun game that would make them
“I could meet new friends [when Child participant, Iraq
playing] online.” (Bulgaria)
feel good. Many of the games that
children created had strong themes “We enjoy meeting new friends
online, especially when they
of connection, relationships and
play well.” (Jordan)
social interaction. When asked to
Children’s emphasis on cooperation Secondary analysis of survey data
map the places where they played, Some children also highlighted that
explicitly contrasted with, and revealed that children whose
children often drew sites, such they think digital play is not always
challenged, the emphasis on parents engaged with their digital
as the park or community centre, social enough, reinforcing again that
individualism and competition that use in positive and supportive ways
where they connect with others: children’s desire for connection in
dominates popular discourse about reported better family relationships
their digital play mirrors their desire to
“Playing with friends and digital games in the present. overall. Finding ways to encourage
classmates [at school] … The connect with others in offline forms
parental involvement in children’s
feeling when playing the game of play. Exploratory analyses of survey data digital play resonates with children’s
is very happy because we showed that online activities that
The importance of social connection understanding of familial attachment
help each other and are not involved staying connected with
arrogant, happy friends and no was also evident in the way children as an important aspect of well-being.
others through instant messaging This could mean that the design of
sadness, no anger, sometimes talked about collaborative play. When
we play until late.” (Indonesia) were related to positive indicators digital experiences that foster positive
asked to design their dream game,
of well-being, such as positive engagement by parents with their
“Playing with new friends is a children often included elements of
relationships with parents and peers, child’s use of technology may lead
great pleasure.” (Albania) conflict or challenge. To overcome
feelings of confidence and autonomy, to improvements in the parent–child
“I enjoy playing with my friends these challenges, children wanted
and hope and optimism about the relationship.
[online].” (Jordan) players to work together:
future.
“Union makes power. Facing
challenges together we are These insights resonate with research
stronger.” (Albania) that has documented digital play as a
way of encouraging children to learn
In summary, there are strong
“The game can be played with
family or friends together.” collaboratively (Huo, 2019) and of indications that identifying ways to
teaching teamwork skills (García et
(Indonesia)
al., 2016).
support social connection in the digital
“[Our game is] fun because it
brings me together with friends
Scoping interviews with stakeholders
environment and through digital play
and increases physical health
and fitness for the body.” (Iraq) also revealed the significance of is likely to yield well-being benefits
connectivity to children’s well-being:
for children, provided that children
“The whole idea of connecting
people … that we are a part of a
are safe engaging in such social
bigger community than just the interactions.
ones around us is a very, very strong
component in children’s well-being.”
(adult stakeholder, Denmark)

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5.4 Emotional regulation 5.5 Self-actualisation


For some children, digital play was
associated with the ability to have
As we noted above, children in
Jordan also explained that learning
For children, the importance of
self-confidence, purpose and self-
“[Our game] teaches someone
confidence and raises self-
These findings
time out, relax and step back from to regulate emotions in games can actualisation for their well-being was confidence.” (Tanzania) suggest that
the busy-ness of life: help them to do the same in offline reflected in their game designs: “[Our game lets you be
contexts. This may indicate that in] control and overcome digital play can
“[The game we designed] can
provide a sense of escapism
emotional regulation learnt through difficulties … [helping you] to
feel proud … To feel I exist and
help children build
gaming could support children’s lives
… [so] if you’re going through
a hard time you can just go more broadly.
am important” (Tunisia) confidence and a
“This game gives new skills …
and play a game and take your
mind off of things and be in that Being able to regulate emotions has When we feel that we have better sense of who
game.” (United Kingdom) been found in the research literature skills that distinguish us from
others, we become more
they are and what
to be an important outcome of
“[Playing games with friends]
can be stress relieving because physical play. Being able to regulate
confident.” (Jordan) they like, which
“My best game [is designed
it allows me to focus on
something else for a while.”
your emotions has been linked
so] I get to know myself, my in combination
to a variety of outcomes such as
(United Kingdom) psychosocial functioning (Zeman
personality.” (Tunisia)
with other life
“Everyone needs a break to be
alone to be calm … away from
et al., 2006), school readiness
(Harrington et al., 2020; Ursache, Blair
Aligning with this theme, children in experiences may
some countries designed games to
all the noise and school stress.”
(Jordan)
and Raver, 2012) and emotional well- empower girls by valuing their skills contribute to self-
being (Djambazova-Popordanoska,
“[Playing games] makes me 2016). Emotional regulation is also
and ways of being, and encouraged
them to imagine a broader set of
actualisation over
[feel] relaxed … [as] it distracts
me from real life problems.”
tightly linked with play both in the possibilities for themselves and their time.
near and long term. Pretend play futures:
(Bulgaria)
has been found to correlate with
increased emotional regulation in “[Based on] the idea that there’s
Along with enabling time out,
nothing that girls can’t do, [our
digital play also allows children kindergarten children (Hoffmann and
game has] female astronauts,
to experience positive emotions. Russ, 2012). Rough-and-tumble play female biologists and chemists,
Children gave a range of reasons why was found to be related to emotional female pilots and female game
they find certain games comforting: regulation five years later (Flanders developers … [We hope it]
et al., 2010). Our work suggests that might make them realise what
“[Digital play] is a way to spend digital play also has the potential they like and dislike, and what
time doing things that make us they’re good at and what they
to influence children’s emotional
feel good.” (Uruguay) would not want to do.” (Jordan)
regulation.
“[I find digital games] fun and
entertaining.” (Iraq)
“[Playing online] makes me
happy.” (Tanzania)
“[Playing online is] very exciting
and interesting.” (Taiwan
Province of China)
Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

5.6 Empowerment
Children reflected the importance
of agency for their well-being in
their game designs. One group
designed games specifically to
empower girls, who had restricted
This suggests that, even if a child’s
agency is constrained to the digital
Digital play is unique in part
choices in their culture. Other
groups also foregrounded agency:
realm, it might still provide a because it is one of few areas in
valuable contribution to their well-
“[Our game is designed] to being, and be an enriching aspect
life where children are empowered
make people feel that they
have things under control
of their life. For some children, to take charge and make decisions,
the digital world might in fact be
and that they can face the
the only space where they have even when playing with adults.
challenges.” (Albania)
“[Our game is designed] to
a sense of agency and freedom, Children can gain useful experience
which can contribute to their well-
make children … control
and overcome difficulties.”
being and development (see, e.g., of agency and autonomy, if enabled
(Tunisia) Third and Richardson, 2010).
in digital play spaces.
A few children explained that
feeling in control during digital play
allows them to experience a sense
of agency, which they do not have “[I enjoy playing]
in other aspects of their life:
because I can
control the world
“[I enjoy playing] because I
can control the world and I
feel successful, unlike how I
feel in my actual life.” (United
Kingdom)
and I feel successful,
unlike how I feel in
my actual life.”
Child participant,
United Kingdom

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5.7 Creativity
While creativity is often aligned with In a voting exercise conducted in “When people find themselves Creativity and well-being appear to This points to the issues that are at
particular creative practices, like the workshops, defining creativity as creative in anything, they be positively correlated (Celume et the heart of this research: namely,
dance or music, or scientific pursuits, “being curious about new things” start believing in themselves; al., 2017). Children who are more whether digital experiences can
believing that they have
children in the consultations had a received strong support from flexible in their thinking (a form of enhance children’s well-being and
creativity and new ideas, and
more fluid understanding of creativity. children across cultural contexts. then they become creative creativity) are better able to cope with create positive spin-off effects
They told us that many different This resonates with research that in other things than games.” life stressors (Carson et al., 1994). beyond what the original design
aspects of play are connected with identifies curiosity as a motivator for (Jordan) Moreover, interventions that focus intended. The goal for the digital play
their creativity. learning (Engel, 2011). on developing creativity may also see industry, then, would be to design
increases in well-being (see Galton play experiences that catalyse this
Children explicitly connected play, Children also related creativity, and Page, 2015) and positive affect creative feedback loop in children,
creativity and learning. They talked however, to a range of other (Celume et al., 2017). strengthening their belief in their
about how play – including digital play experiences. Children emphasized creative abilities beyond just the
– provides an opportunity to explore that games should inspire children to game environment.
new things and makes them feel exercise different forms of creativity.
more curious and inspired to learn: Some talked about inspiring children
to create characters, artworks
“When we are creative, we
or narratives, and others talked
do new things, we learn and
become wiser [and this makes about inspiring children to use their
us] happier.” (Albania) creativity to solve problems. For
some children, creativity is instigated
“Digital games should encourage
us to learn new skills or find out by competition:
about things you didn’t know
“[Our dream game] pushes
about before”. (Jordan)
children to be creative to
“Every time you play, you gain make the strongest dragon.”
some new experiences, so (Indonesia)
you will keep playing, not
“Games should be designed [so
only playing a game, but also
children can exercise] creativity
learning.” (Taiwan Province of
through strategy.” (United
China)
Kingdom)
“[Role-playing games produce] a
comfortable environment where
you can create stories.” (Brazil)

Children also talked about how


creativity is involved in their developing
sense of self. They highlighted
how digital play experiences may
trigger a feedback loop – when a
child creates something that they
consider successful, they feel they
are creative, and this leads them to
continue that creativity or extend it into
other parts of their life. In other words,
creativity fosters more creativity:

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5.8 Competence
Consultations revealed the diverse Children think about digital play as Children also discussed how they
meanings children attach to the an opportunity to develop skills and embedded opportunities to develop
idea of competence. At one end cognition, which in turn fosters their competencies in games they designed
of the spectrum, children defined competencies. They pointed to the in workshops:
In the research literature, children’s
competence instrumentally as doing ways their digital play supports a
“[The action element in our perception of competence refers to
well at school and gaining new range of competencies:
game] boosts imagination so their belief that they can achieve a given
knowledge: we solve problems and take
“Children explained that goal and feel good about themselves.
decisions faster.” (Albania)
“[Competence] is the
knowledge, reading, writing
learning to be in control
and overcoming challenges “[In our game you have to “Children explained Perceptions of competence can be
specific, for example being confident
and understanding the
meaning of words … and
in games, teaches them to
overcome challenges in real
arrange letters to form words
so] children get a sense of that learning in one’s ability to complete a particular
homework assignment, or more
life so they don’t get angry
learning the technology.” (Iraq)
too easily because they try
many times in games and
analytical awareness.” (Tanzania)
“[Our fighting game] will develop
to be in control generic, such as being confident in
one’s general ability to socialize. Indeed,
At the other end of the spectrum,
they asserted an idea of competence they become patient.” (Jordan,
facilitator)
cognitive skills (memory
power).” (Bulgaria) and overcoming perceptions of competence can pertain
to any domain. Self Determination
that centred on developing skills,
fostering curiosity and experiencing “Feelings of excitement and “[In our game a dragon must be
raised, which] helps children
challenges in Theory (Deci and Ryan, 2008) includes
competition teach planning, a sense of competence as a basic
intellectual and sensory stimulation,
which in turn enabled them to learn
being in control and
overcoming challenges, even
to develop logical thinking.”
(Indonesia)
games, teaches psychological need. Competence is also
about themselves and the world
more broadly. They noted that
in non-digital games.” (Jordan) them to overcome often recognized as an indicator in other
models of well-being (see Diener et al.,
competence can be developed in
different aspects of their lives:
challenges in real 2010; Moore et al., 2016). Perceptions
of competence have been linked to

“[Competence is] life so they don’t performance in a variety of domains.


Notably, perceptions of competence
understanding the reality of
life.” (Iraq) get angry too easily in academic areas have been linked to
higher academic achievement (Schunk
“[Competence is] to incorporate
something that would change
because they try and Pajares, 2005). Work done directly
with children has also highlighted the
you in some way.” (Uruguay)
“[Competence is knowing] that
many times in importance of feelings of competence
for their sense of well-being (Fattore,
tomorrow, in real life, you are
able to cope and make very
games and they Mason and Watson, 2007). Developing
good choices.” (Albania)
become patient.” a sense of competence is an important
well-being outcome as highlighted by
“It’s about exploring people’s our consultations with children and
creativity to solve everyday
problems, also learning
Facilitator, Jordan the research literature. Digital play
about themselves and how experiences can help to develop a
they behave when faced child’s sense of competence, and this
with such problems, always competence is also highlighted by the
remembering to have empathy Learning through Play initiative as an
and respect for others.” (Brazil) important outcome of play.

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6 THE INTERIM
FRAMEWORK
Insights from the five research activities were analysed and used
to inform an interim framework for child well-being in a digital
age. Key themes and corresponding insights were generated
based on the consultations with children. The project team
mapped children’s insights against well-being outcomes drawn
from the literature and key insights from the secondary analysis
of survey data. This process ensured that the framework
development centred on children’s insights and experiences.

The resulting framework comprises


three related components:

Well-being outcomes Child-centred indicators Affordances

Each of these components of the


well-being framework has been
synthesized from the children’s
consultations and aligned with insights Below we explain each of
from the literature review and analysis these three components
in more detail.
of the existing quantitative datasets.

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“[Having] parents’ love


and satisfaction and
6.1 Well-being outcomes
people’s love for me, and
Well-being outcomes are the domains of children’s
well-being that we suggest can be influenced by their being with them [are
experiences in a digital environment. A digital play
experience, if designed correctly, is hypothesized to lead vital to my well-being].”
to measurable improvements in these domains.
Child participant, Iraq
The eight well-being outcomes around which
the well-being framework is organized are:
Competence Self-actualisation Social connection Safety and security

Outcome: Digital play experiences Outcome: Children’s digital play Outcome: The digital environment, Outcome: Children should both feel
contribute positively towards provides them with a sense of including play, should facilitate safe and be safe while engaging in
children’s perception of their own purpose and improvements in their children’s social connection with the digital environment and digital
competence, knowledge and ability. social engagement and feelings about peers, family or other significant play. This includes safety from a
themselves. people in their lives, and do so in a wide range of risks, including, but
Rationale: Children perceive their way that keeps children safe from not limited to, contact risks, conduct
digital play experiences as having the Rationale: Children suggested that harm. risks, content risks and contract risks.
potential to strengthen their ability purpose and self-confidence were
to complete a task, to learn new key for well-being and that good play Rationale: Children in all Rationale: Digital environments
knowledge and to solve problems, experiences can support this. consultations stressed social introduce new dangers in terms
through repeated engagement and connection as key to their well-being. of both content and behaviours.
practice with quality content. Empowerment Analysis of survey data showed that Supporting children’s well-being
social connection was key for a range starts with protecting them
Emotional regulation Outcome: Engaging in digital
of well-being constructs, such as a adequately.
play should encourage feelings of
sense of belonging, stronger peer
Outcome: Children use the digital autonomy, choice and agency in Diversity, equity and inclusion
relationships and confidence.
environment to adjust their mood, children. Children are able to feel in
relax and regain energy to engage control and make decisions, and they Creativity Outcome: Digital play experiences
with peers and the world. This can attain a sense of mastery and need to be diverse, equitable and
includes using digital play experiences achievement. Outcome: Children’s engagement inclusive to ensure all children
to reduce the sense of stress or to with digital play should enhance of different backgrounds and
enter flow-states where they become Rationale: Children can lack agency their feelings of curiosity, nurture an circumstances can participate.
immersed in a feeling of energized in their day-to-day activities. Digital openness to new experiences and Digital play experiences need to
focus, full involvement and enjoyment experiences provide a space that strengthen their creative ability. be accessible for children with
in an activity. allows children to practise and disabilities and appropriate in terms of
develop meaningful autonomy and Rationale: Creativity is a desirable age and culture.
Rationale: Providing positive forms control. trait that overlaps strongly with
of calm, quietness and escapism learning. Children suggested many Rationale: Inclusive digital
allows children to de-stress and then ways that digital experiences can experiences allow children from
re-engage with peers and the world. foster this quality, if designed all backgrounds and contexts to
appropriately. participate, supporting human rights
and ethical values and providing
children with new experiences.

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6.2 Child-centred indicators


In this framework, indicators In order to bring these indicators to
represent examples of the kinds life, it will be important to develop
of change we would expect to ways to measure and test them
see in children if a digital play effectively.7 While the Phase 1 work
experience has the expected has already highlighted a range of
positive impact. For instance, a potential measures, refining this
digital play experience that seeks preliminary list is a critical goal of the
to empower children should next phase of the research.
yield measurable increases in
a child’s sense of autonomy,
mastery and achievement. In
this sense, improved autonomy,
perception of mastery and
achievement are all indicators
that the empowerment outcome
is being achieved. The indicators
currently in the framework are
sample indicators that have yet to
be verified and tested and do not
represent empirically validated
indicators.

6.3 Affordances

While indicators represent the allow children to practise a task grounded in insights from children
change we would expect to see in repeatedly and improve at it, or play and analysis of survey data, forming
children if the designs are effective designs that provide children with a starting point to inform product
in supporting children’s well-being, meaningful freedom and choice over design. In the next phase of this
affordances represent the specific their actions in a game, or provide research project, observational and
design features that enable this rewards at different stages of experimental research will test
change. For instance, an empowering success to motivate and incentivize whether specific design affordances
experience (outcome) would allow children to learn. lead to measurable increases in
children to develop mastery and have children’s well-being.
agency (indicator). The affordances Together, the child-centred well-being
that can enable such development outcomes, indicators and affordances
are, for example, play designs that create a framework that is empirically
7
In the spirit of child-centredness, it would
be ideal if, alongside measures that can
be implemented by qualified researchers,
child-friendly measures – that is,
measures that children themselves can
implement – can be developed. Page | 58 Page | 59
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Outcome Indicator Affordances


Competence Competence
∙ Allow children to play an active role in problem-solving and
∙ Increased ability to answer questions or complete decision-making
an activity ∙ Encourage and support iterative play and experimentation
Digital play experiences contribute positively ∙ Increased ability to learn new things ∙ Allow children to achieve goals in diverse and non-linear ways
towards children’s perception of their own ∙ Child feels more competent socially or cognitively ∙ Create challenges that are ambiguous and allow multiple approaches to a
competence, knowledge and ability. ∙ Child’s knowledge has improved in certain domains problem

Emotional regulation Emotional regulation


Children use the digital environment to adjust their mood, relax and regain energy
∙ Child feels a reduced sense of stress ∙ Allow children to complete tasks at their own pace
to engage with peers and the world. This includes using digital play experiences to
∙ Child is able to focus and concentrate ∙ Feature activities that promote flow-states and other
reduce the sense of stress or enter flow-states where they become immersed in forms of positive absorption
∙ Child feels re-energized to engage with
a feeling of energised focus, full involvement and enjoyment in an activity. peers and the world ∙ Limit distracting elements like ads or pop-ups

Self-actualization Self-actualization
∙ Allow children to engage in diverse role play with strong and
capable characters
Children’s digital play provides them with a sense of
∙ Allow children to alter their characters and representation
purpose and improvements in their social engagement ∙ Child has increased sense of self-worth ∙ Feature designs that allow children to reach meaningful
and feelings about themselves. ∙ Child has increased sense of purpose goals and develop in-game

Empowerment Empowerment
∙ Design activities that children can improve and excel at
∙ Provide children with meaningful freedom over their actions and choices
∙ Increased feeling of control and ability to make ∙ Provide children with ability to showcase mastery to their peers
Engaging in digital play should encourage feelings of autonomy, choice decisions ∙ Provide rewards to children at different stages to encourage them and
and agency in children. Children are able to feel in control and make ∙ Increased feeling of mastery and achievement demonstrate success
decisions and they can attain a sense of mastery and achievement. ∙ Increased feeling of autonomy, choice and agency ∙ Offer guidance to children that allows them to incrementally improve

Social connection Social connection


∙ Child has an increased sense of connection
or belonging with peers
The digital environment, including play, should facilitate children’s ∙ Child has an increased sense of connection
with parents ∙ Allow children to connect with peers through play or shared spaces
social connection with peers, family or other significant people in their ∙ Allow children to communicate with voice or text
∙ Child feels socially and emotionally
lives and do so in a way that keeps children safe from harm. supported by others ∙ Enable parent/child co-play through specific mechanisms or tasks

Creativity Creativity
∙ Allow children to achieve goals in diverse and non-linear ways
Children’s engagement with digital play should enhance their ∙ Feature play modalities that allow children to create their own
∙ Child has increased sense of curiosity designs or express themselves
feelings of curiosity, nurture an openness to new ∙ Child has increased openness to new experiences ∙ Create challenges that are ambiguous and allow multiple
experiences and strengthen their creative ability. ∙ Child has a stronger creative ability approaches to a problem

Safety and security Safety and security

∙ Child has an increased sense of safety


Children should both feel and be safe while engaging in the digital environment ∙ Ensure content is age-appropriate and suitable for young people
∙ Child reports reduced sense of danger, threat or fear
and digital play. This includes safety from a wide range of risks including, but ∙ Include safeguards around social engagement, data collection, privacy and bullying
∙ Child does not experience violence or abuse as part
not limited to, contact risks, conduct risks, content risks and contract risks. of the experience ∙ Strong community management to counter toxic or predatory behaviour

Diversity, equity and inclusion Diversity, equity and inclusion

∙ Child feels an experience is technically ∙ Promote accessibility by light design that does not require heavy data traffic
Digital play experiences need to be diverse, equitable and inclusive to ensure all
accessible (cost, connectivity, design) ∙ Allow children to alter their characters and representation
children of different backgrounds and circumstances can participate. It needs to be
∙ Child feels an experience represents them ∙ Design characters that represent children from all parts of the world, ages
accessible for children with disabilities and appropriate in terms of age and culture. and allows them to express their identity and genders

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

THE FRAMEWORK
1 2
Competence Emotional regulation
Digital play experiences contribute Children use the digital environment to adjust their mood, relax and
positively towards children’s regain energy to engage with peers and the world. This includes
perception of their own using digital play experiences to reduce the sense of stress or enter
competence, knowledge and ability. flow-states where they become immersed in a feeling of energised
focus, full involvement and enjoyment in an activity.

Start here Competence Emotional regulation nce


Emotio
nal
ete reg
omp ula
C tio
n
Self-actualization Empowerment
3 4 5

n
Children’s digital play Engaging in digital play should

Em
tio
provides them with a sense encourage feelings of autonomy,

liza

po
we
of purpose and choice and agency in children.

ctua

rme
improvements in their social Children are able to feel in

Self-a
engagement and feelings control and make decisions, and

nt
about themselves. they can attain a sense of
mastery and achievement.

c ti o n
Diver inclu
and

n ne
s it y si o

l co
, eq n

c ia
uit
Diversity, equity, Social connection

So
Empowerment Social connection Creativity and inclusion The digital environment,
Sa
Digital play experiences need fet including play, should
ya
nd it y facilitate children's social
to be diverse, equitable and ti v
secu Crea
6 7 8 inclusive to ensure all children
of different backgrounds and
rity connection with peers,
family or other significant
people in their lives and do
circumstances can participate.
Digital play needs to be so in a way that keeps
accessible for children with children safe from harm.
disabilities and appropriate in
terms of age and culture.
Safety and security Creativity
Children should both feel safe and be Children’s engagement with
safe while engaging in the digital digital play should enhance
environment and digital play. This their feelings of curiosity,
includes safety from a wide range of nurture an openness to new
risks including, but not limited to, experiences and strengthen
contact risks, conduct risks, content their creative ability.
risks and contract risks.
Safety and security Diversity, equity and inclusion Self-actualisation

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

6.4 Caveats and considerations


for the research and framework
As with any research, there are limitations that should be acknowledged. First
and foremost, we do not yet know how best to measure these well-being
outcomes in a digital play setting: this is the work of Phase 2 of the project.

Second, recruitment for this project In its current iteration, we have not
was challenging due to COVID-19. described any age-related differences
Given pandemic conditions, we in well-being outcomes and have
were only able to consult with broadly focused on children aged
children in 13 countries, though 9–17 in the child consultations and
originally the target was higher. It secondary data analysis. Additionally,
is the intention that some of these we have not yet articulated how the
gaps in geographic representation various well-being outcomes could
will be closed during the testing as potentially interact with each other.
part of Phase 2, which will feed into For example, design choices that
the continued development and improve safety may have an impact
refinement of the interim well-being on opportunities to strengthen social
framework. connectedness. We hope to start to
unpack how these tensions manifest
We also note the limitations that in design choices throughout Phase 2
surrounded the analyses of the and the remainder of the project.
survey data. The survey analyses
are secondary – that is, we used Despite these caveats, the interim
existing data to answer new research framework represents an exciting
questions that the original data and ambitious research effort,
were not intended to answer. As underpinned by quality evidence
such, we do not always have ideal generated directly from children.
survey items to create indicators for The causal links we hypothesize and
the dimensions of our well-being ways to measure them will be tested
framework but have to rely on proxy in real-world scenarios by Phase 2
variables, which means we lose partners during 2022 and 2023.
some precision and confidence in our
findings.

In short, we have only just begun a


longer research journey. Even so, there
are a number of high-level opportunities
for industry and government that we
can already identify based on the
research conducted, which will be
presented in the next section.

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

7 CONCLUSIONS
AND NEXT STEPS
7.1 Strengths of the research
and interim framework
Our creative, participatory digital transformation agendas.
workshops with 300 children While the framework does not yet
from 13 countries, combined tell us precisely what play designs
with the analysis of global or mechanisms might produce
datasets from over 34,000 particular well-being outcomes, it
children, have yielded a wealth already provides a solid foundation
of insights about children’s for aspects to prioritize when
well-being, digital play and the designing digital experiences for
potential relationship between children or considering child-centric
them. These insights form the outcomes to target through policy
basis for the interim framework development, legislation and
and accompanying indicators. regulation.
The framework and indicators
are designed to be intuitive and Indicators suggest the kinds of
user-friendly, on the one hand, things that companies need to
and robust and empirically be tracking, on the one hand,
informed, on the other. and designing for, on the other.
Research to determine which play
The framework and accompanying designs and mechanisms might The preliminary version
indicators are primarily intended produce particular well-being
for businesses that produce digital outcomes are currently being
of the framework gives 7.2 Opportunities for industry
us a lens through which
products and services that are likely undertaken as part of Phase 2 of we can begin to assess Children have a multi-faceted understanding of their well-being; companies and
to be accessed by children, and by this project, which runs from 2022 and discuss children’s designers should explore this further in their own national contexts and design
governments looking to promote the to 2023, using this framework as well-being in a digital play experiences (content, stories, tasks) that reflect children’s understanding.
well-being of citizens within their the theoretical starting point. space in more detail, and We suggest for industry to take on ∙ Strive to incorporate (voluntary) ∙ Build products that are accessible,
on the basis of children’s board the following considerations. social connection into play especially for low- and middle-
own testimonies of what experiences, making play with income contexts, being mindful
is important to them. We ∙ Design age-appropriate play others easier and more accessible. of internet access, data costs,
welcome anyone who is experiences, aligning content advertising, in-game currency and
interested in taking part ∙ Integrate parents into the play
with specific ages of children and pricing.
in this conversation to experience, fostering parent–child
stages in their development.
feed into, and follow, our play, parent education initiatives, ∙ Invest in further cross-sectoral
∙ Design diverse forms of play that and parent–child discussions about research in relation to the impact
continued work. allow all children the freedom to appropriateness. of digital technology on children
pursue their preferred play style. and committing to share data,
∙ Pay attention to cultural context,
∙ Explore forms of hybrid digital– employing awareness and outputs and findings publicly.
physical play that require children sensitivity around gender, religion
to engage their body actively in and other norms, which may also
physical and even tiring ways. be carefully challenged.

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

7.3 Opportunities for policy


makers, CSOs and government 7.4 Next steps
∙ Recognize the diversity of ∙ Understand children’s holistic ∙ Create campaigns and initiatives With the development of the
children’s digital experiences, concept of well-being, including that actively integrate parents interim well-being framework
rather than treating their physical, emotional and social into children’s play experiences, completed, the next phase of our We recognise the need to continue to:
experiences as monolithic (and aspects and actively promote whether through collaboration, work is to continue the empirical
negative) ‘screentime’. This human-centric well-being discussion or other means. validation of the findings from 1 2 3
will enable those who work for outcomes through legislation, our exploratory research. Work openly and Welcome Proactively convene
∙ Encourage and fund independent,
children’s well-being in a digital regulation and codes relating to collaboratively opportunities for cross-sectoral
high-quality research on how
age to provide more nuanced children and technology. Ultimately, the framework will in pursuit of collaboration and stakeholders that
different digital experiences
and granular guidance. propose a set of empirically children’s well- synergies with other are working to
∙ Recognize that a child is part of influence children’s well-being.
validated design features that being. ongoing initiatives further our collective
∙ Recognize that children have a broader social environment ∙ Explore opportunities to promote support aspects of child well- in this area, of understanding of
unique vulnerabilities, as comprising family, friends and digital infrastructure that can being, as well as a final set of which there are a children’s well-being
well as unique strengths and online peers, all of which influence make digital experiences more indicators and measures that growing number. in a digital era and
capabilities. Laws, regulations his or her digital and real-world accessible and enjoyable for all companies can use both to help exploring means
and codes that govern the experiences. children. guide their design processes and to foster these
design and deployment of digital
to begin to assess the impact of outcomes.
technology and data for children The opportunity ahead should not be
their digital experiences on child
should promote children’s rights underestimated. Digital technology
well-being. This work aims to be
and their well-being, balancing is here to stay, its opportunities for
completed by 2023.
the need for protection with children will continue to grow and
empowerment, and the children will continue to engage with
importance of safety with the it throughout their childhood and
ability of children to access into their adult lives. Collectively,
benefits and opportunities. we must continue to deepen our
understanding of the risk of harm and
commit to the adoption of measures
to manage that risk. Nevertheless,
this work should be complemented
with a better understanding of
opportunities and benefits for
children, achieved through evidence-
informed design choices and good
corporate governance. This will help
us put the rights and well-being of
children first, and direct the powerful
potential of digital innovation towards
the realization of children’s best
interests.

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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children

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