Professional Documents
Culture Documents
INNOVATION IN
TECHNOLOGY
FOR CHILDREN
Digital technology,
play and child well-being
Responsible Innovation in Technology for Children
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.
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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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
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:
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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
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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
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
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.
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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.
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.
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.
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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
5
The 12 qualities of free play are: intrinsically motivated, voluntary, open-ended, imaginative, stimulating,
Page | 28 emotionally resonant, social, diverse, risk-taking, safety, sense of achievement, and immersive. Page | 29
Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
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
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
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
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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
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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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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
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)
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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
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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
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.
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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
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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Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
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
Responsible Innovation in Technology for Children Responsible Innovation in Technology for Children
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
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
∙ 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.
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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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.
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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.
Page | 66 Page | 67
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