Responsible Innovation in Technology for Children
New research from UNICEF Innocenti and produced in partnership with the University of Sheffield, New York University, City University New York and the Queensland University of Technology seeks to understand how digital games can contribute to the well-being of children, based on the scientific study of hundreds of children in six countries over…, Child-centric We have prioritized co-creation with children, and have sought to be led by their understandings of well-being and play. International and representative We have adopted an international approach, prioritizing countries that are typically less represented in research in this area. Data-driven Our findings and assertions are data-…, Overview, Children are spending more time in digital spaces than ever before, using a range of mobile apps, social media platforms, connected devices and online games from ever earlier ages. The recent COVID-19 pandemic has intensified this shift, rapidly moving additional aspects of children’s daily lives online. The growing presence of digital technology…, Findings, UNICEF Innocenti’s research found that digital play can contribute to many aspects of children’s well- being, but that its influence is different for different children. There was also evidence of more contribution to some aspects of well-being than others. The research suggests the greatest gains for children occurred when digital games helped…, Methods, The report was based on three research initiatives: 255 children aged between eight and 12 in the US, Chile and South Africa played digital games on tablets over the course of an after-school programme that lasted for between six and 12 weeks. 240 in-home visits were made to 50 children aged between six and 12 and their families in Australia,…, Insights, The study established that companies and designers can and should support the well-being of children through the games they produce. Our research has convincingly demonstrated that digital play has a particularly positive impact on children’s well-being when it responds to their deep interests, needs and desires. Games designed to support children…, Framework, Our new research, along with participatory workshops with 300 children from 13 countries held in 2022 and the analysis of survey datasets involving over 35,000 children, have yielded a wealth of insights about children’s well-being, digital play and the potential relationship between them. These insights form the basis for a framework and…, Opportunities, The research revealed many opportunities for next steps to support children in digital play. Companies and designers can use the findings to design games that contribute to children’s well-being in a variety of ways. They can: Allow them to experience a sense of control and agency Give them freedom of choice Allow them to experience mastery and…, Partners, The LEGO Group logo The LEGO Foundation logo Centre of Excellence for the Digital Child logo University of Sheffield logo New York University logo CUNY Graduate Center logo UNICEF does not endorse any company, brand, product or service. Research for the latest report was produced by UNICEF Innocenti in partnership with the University of Sheffield…, U N I C E F I N N O C E N T I G L O B A L O F F I C E O F R E S E A R C H A N D F O R E S I G H T A P R I L 2 0 2 4 Responsible Innovation in Technology for Children P L AY A N D C H I L D W E L L - B E I N G D I G I TA L T E C H N O L O G Y, CONTENTS Introduction 3 Executive summary 6How do we define well-being in this report? 11How did we select…
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