Tag Archives: games

108 result(s)

What Children Think About “Age Appropriateness” in Games

In the last five years, there has been mounting public interest in the relationship between digital technology use and children’s wellbeing. New policies and legislation aimed at promoting children’s rights and/or safety online are being proposed across North America and around the world at an unprecedented rate. Despite their popularity among children of all ages, however, digital games are often left out of the conversation. As is children’s vast knowledge, insights, and willingness to discuss the positives and negatives that…

“A Whole Lot Like Love”: Play Make Learn 2024

Ever since I joined the Joan Ganz Cooney Center’s Well-being by Design Fellowship, I have found myself subconsciously auditing my entire virtual world for its well-being design considerations. Does the team budget spreadsheet system promote feelings of competence for my colleagues? How does my wedding website support guests’ sense of identity? Did this airline-app-that-shall-not-be-named consider users’ feelings of autonomy in times of a global airline outage at all? I was delighted to attend the Play Make Learn annual conference at UW…

Bringing RITEC Learnings to Life and Putting them into Practice

During the week of the 2024 Games for Change Festival, the Cooney Center had the privilege of helping to organize a series of events to bring the Responsible Innovation in Technology for Children Project (RITEC) learnings to life by sharing the backstory of the research process and work with children, and demonstrating how some have begun putting the RITEC-8 framework into practice. Celebrating the launch of the recent RITEC research report: Diving into working with children for children We started…

Can Digital Games Enhance Children’s Well-being?

The importance of play for children’s development and learning has long been recognized by parents, educators and researchers.1 Much of our lives are now being lived in digital contexts, and this is true for children as well. With the global popularity of video games such as Minecraft and Angry Birds, a great deal of children’s play these days includes digital games. This has raised some concerns about possible negative effects of digital technology, and it is important that parents help…

GDC 2024 – Fair Play Workshop

Harmonizing Multiplayer Experiences Location: Room 209, South Hall Date: Monday, March 18 Time: 9:00 am – 12:00 pm Natasha Miller  (Senior Research Scientist II, Blizzard Entertainment) Kimberly Voll  (CEO, Brace Yourself Games) Weszt Hart  (Head of Player Dynamics, Riot Games) Michael Preston  (Executive Director, Joan Ganz Cooney Center, Sesame Workshop) Sarah Jacobstein  (Project Manager, Joan Ganz Cooney Center, Sesame Workshop) The Cooney Center is delighted to join the Fair Play Alliance at GDC this year to present a workshop as part of the Fair…

Sharing Evidence-Based Recommendations About Components of Children’s Well-Being for Game Designers

As digital games become ever more embedded in our daily lives, game designers and developers have the potential to create a positive impact through their work. This growing influence prompts us to consider a pivotal question: how can we navigate the ethics of digital game creation and be mindful of the impact that design choices have on players’ experiences, societal values, and most crucially, the well-being of the younger generation? Across a two-day conference that drew interest from over 600…

Into the Digital Future: Fostering Well-being in the Digital Age with Melissa Mercado

Join us for a conversation with Melissa Mercado, a lead researcher at the CDC, where she addresses the challenges of digital harassment and online safety. Alongside Laura and Jordan, she delves into the world of online bullying, cyberbullying, and their impact on well-being. Melissa highlights the real-life consequences of online violence and emphasizes leveraging online spaces for positive connections and skill-building. Discover proactive steps to combat digital harassment and create a healthier online community. This transcript of the Into the…

Into the Digital Future: Building Child Safety into Digital Platforms with Jennie Ito

Jennie Ito, a developmental psychologist and expert in children’s media and content appropriateness, joins Laura and Jordan in a compelling conversation on creating safer digital environments for kids. Drawing from her vast experience, which includes spearheading content policy development for kids’ experiences on YouTube, Google Play, and her current role at Roblox, Jennie provides a deep dive into the intricacies of age-appropriate digital policy-making. Together, they explore the critical challenges and innovative solutions in ensuring child safety in digital platforms.…

Please Vote for Our SXSW + SXSW Edu Panel Picker Proposals!

Update, Nov. 2023: We are thrilled to share that both of our proposals have been accepted!  Please check out Co-Design for a More Inclusive EdTech Ecosystem (SXSW Edu) and Cultivating Citizenship Through Digital Connections (SXSW) and join us if you’ll be in Austin! We will update with schedule information as soon as we learn more.   Suddenly it’s August again. Like us, you might be thinking about how summer has flown by while adjusting to new school schedules, or you…

iCan Change the World: Virtual Platforms, Real Influence

Dubit CEO Matthew Warneford estimates that within a decade, a million people will make their living from the metaverse. Another 100 million will build in immersive spaces for their own fulfillment. Can building in virtual worlds help make a better real world? The iCan Generation A full-fledged metaverse is a long way off, but Generation Z and the first wave of Gen Alpha are deeply engaged in using its emerging individual elements for play, work, learning, socializing and communicating. They’re…