New GCF-WeProtect Global Alliance report highlights evolving risks, scale of exposure, and benefits for children in online gaming
Online gaming environments have evolved into complex social ecosystems where children can play, learn, and connect – but where they are also exposed to increasingly complex and interconnected risks, according to a new report published by the Global Cybersecurity Forum (GCF) and WeProtect Global Alliance.
The partnership forms part of GCF’s efforts under the Child Protection in Cyberspace (CPC) initiative, instated by His Royal Highness Prince Mohammed bin Salman bin Abdulaziz Al-Saud, Crown Prince and Prime Minister of Saudi Arabia, to advance knowledge and tangible global action on child cyber safety.
“Online Gaming and Risks to Children” combines current research, interviews with key experts from a diverse set of countries, and cross-sector insights to identify emerging patterns of harm and areas requiring stronger action.
Previous GCF research has indicated that at least 66% of children are spending their time online gaming, and with around 1 in 12 children experiencing a form of online abuse in 2025, gaming-related harms are directly intersecting with wider risks.
Key insights from the evidence review
- Screen time is a limited proxy for safety. Focusing on time alone can miss higher-harm pathways – i.e. just because a child is spending “all their time on a screen”, doesn’t necessarily mean they’re more or less safe.
- Offenders exploit gaps between services, moving quickly from games to adjacent platforms (for example, social media or encrypted messaging) where oversight is weaker. Grooming interactions can escalate extremely quickly in some gaming contexts, including cases where high-risk sexual conversation begins within seconds and progresses to abuse within an hour.
- Children may be “digital heads of household”, or the person in the household with most digital skills, but when they face risks, stigma and low trust inhibit reporting of sexual harms – this upends traditional structures where knowledge is passed down through generations. We know parents and families are worried but may not have the knowledge to offer the right support.
- Poorly designed restrictions or age-related controls, especially when introduced without sufficient evidence or consultation, can displace children towards less governed, encrypted or offshore spaces – there is a risk of well-intentioned measures backfiring.
Alaa M. Alfaadhel, Head of Programs and Initiatives at GCF, said: “Online gaming has become one of the most influential digital environments shaping how children interact, learn, and build communities. Strengthening safety in these spaces requires a shared understanding of how risks evolve across platforms, services, and behaviours. This partnership helps establish an evidence base that can support more coordinated and effective action across the ecosystem.”
The evidence review report moves beyond general concerns about screen time to examine how specific features and interactions can escalate into serious harm, through its application of the “4Cs” framework – Content, Contact, Conduct, and Commerce. By mapping how risks emerge, cluster, and escalate, the framework offers stakeholders a clearer way to identify early warning signs and prioritise interventions.
Recommendations for priority action by industry, governments, civil society, and researchers include:
- Strengthen cross-platform safety systems to better detect and disrupt high-risk harms
- Embed safety-by-design principles and address monetisation features that may increase risks for children
- Involve children and young people more directly in platform design, safety features, and policymaking
- Improve age assurance, reporting tools, and platform safeguards while protecting children’s privacy
- Expand access to anonymised platform data to support stronger research and accountability
- Strengthen coordination between industry, governments, researchers, and civil society to support safer gaming environments.
Iain Drennan, Executive Director at WeProtect Global Alliance, said: “What the report shows is that online gaming is a fast-changing environment where children can have positive experiences but also face real and evolving risks. With evidence from diverse countries, it ensures a clearer global picture of what needs to change to ensure safer gaming experiences for all children.”
Looking ahead, the next phase of the GCF-WeProtect Global Alliance partnership will focus on translating research findings into implementation-ready tools for platforms and practitioners. This includes the development of a youth-informed safety messaging toolkit designed to address shortcomings identified in current online safety approaches.