Beyond Age-Based Restrictions: Rethinking Children's Online Safety Through Comparing Parent–Child Perspectives of Risks in User-Generated Content Games

Youth Online Safety & PrivacyParent-Child Co-Use of MediaSocial Platform Design & User BehaviorChild Welfare WorkersHCI ResearchersUI/UX Designers

Paper Title

Beyond Age-Based Restrictions: Rethinking Children's Online Safety Through Comparing Parent–Child Perspectives of Risks in User-Generated Content Games

Publication Info

  • Topic area: Children's online safety in User-Generated Content (UGC) games
  • Keywords: UGC games, children's online safety, Roblox, parent-child perspectives, developmental stages, online risks, content moderation, digital literacy, trust and safety, gaming platforms

Background and Problem

  • Problem / challenge: Current safety models for children in UGC games rely heavily on binary age-based thresholds (e.g., under-13 vs. 13+), which oversimplify the nuanced risks children face across different developmental stages. Existing research often isolates either parents' or children's perspectives, leaving gaps in understanding the interplay between these viewpoints.
  • Significance: Addressing these gaps is critical for designing more effective and context-sensitive safety mechanisms that protect children while fostering creativity and social interaction in UGC games.
  • Motivation and related work: Prior studies have highlighted the benefits and risks of UGC games, including creativity, socialization, and exposure to harmful content. However, little research has compared parents' and children's concerns across age groups or examined how developmental stages influence risk perception.

Solution

  • Proposed approach: Mixed-methods content analysis of 2000 reviews from parents and children about Roblox, focusing on identifying key risks and comparing how these risks are emphasized across age groups.
  • Novelty:
    1. Empirical investigation bridging parent and child perspectives on online risks in UGC games.
    2. Developmentally responsive analysis of risk perception across early childhood, pre-teen, and adolescent stages.
    3. Design recommendations tailored to three stakeholder groups: children, parents, and developers.
  • Procedure and key techniques:
    • Data collection: Extracted 2000 reviews from Common Sense Media using a Python script.
    • Content analysis: Developed a codebook with 17 risk categories and systematically coded reviews.
    • Statistical analysis: Conducted regression and chi-square tests to explore age-related patterns in risk emphasis.

Results

  • Concrete findings:
    • Six key risks identified: depictions of physical violence (23.4% parents, 28.4% children), gaming becoming online dating (12.9% parents, 21.5% children), bullying/harassment/trolling (16.3% parents, 22.8% children), leaking/scamming personal information (14.9% parents, 23% children), encouragement of unauthorized purchases (13.1% parents, 10% children), and ineffective moderation (25.2% parents, 15.7% children).
    • Risk emphasis varies across age groups, with pre-teens and adolescents showing distinct patterns of concern.
  • Advantage over baselines:
    • Challenges the binary age-based safety models by demonstrating non-linear and developmental shifts in risk perception.
    • Provides relational insights into how parents and children interpret the same risks differently.
  • Experiments / evaluation:
    • Dataset: 2000 reviews from Common Sense Media (1000 from parents, 1000 from children).
    • Metrics: Frequency of risk mentions, chi-square tests for age group comparisons, regression analysis for linear trends.
  • Limitations and future work:
    • Limited to English-language reviews and self-reported data from Common Sense Media.
    • Focused on Roblox; future research should include other UGC platforms like Minecraft.
    • Exploratory statistical methods; future work could adopt theory-informed modeling and qualitative interviews.

Summary

This study investigates online risks in UGC games by comparing parent and child perspectives, focusing on Roblox as a case study. Six major risks were identified, with notable differences in how parents and children emphasize these risks across developmental stages. The findings challenge age-based safety models and highlight the need for context-sensitive, relational approaches to children's online safety. Design recommendations are proposed for children, parents, and developers to enhance trust and safety initiatives, balancing protection with the creative and social benefits of UGC platforms. Future work should expand to other platforms and adopt more diverse methodologies to deepen understanding.

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https://hci.top/en/papers/chi/222300/2026

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DOI: https://doi.org/10.1145/3772318.3790868
At a Glance

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Source
CHI
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Year
2026
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Authors
7 authors
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Subtopics
Youth Online Safety & Privacy, Parent-Child Co-Use of Media, Social Platform Design & User Behavior
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Professions
Child Welfare Workers, HCI Researchers, UI/UX Designers
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