Supporting the digital wellbeing of young people

2021

Supporting the digital wellbeing

of young people

 

The report outlines initial answers to key questions to develop a guide for building purposeful collaborations to support the digital wellbeing of young people. The current piece of work has been undertaken and designed to address key gaps by answering the following question: How can stakeholders build purposeful collaborations to advance the digital wellbeing of young people 12–24 years, specifically as it relates to online entertainment — gaming, gambling, and social media use?

The report has identified five critical success factors to a purposeful collaboration of stakeholders to support the digital wellbeing of young people:

Responsible Gambling Plus: Supporting the digital wellbeing of young people: Recommendations for moving forward using purposeful collaboration

  • Centre goals around a shared definition of digital wellbeing, consolidating ambitions, and (industry) insights

  • Assemble stakeholders from across digital entertainment spaces, including young people, frontline expertise, and independent organisations

  • Outline complementary roles for the digital entertainment industry, government, and independent organisations

  • Focus activities on building relationships, generating shareable outputs, and addressing areas of need

  • Evaluate emerging digital initiatives and share learnings to maximise impacts from the front lines to policy

There is still a long way to create a well-defined common set of operating principles that define digital well-being structures that include online gaming. There must also be further cultivation of a culture of responsibility, where those using the online gaming platforms are a priority.

Furthermore, holistic education targeted at young people and those linked to them covering risk and risk mitigation strategies across digital entertainment spaces is necessary. Finally, further broad and tailored safeguards and tools for young people must be implemented on digital platforms.

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