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Responsible Innovation in Technology for Children: Digital technology, play and child well-being
Resource type
Report
Author/contributor
- UNICEF Innocenti (Author)
Title
Responsible Innovation in Technology for Children: Digital technology, play and child well-being
Abstract
Digital experiences can have a significant negative impact on children, exposing them to risks or failing to nurture them adequately. Nevertheless, digital experiences also potentially yield enormous benefits for children, enabling them to learn, to create, to develop friendships and to build worlds. While global efforts to deepen our understanding of the prevalence and impact of digital risks of harm are burgeoning – a development that is both welcome and necessary – less attention has been paid to understanding and optimizing the benefits that digital technology can provide in supporting children’s rights and their well-being (Odgers and Jensen, 2020; Third et al., 2019). Benefits here refer not only to the absence of harm, but also to creating additional positive value. How should we recognize the opportunities and benefits of digital technology for children’s well-being? What is the relationship between the design of digital experiences – in particular, play-centred design – and the well-being of children? What guidance and measures can we use to strengthen the design of digital environments to promote positive outcomes for children? And how can we make sure that children’s insights and needs form the foundation of our work in this space? These questions matter for all those who design and promote digital experiences, to keep children safe and happy, and enable positive development and learning. These questions are particularly relevant as the world shifts its attention to emerging digital technologies and experiences, from artificial intelligence (AI) to the metaverse, and seeks to understand their impact on people and society. The RITEC (Responsible Innovation in Technology for Children) project was co-founded by UNICEF and the LEGO Group and is funded by the LEGO Foundation. The project is being delivered in partnership with the Joan Ganz Cooney Centre, the Young & Resilient Research Centre at Western Sydney University; the CREATE Lab at New York University; the Graduate Center, City University of New York; the University of Sheffield and the Australian Research Council Centre of Excellence for the Digital Child. The partnership is an international, multi-stakeholder and cross-sectoral collaboration between organizations that believe the design and development of digital technology should support the rights and well-being of children as a primary objective – and that children should have a prominent voice in making this a reality. This project’s primary objective is to develop, with children from around the world, a framework that maps how the design of children’s digital experiences affects their well-being, and to provide guidance as to how informed design choices can promote positive well-being outcomes.
Report Number
Phase 1
Date
2022
URL
chrome-extension://efaidnbmnnnibpcajpcglclefindmkaj/https://www.unicef.org/innocenti/media/4681/file/UNICEF-RITEC-Digital-technology-play-child-wellbeing-2022.pdf
Citation
UNICEF Innocenti. (2022). Responsible Innovation in Technology for Children: Digital technology, play and child well-being (Phase 1). chrome-extension://efaidnbmnnnibpcajpcglclefindmkaj/https://www.unicef.org/innocenti/media/4681/file/UNICEF-RITEC-Digital-technology-play-child-wellbeing-2022.pdf
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