DEVELOPER RESOURCES
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Best Practices in Accessibility
Roblox
A resource outlining best practices in accessibility design for games.
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Anti-Defamation League
A quick reference on platform policies around hate, especially in terms of what identifying characteristics are protected, to help with reporting hate online.
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How would kids cast themselves?
Kidscreen
New research from Nickelodeon and OK Play shows that kids often default to racial stereotypes when it comes to who should play lead roles, and producers can help change this.
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Disruption and Harms in Online Gaming Framework
ADL and Fair Play Alliance
Provides a detailed and comprehensive catalogue of what we know about problematic in-game conduct today.
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PSA: 3 Steps the Video Game Industry Can Take Today to Fight Toxicity,
Psychgeist YouTube channel, Rachel Kowert
A video resource focused on science-based approaches to fighting toxic behavior online.
EDUCATOR RESOURCES
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Moderating Minecraft: Embedding Social Supports For Tween Online Wellbeing
Katie Salen Tekinbaş & Claire LaBeaux
Blog Post for Spaces of Refuge Series, Connected Learning Lab, June 2021
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Taming Tilt: Exploring Esports as Context to Support Youth Wellbeing
Katie Salen and Jin Ha Lee
Blog Post for Spaces of Refuge Series, Connected Learning Lab, April 2021
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Tilted: A Card Game to Better Understand and Communicate About Tilt
Jin Ha Lee
Connected Learning Lab, April 2021
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When the Clubhouse Doors Close: Discord Opens New Spaces to Create and Connect
Krithika Jagannath, Remy Cross, and Katie Salen Tekinbaş
Blog Post for Spaces of Refuge Series, Connected Learning Lab, May 2021
PARENTING RESOURCES
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How to Reintegrate Kids into A Diverse Post-Pandemic World
Makeda Mays Green
Big Heart World post on post-pandemic parenting.
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Using Educational Video Games to Level Up Learning: A Guide for Parents
Verizon
Explore educational gaming for young to middle school-aged children.
INITIATIVES
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A collaborative effort to develop a code of ethics for the game industry
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Parent education outreach initiative by ESRB
REPORTS
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Fair Play Alliance
This document provides replicable best practice information on how to moderate User-Generated Content (UGC) in social applications or services (including digital media and video games). Its focus is on reactive moderation, a central component of the growing content moderation toolkit where a service provider responds to reports submitted by users of its service regarding UGC that may violate its Terms of Service.
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Learning Together: Adapting Methods for Family and Community Research During a Pandemic
Lori Takeuchi, Caitlin K. Martin, and Brigid Barro
Joan Ganz Cooney Center at Sesame Workshop
Features case studies by research teams from Stanford, University of Michigan, and University of Washington about the methods they used to communicate with and collect data from families during the pandemic.
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The Missing Middle: Reimagining a Future for Tweens, Teens, and Public Media
Monica Bulger, Mary Madden, Kiley Sobel, and Patrick Davison
Joan Ganz Cooney Center at Sesame Workshop
Cooney Center Senior Fellows Monica Bulger and Mary Madden spoke with 50 tweens and teens across the U.S. about how they spend their time, what they find interesting, how they find new shows, apps, or videos, what issues are important to them, as well as what misconceptions adults have about youth.
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Pandemic Learning Impact Study
Understood
A study exploring how the shift to remote learning and the pandemic has affected children and families academically, emotionally and financially.
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Why Games Developers need to engage with parents to keep their communities healthy
Fair Play Alliance
This discussion paper uses Roblox as a case study to indicate some key issues, and outline important resources for thinking and communicating about gaming and children.
RESEARCH
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Yao Du, Thomas D. Grace, Krithika Jagannath, and Katie Salen Tekinbaş, Multimodal Technologies and Interaction, 5(5), 27, 2021
Using a series of case studies of popular virtual worlds and online games, this paper provides an analysis of critical design features that serve youth throughout different stages of childhood and early adolescence.
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Rachel Kowert, Front. Psychol., 10 November 2020
This article provides the first comprehensive cataloging and overview of dark participation in games. This includes defining these behaviors, cataloging their variants, and discussing their social and psychological impact and their potential underpinnings.
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State of the Research: Toxicity in games and gaming cultures
Psychgeist YouTube channel, Rachel Kowert
A video resource focused on science-based approaches to fighting toxic behavior online
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When it Comes to Kids and Video Games, Parents Remain the “Final Boss”
Patricia Vance
Ratings awareness and use research project, which includes parental insight about household rules and parental controls