Children’s gaming
This study explores the experiences of children aged 11–16 with Discord, loot boxes, and gaming influencers. The aim is to give adults insight into these parts of children’s online lives and to highlight how we can best support them in navigating this world safely and confidently.
The survey is based on responses from 1,785 children aged 11–16 across Denmark. Data was collected by Epinion in December 2025, through a web-based questionnaire distributed to parents, who were asked to let their child complete the survey.
Key findings:
Teenagers and AI: keys to responsible digital security
This initiative is aimed at young people themselves, as well as their families and educators. It provides a range of accessible, easy-to-understand resources, including blog articles, infographics, visual content, podcasts, and an online workshop for classroom use.
As a general overview, the resource discusses what AI is and how it influences the daily lives of minors and their environment. It also explores its main challenges and opportunities, and the different guidelines for using this technology responsibly.
AI or not, it is an invasion of someone’s privacy, or their body
A comprehensive analysis of children's perspectives on AI-generated sexual content (nudify apps) based on a study of 880 minors and 1,255 free-text responses. The report concludes with an urgent call from children for policymakers to take responsibility by abolishing the "puberty requirement" in Swedish legislation, which perpetrators exploit via AI, and implementing an outright ban on technology developed primarily for non-consensual sexual exploitation.
Your rights online - young consumers
This educational material focuses on children’s rights as consumers online (Dina rättigheter online – ung konsument), including purchases in games and apps, misleading advertising, and sustainable consumption.
The material is the second part of the Your Rights Online series. The first part covers young people’s digital rights more broadly.
The full package includes:
Talking to your child about artificial intelligence
Your guide to :
- Talking to your kid about artificial intelligence (AI).
- Building healthy AI habits.
- Developing AI literacy.
Involving young people in the development of a digital games toolkit
As part of developing a digital tool to support educational professionals in using Danish-produced digital games in their pedagogical practice, the Centre for Digital Youth Care conducted two user-testing workshops with 30 young people aged 10 to 20. In this article, we describe how these workshops were conducted and present the key findings and outcomes.
Respectful Conduct (Spela snällt)
Respectful Conduct is a training resource for school staff who want to prevent harassment and abusive behaviour in online games, game chats, and other digital environments.
For many children, games and online chats are important spaces for social interaction, collaboration, and play. At the same time, inappropriate language, hostile comments, and abusive behaviour can have a significant impact on those who are subjected to them.
Conversation leads the way out of the labyrinth of hate
The lesson plan focuses on ways of dealing with hate among young people and the importance of the role of an active bystander. Students aged 10–12, using an animation and peer-to-peer learning, will analyse how adults can support those experiencing hate and why it is important to seek their help. The activities will also help them understand that bystanders can have a real impact on stopping violence.
Stronger than hate: Build your network!
This lesson plan focuses on ways of coping with hate through building and strengthening social bonds. Students aged 13–14, working with an animation and the peer-to-peer method, will analyse the importance of peer relationships as a natural protection against hate. The activities will also encourage them to reflect on their own ways of maintaining bonds and their role in everyday life.
No to hate! You can count on me!
The lesson plan focuses on the role of a bystander in situations of hate and on ways of supporting those experiencing online violence. Students aged 15–18, working with audio material and the peer-to-peer method, will analyse different bystander strategies and their consequences. The reflection during the activities will address what a person experiencing hate can do and what actions a bystander can take to offer support.


