My child gets angry when they have to stop gaming. What can I do?
SIC Portugal at the Lisbon Games Week 2025
DigiRallye Winter Edition
DigiRallye Winter Edition by BEE SECURE is an unplugged, story-driven programme for digital education beyond screens (ages 7–12)
In a world without electricity, children rediscover the digital world... offline.
"Toxic: the board game" is now available in multiple EU languages!
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:
Safer Internet Day 2026 in Denmark: children and video games
Podcast: Bravko
Do you love "Bravko" — the fast-paced, action-packed mobile game where you battle your rivals? But what happens when the most important player is missing… in real life?
In this episode of "Utržené sluchátko" (“The Torn Earphone”), you’ll hear a story about coping not only with in-game challenges, but also with the feeling of loneliness when your favourite player suddenly disappears.
Bravko isn’t just about gaming — it’s about dealing with real emotions when the digital world doesn’t play by the rules.
Smartly on the Internet: Teacher, do you know what COD is? Let's talk about computer games and school students
The webinar focuses on computer games – what children play, why they like them, and what teachers and parents should know about them.
Topics:
Joint efforts for children’s online safety: the 15th Media and Internet Conference in Hungary
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.


