The Intervention Journey A Roadmap to Effective Digital Safety Measures 2025
Page 15 of 45 · WEF_The_Intervention_Journey_A_Roadmap_to_Effective_Digital_Safety_Measures_2025.pdf
different interventions will be appropriate, and the
level of support needed from a parent will change
over time. The group also provided important
feedback on the need to strike a positive tone of
empowerment in the resource to avoid putting
caregivers off engaging with the content.
The overall intervention consisted of a combination
of both a practical resource and a supporting
communications strategy to try and raise awareness
with parents. This was important in highlighting key
points from the toolkit and encouraging parents
and caregivers to engage with the topic of gaming
safety more broadly.
For subsequent country-specific iterations,
Microsoft has worked with locally relevant policy
departments and civil society organizations in
Singapore, Japan and South Korea.
Collaboration has been critical in the design of the
toolkit – it would not have been successful without
input from a diverse range of local experts helping
to highlight the different challenges that parents
and caregivers may be facing, areas of common
misunderstanding and priority online safety risks
to discuss in a gaming environment.
Implementation
The launch of the toolkit was accompanied by
media campaigns to reach parenting and consumer
audiences and raise awareness of the resource
(given Microsoft’s annual Global Online Safety
Survey results show that teens turn to their parents
for help after experiencing online safety risks and
that 90% of parents use at least one tool to help
monitor their child’s online activities).6 Building
awareness of the launch was critical in encouraging
knowledge-sharing and supporting its uptake.The Gaming Safety Toolkit itself is structured in
three key parts.
1 Introducing the topic of parental controls
and explaining why these should be used
as part of a broader family conversation
around online safety: Here, the toolkit
encourages parents and caregivers to have
open conversations with their children about
gaming and involve them in setting rules and
boundaries for their own gaming. It also
provides a summary of some of the ways that
parental controls can be harnessed to set
additional guardrails for children online.
2 Exploring the five key risk areas:
These include harmful and age-inappropriate
content, bullying and harassment, grooming
and unwanted contact, screentime and
in-game purchases. This part provides a
summary of how these risks may manifest
and ways that caregivers can respond.
This section also features a mix of resources
relevant to the country where the toolkit
has been released. For example, in Australia,
the toolkit points to relevant resources from
Australia’s eSafety Commissioner.
3 Featuring age-specific advice for carers,
broken into four age groups (5-8 years;
9-12 years; 13-15 years; and 16 years and
over): Within these age groups, the content is
broken down into “learn”, which outlines
common risks for this age group; “explore”,
covering key tools and conversation starters;
and “support”, which links to age-appropriate
local support resources. These sections also
include age-specific case studies illuminating
the common risks discussed in the first part
of the toolkit.
While some of the tools discussed in the resource
are specific to Xbox, the tips are generally applicable
to most online services.
90%
of parents use at
least one tool to help
monitor their child’s
online activities.
The Intervention Journey: A Roadmap to Effective Digital Safety Measures
15
Ask AI what this page says about a topic: