Risks to children from online gaming are now more organized, financially motivated, and able to move swiftly across platforms – from games to social media and messaging apps – according to a new evidence review report published by the Global Cybersecurity Forum (GCF) and WeProtect Global Alliance.
While the gaming ecosystem has become a primary social space for children, the “Online Gaming and Risks to Children” report shows that it is also exposing them to increasingly interconnected risks that can affect their well-being and development.
With at least 66% of children spending their time online gaming, according to prior GCF research, and around 1 in 12 children experiencing online exploitation or abuse in the past year, gaming-related harms often intersect with other serious harms to children in Cyberspace. Beyond grooming and harassment, children are also being exposed to scams and gambling-like monetization systems designed to drive engagement and spending.
The scale of children’s exposure to gaming and its associated risks underscores the urgency of a coordinated, evidence-driven response.
“Online games can be positive spaces for children, but the risks are real and changing quickly. This report shows what needs to change to make gaming safer for every child,” said Iain Drennan, Executive Director of WeProtect Global Alliance.
The findings, which draw on evidence and interviews with key experts across multiple regions, indicate that the threats children face in gaming now move faster than the systems built to protect them and do not stop at one platform.
Key findings include:
- Social and multiplayer features can increase exposure to online harms: As children spend more time gaming and using social features, they may be more likely to encounter risky interactions through chat and multiplayer environments.
- Risks can move between multiple platforms: Harmful actors may move conversations to adjacent platforms where oversight is weaker.
- Gambling-like monetization systems can amplify risks (defined as design features that involve chance-based rewards, randomised outcomes, or risk–reward mechanics similar to gambling): These features can increase spending pressure on children and heighten their vulnerability to financial coercion and scams.
- Children often face threats without seeking support: Fear, shame, or low trust in available support can lead children to deal with harmful experiences alone.
- Poorly designed safety measures can have unintended consequences: Rules or restrictions that are not well designed may push children into online spaces that are even less safe.
Given the evolving risks, the report calls for stronger coordination and shared responsibility across industry, governments, and civil society to better protect children online.
Key priorities for action include:
- Ensuring stronger platform-level safeguards and early-warning systems.
- Building safety-by-design into games and services from the start, including safer payment and reward features.
- Improving age checks, reporting tools, and safety features while protecting privacy.
“As online gaming environments continue to evolve, GCF’s partnership with WeProtect Global Alliance reflects the importance of building shared understanding and advancing practical approaches that help strengthen child safety in Cyberspace,” said Alaa M. AlFaadhel, Head of Programs and Initiatives at GCF.
GCF’s collaboration with WeProtect Global Alliance to advance understanding and action on child cyber safety falls under the Child Protection in Cyberspace (CPC) initiative, instated by His Royal Highness Prince Mohammed bin Salman bin Abdulaziz Al‑Saud, Crown Prince and Prime Minister of Saudi Arabia.
Through the partnership, GCF and WeProtect Global Alliance are set to translate the report’s findings into practical toolkits to support industry stakeholders and tech platforms in strengthening child safety measures across gaming environments.











