Purpose of the Article <p>This article examines how vulnerabilities shape the ways in which risks and opportunities in digital gaming environments may translate into harm or benefits for children and adolescents. The study adopts an ecological framework to analyse how individual, social, digital, and national contexts interact in structuring children’s gaming experiences. Drawing on qualitative interviews with 30 experts from Brazil and the United Kingdom, the article aims to map multilevel vulnerability factors associated with content, contact, conduct, and contract-related risks in digital games.</p> Recent Findings <p>Findings indicate that vulnerability is relational and context-dependent rather than intrinsic to the child. Developmental stage, mental health status, neurodivergence, gender, socioeconomic position, and family adversity interact with platform design, monetisation systems, communication affordances, and regulatory frameworks to shape exposure pathways. Recent evidence suggests that the impact of gaming-related risks is moderated by individual, social, digital, and national contexts. Cross-national differences suggest that structural inequality, platform predominance (e.g., mobile versus console), and regulatory models influence how risks are distributed and mitigated. Importantly, the same gaming environments may simultaneously create opportunities for social connection, learning, and belonging while also increasing exposure to harm.</p> Summary <p>Digital gaming environments should be understood as structured systems in which vulnerability emerges relationally from the intersection of individual, digital, social, and national contexts. Professional assessment should move beyond screen-time measures towards contextualised evaluation of the four risk categories. Practitioners should exercise heightened clinical attention with children presenting identifiable vulnerability profiles.</p>

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When Risk Becomes Harm: Expert Perspectives on Children’s Vulnerability Pathways in Digital Gaming

  • Ivelise Fortim

摘要

Purpose of the Article

This article examines how vulnerabilities shape the ways in which risks and opportunities in digital gaming environments may translate into harm or benefits for children and adolescents. The study adopts an ecological framework to analyse how individual, social, digital, and national contexts interact in structuring children’s gaming experiences. Drawing on qualitative interviews with 30 experts from Brazil and the United Kingdom, the article aims to map multilevel vulnerability factors associated with content, contact, conduct, and contract-related risks in digital games.

Recent Findings

Findings indicate that vulnerability is relational and context-dependent rather than intrinsic to the child. Developmental stage, mental health status, neurodivergence, gender, socioeconomic position, and family adversity interact with platform design, monetisation systems, communication affordances, and regulatory frameworks to shape exposure pathways. Recent evidence suggests that the impact of gaming-related risks is moderated by individual, social, digital, and national contexts. Cross-national differences suggest that structural inequality, platform predominance (e.g., mobile versus console), and regulatory models influence how risks are distributed and mitigated. Importantly, the same gaming environments may simultaneously create opportunities for social connection, learning, and belonging while also increasing exposure to harm.

Summary

Digital gaming environments should be understood as structured systems in which vulnerability emerges relationally from the intersection of individual, digital, social, and national contexts. Professional assessment should move beyond screen-time measures towards contextualised evaluation of the four risk categories. Practitioners should exercise heightened clinical attention with children presenting identifiable vulnerability profiles.