COMBATING DANGERS AND SAFEGUARDING CHILDREN IN ONLINE VIDEO GAME ENVIRONMENT
DOI:
https://doi.org/10.53067/ijomral.v5i5.455Keywords:
Child Online Safety, Online Gaming, Cyberbullying, Digital Literacy, Child ProtectionAbstract
Online video game environments have emerged as a critical frontier for child safety, providing opportunities for entertainment, social engagement, and digital development while simultaneously exposing millions of children to emerging online risks. These risks include data breaches, online sexual grooming, cyberbullying, exposure to harmful algorithmic content, and other forms of digital exploitation. As children increasingly participate in online gaming communities, ensuring their safety requires comprehensive policies that integrate child rights, digital literacy, technological responsibility, and effective governance mechanisms. Nepal, as a nation with one of the fastest-growing digital youth populations, faces distinct challenges in addressing child online safety due to limited digital literacy among children, families, and communities, as well as insufficient legal and institutional infrastructure. This position paper outlines the Federal Democratic Republic of Nepal's stance on child online safety within the UNICEF framework. It emphasizes the importance of collaborative approaches to protect children in digital environments. Nepal proposes three interconnected initiatives: the Nurturing Guardians Initiative (NGI), which focuses on empowering parents and caregivers with digital safety knowledge; the School Shield Program (SSP), which promotes digital literacy and responsible online behavior among students; and the Cross-Border Sentinel Project (CSP), which strengthens international cooperation in addressing transnational digital threats. The paper argues that child protection in digital spaces is a universal right requiring coordinated global action involving governments, technology providers, educational institutions, and communities. Through collaborative policies and preventive strategies, a safer and more inclusive online gaming environment can be achieved for children worldwide.
Downloads
References
Banić, L., & Orehovački, T. (2024). A Comparison of Parenting Strategies in a Digital Environment: A Systematic Literature Review. Multimodal Technologies and Interaction, 8(4), 32. https://doi.org/10.3390/mti8040032
ChildSafeNet. (2024). ChildSafeNet Annual Report 2024. https://www.childsafenet.org/
Chui, W. H., Zhu, Y., & Chen, Q. (2025). Editorial: Child Protection in the Digital Age. Child & Family Social Work, 30(1), 1–3. https://doi.org/10.1111/cfs.13185
Demetrovics, Z., Czakó, A., Potenza, M. N., Griffiths, M. D., Fineberg, N. A., Stein, D. J., Ekhtiari, H., Brand, M., Montag, C., Lin, C.-Y., Li, L., Elhai, J. D., & Király, O. (2026). Are you on the internet or using screen-based devices? Journal of Behavioral Addictions. https://doi.org/10.1556/2006.2025.00105
Faraz, A., Mounsef, J., Raza, A., & Willis, S. (2022). Child Safety and Protection in the Online Gaming Ecosystem. IEEE Access, 10, 115895–115913. https://doi.org/10.1109/ACCESS.2022.3218415
Gao, Y.-X., Wang, J.-Y., & Dong, G.-H. (2022). The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses. Journal of Psychiatric Research, 154, 35–43. https://doi.org/10.1016/j.jpsychires.2022.06.049
Hassan, I., Hussain, M., Nadeem, M. A., Lak, T. A., & Mobeen, M. (2025). An Analysis of Parental Digital Literacy, Attitudes and Practices Regarding Safeguarding Their Children from Online Hate Content. Qlantic Journal of Social Sciences, 6(2), 248–262. https://doi.org/10.55737/qjss.vi-ii.25371
Hou, C. Y., Rutherford, R., Chang, H., Chang, F. C., Shumei, L., Chiu, C. H., Chen, P. H., Chiang, J. T., Miao, N. F., Chuang, H. Y., & Tseng, C. C. (2022). Children’s mobile-gaming preferences, online risks, and mental health. PLoS ONE, 17(12 December). https://doi.org/10.1371/journal.pone.0278290
Jang, Y., & Ko, B. (2023). Online Safety for Children and Youth under the 4Cs Framework—A Focus on Digital Policies in Australia, Canada, and the UK. Children, 10(8), 1415. https://doi.org/10.3390/children10081415
King, D. L., Delfabbro, P. H., Doh, Y. Y., Wu, A. M. S., Kuss, D. J., Pallesen, S., Mentzoni, R., Carragher, N., & Sakuma, H. (2018). Policy and Prevention Approaches for Disordered and Hazardous Gaming and Internet Use: an International Perspective. In Prevention Science (Vol. 19, Number 2, pp. 233–249). Springer New York LLC. https://doi.org/10.1007/s11121-017-0813-1
Littler, N. (2018). An exploratory study investigating perceptions, opinions and experiences of safeguarding education in pre-registration children’s nursing curricula. Nursing Children and Young People, 30(4), 28–33. https://doi.org/10.7748/ncyp.2018.e1041
Mavag, C., & Adilbish, B. (2026). Crowds, culture, and children: Safeguarding young lives in Mongolia’s public assemblies. International Social Work, 69(2), 274–280. https://doi.org/10.1177/00208728251415020
Narita, Z. C., DeVylder, J., Knowles, G., Ando, S., Yamasaki, S., Miyashita, M., Stanyon, D., Yamaguchi, S., Furukawa, T. A., Kasai, K., & Nishida, A. (2025). Problematic online gaming mediates the association between attention-deficit/hyperactivity and subsequent mental health issues in adolescents. Communications Psychology, 3(1). https://doi.org/10.1038/s44271-025-00296-5
Newman, J., & Vasey, J. (2020). Exploring support systems for nurses involved with safeguarding children. Nursing Children and Young People, 32(2), 30–37. https://doi.org/10.7748/ncyp.2020.e1211
Reeves, E. J., Jones, S. E., Kosaraju, A., Shemmings, D., Rigby, P., Scharf, K., & Soutar, E. (2024). May and Bay: Online Child Sexual Exploitation and Abuse in Southeast Asia — Using Digital Games in Preventative Education. Journal of Human Rights and Social Work, 9(4), 615–629. https://doi.org/10.1007/s41134-024-00314-2
Stevens, C., Zhang, E., Cherkerzian, S., Chen, J. A., & Liu, C. H. (2020). Problematic internet use/computer gaming among US college students: Prevalence and correlates with mental health symptoms. Depression and Anxiety, 37(11), 1127–1136. https://doi.org/10.1002/da.23094
Tsui, Y. Y. yau, & Cheng, C. (2021). Internet Gaming Disorder, Risky Online Behaviour, and Mental Health in Hong Kong Adolescents: The Beneficial Role of Psychological Resilience. Frontiers in Psychiatry, 12. https://doi.org/10.3389/fpsyt.2021.722353
UNICEF. (2024). Children’s online safety in the digital era.
UNICEF Working Paper-2025. (n.d.).
Wang, S., Chiu, D. K. W., & Ho, K. K. W. (2026). Exploring Esports game addiction among college students in multiplayer online battle arena: a quantitative model centered on self-control and motivation. Aslib Journal of Information Management, 78(3), 715–739. https://doi.org/10.1108/AJIM-05-2024-0392
Zsila, Á., Shabahang, R., Aruguete, M. S., & Orosz, G. (2022). Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences. Aggressive Behavior, 48(3), 356–364. https://doi.org/10.1002/ab.22023
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Firla Elok Mashita, Syahru Zein, Ammie Akmalia

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.











