Protecting the Future: CPDP and the Goal of Safeguarding Children in the Digital Age

Children are a particularly vulnerable population when it comes to online protection, as was highlighted at the Computers, Privacy and Data Protection (CPDP) conference in May 2023. This article examines the issue in more detail, including the use of online gaming and social media. It aims to question who is responsible for children’s safety online and the importance of digital literacy education as a protective measure.

BY Eimear Duggan

INTRODUCTION

Throughout the Computers, Privacy and Data Protection (CPDP) conference in May 2023, attention was drawn to the importance of data protection online and the rule of big tech in protecting the privacy of one and all. However, as important as it is for the whole of society to be protected in online spaces, a particularly prevalent topic of discussion was surrounding the protection of one of society’s most vulnerable categories: children. When talking about children in this topic discussion, we are including all young people under the age of 18 who face specific challenges online compared to the general public. 

In 2022, a survey found that 96% of young people in the European Union (EU) used the internet daily, making it an extremely prevalent part of life as a young person in Europe. However, although access to the internet brings about many opportunities, one must discuss the risks surrounding a young person’s privacy and mental health [1]. The CPDP conference brought together experts from around the world to discuss the topic including representatives from the EU Agency for Fundamental Rights, members of the European Parliament, psychologists, representatives from Big Tech, and many more. This article aims to highlight the main debates and discussions that were highlighted at the conference and understand the way forward in the future of the protection of children in online spaces.

THE DIGITAL PLAYGROUND: RISKS ONLINE

Young people use the internet in a vast number of ways. It is therefore important to highlight some of the most common usages for children and how this may impact on their safety. The main areas of concern when examining child safety are online gaming and social media.

ONLINE GAMING

One of the main domains utilised by children is online gaming. A study by United Kingdom (UK) media regulator Ofcom found that 75% of gamers aged five to 15 years old have played games online [2]. Importantly, gaming can be a safe and enjoyable experience for a young person and the online aspect of many modern games allows individuals to connect with a community. However, experts at the CPDP conference, including Pierre Luc Déziel from Université Laval, argued that online gaming can pose a health risk. Firstly, online gaming can sometimes become highly addictive to young people. Furthermore, those playing online are more likely to make more errors in judgement than they would if they were interacting in the “real world.” This may lead to a lack of understanding of consequences, including treating others online in a way that would constitute bullying. The European Parliament has previously issued a statement regarding its concern with cyberbullying and hate speech on online video game platforms [3]. Therefore, not only are young people more at risk of being bullied online, but they are potentially more susceptible to bullying others.

SOCIAL MEDIA

The other domain in which child safety is a concern is on social media. Social platforms are a great way for young people to interact and form friendships outside of their daily lives. However, there are many risks associated with the use of social media by young people including the algorithm which can consistently provide problematic content. One topic which came up in a discussion at the CPDP conference was the prevalence of content associated with eating disorders. According to panellist Leanda Barrington-Leach from the International Advocacy 5Rights Foundation, 40% of teenagers say images online give them worries about their bodies [4]. This is supported by a study published by Shanghai Archives of Psychiatry which found that looking at online content associated with body image had a negative impact on personal body image satisfaction [5]. 

Both areas of risk, online gaming and social media, are only a small fraction of how the internet is used by children and young people. Minors are more likely to make risky decisions online, and thus measures must be taken to ensure their safety.

WHO IS RESPONSIBLE FOR PROTECTING CHILDREN ONLINE?

One of the panels at CPDP was entitled Does the Computer Know I am a Child?. This session discussed the matters of child protection and participation online, including the problematic nature of algorithms mentioned previously in this article. A major question brought up during this discussion was who should be responsible for child protection online. There was deliberation on the role of actors such as policymakers, big Tech and social media companies, Parents, and Schools. Arguments were made for all entities mentioned, with some considering a need for all participants to play a part in the protection of children online. 

The argument for parents to be solely responsible for their child’s activities online is understandable, but perhaps difficult to put into practice. Yes, parents and caregivers must play a part in teaching their kids about responsible behaviour, including in the online domain. However, teenagers are often more “tech-savvy” than their parents, and can thus circumvent any sort of online restrictions which may be imposed. 

There are therefore better opportunities for big tech companies to implement measures aimed at protecting children online. Current measures used by online companies include age verification methods. This is a means of ensuring that young people cannot access content which is not suitable for their age. However, these methods are often far too lenient. Self-declaration, for instance, is a method of online age verification which is easily bypassed by entering a false date of birth. The CPDP conference discussed advancing the technology of age verification methods, which posed its problems. One such technological advancement is the use of “biometric age verification” which includes using facial recognition applications to determine the age of a user [6]. This use of technology comes with risks related to accuracy and privacy. Firstly, the algorithm may fail to assess the age of the child accurately. Furthermore, questions of privacy must be raised. When storing biometric data online, particularly the data of children, companies must consider the risk of cyberattacks. Thus, if such a measure were to be implemented, companies must ensure that all biometric data is erased or safely stored to prevent it from falling into the wrong hands.

ONLINE SAFETY EDUCATION: THE IMPORTANCE OF DIGITAL LITERACY

Regardless of who the burden of responsibility falls on, one agreed-upon solution is the improvement of digital literacy education for children (and adults). Digital literacy is described as having the ability to access, communicate, and understand information safely and appropriately online [7]. Having parents, policymakers, and education institutes improve digital literacy education for young people, will not only ensure that young people are able to make smart choices online but will also better prepare them for the inevitable advances of technology in the future. Of course, tech companies will still need to make steps to improve their management of content online, particularly with regard to the algorithm recommending problematic content. However, this measurement will ensure that parents and caregivers are empowered to help keep their children safe online whilst also giving them the opportunity to utilise the freedom that the internet provides.

References

[1] Eurostat. “Being young in Europe today - digital world”. June 2023 https://ec.europa.eu/eurostat/statistics-explained/index.php?title=Being_young_in_Europe_today_-_digital_world#:~:text=In%202022%2C%2096%20%25%20of%20young. 

[2] Brendan Sinclair. “Early teens gaming online more – Study.” GamesIndustry.biz, January 1, 2019.  https://www.gamesindustry.biz/early-teens-gaming-online-more-study. 

[3] Tarja Laaninen, and Toni Wessman. “Developing the video games and e-sports sector in the EU.” European Parliamentary Research Service (EPRS), June 2023.  https://www.europarl.europa.eu/RegData/etudes/BRIE/2023/749808/EPRS_BRI(2023)749808_EN.pdf.

[4] Computers, Privacy and Data Protection Conference, “Does the Computer Know I am a Child? Protecting Child Rights in an Age of Algorithms,” May 24, 2023. 

[5] Kaewpradub, Natthakarn et al. “Association Among Internet Usage, Body Image and Eating Behaviors of Secondary School Students.” Shanghai Arch Psychiatry 29, no. 4 (August 25, 2017): 208-217. doi:10.11919/j.issn.1002-0829.216092.

[6] Mar Negreiro. “Online age verification methods for children.” European Parliamentary Research Service (EPRS), February 2023 https://www.europarl.europa.eu/RegData/etudes/ATAG/2023/739350/EPRS_ATA(2023)739350_EN.pdf. 

[7] UNESCO. “Digital Literacy.” International Centre for Technical and Vocational Education and Training. Accessed November 2023.  https://unevoc.unesco.org/home/TVETipedia+Glossary/show=term/term=Digital+literacy.