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Simfin

esafety and digital citizenship specialist

 Tagged with ceop


09 September 2019

There's a game out there for everyone. Some might prefer sporting games like FIFA and NBA. Others play adventure games such as Fortnite and Minecraft. Video games are arguably better than ever - because almost all of them allow you to play online with friends.

Chatting to other gamers can make it more fun too. It's likely that you'll chat to people that you've never met in real life. They might make you laugh, or give you great gaming tips. And it can feel like you know them well, especially if you voice chat with them through an app like Discord. But remember - it's easy for people to lie online, and some gamers might put pressure on you to do things you're not comfortable with.

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24 May 2019


With the support of local councils and fostering agencies, it is important that foster carers feel confident in dealing with the risks children face both offline and online.

Rules and boundaries you set offline can apply online. Take time to learn about the risks all children and young people face online, including access to inappropriate content and contact from people they don't know, so you can support the children in your care.

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03 September 2018

The Play Like Share animations and Band Runner game are part of a package of resources created by the National Crime Agency’s CEOP Command, designed to help 8-10 year olds learn how to stay safe online.

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12 December 2017

Professionals Guidance Digital Romance
Digital Romance was led by researchers Dr Ester McGeeney (Brook) and Dr Elly Hanson (NCA-CEOP), the research took place between January and May 2017 and used a mixed methods approach involving an online survey, in person focus groups and one-to-one interviews.

The project was motivated by the desire to evolve online safety education by providing an in-depth insight into young people’s views and experiences. The project was influenced by US research conducted by the PEW Research Centre (Lenhart, Smith & Anderson, 2015) that explored the digital romantic practices of young Americans. Arguably, up until now, much of the focus of online safety work has been narrow – exploring the risks of online communication such as the unsafe sharing of personal details, the loss of control of material (especially images), and the facilitation of abusive and bullying behaviours. At times this approach has been at the expense of acknowledging the positive role of digital technology in young people’s lives and the complicated ways in which young people experience and negotiate risk.

Read the report