A larger proportion of females than males was unhappy with their friendships, appearance, and life as a whole, while a larger proportion of males than females was unhappy with schoolwork.
Young people are being exposed to risky behaviours from AI chatbots, including sexually charged dialogue and references to self-harm
81% of girls and young women aged 11-21 have experienced some form of threatening or upsetting behaviour online, compared to 65% in 2018
Midjourney, DALL-E 2, and Stable Diffusion accepted more than 85% of prompts looking to generate evidence for mis-and-disinformation claims
27% of 8-13 year-olds and 46% of 14-18 year-olds felt that reports of negative experiences online were not dealt with well at all
The demographic associations of video game loot box engagement (younger age, male sex, non-university educational attainment and unemployment) mirror those of other addictive and problematic behaviours, including disordered gambling, drug and alcohol misuse
Children between 12-17 demonstrated some awareness of ‘data traces’ they left online and of device tracking but found it hard to make a personal connection or apply such knowledge to themselves
Digital Poverty in the UK: A socio-economic assessment of the implications of digital poverty in the UK
Approximately 20% of children are in digital poverty.
See how 41 areas of the UK are ranked for 5 different measures of social mobility.
Open access book exploring ‘the key contours of information inequality, and who, what and where gets left out’.
The set of processes by which engineers and technologists can consider children’s rights and well-being throughout the stages of concept exploration and development
Some ideas and advice for helping children deal with upsetting news and media.
🗳 Take part
A survey by the Children’s Commissioner for England to ‘hear from all children and young people in England aged between 6 and 18 years old’
💡Inspiration and opinion
The badness of screens are not about screens themselves but the social configuration that made screens the dominant social, entertainment, and interactive outlet.
There are probably between 10,000 and 30,000 data centers in the world, and only about 325–1400 of these could host an AI supercomputer
Contractors will write short stories on a given topic to feed them into AI models. They will also use these workers to provide feedback on the literary quality of their current AI-generated text.