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Press Release: Safe Gaming | "1 in 3 children talk to strangers in games"

  Thursday 11 December, 2025

1 in 3 children talk to strangers in games

New data from HackShield demonstrates extent of online risks to young gamers
 

Amsterdam, 10 December 2025 - New insights from 85,000 children between the ages of 8 and 12 show that young gamers regularly encounter strangers, peer pressure and bullying in online gaming environments. The results highlight the risks children face while gaming.

Key findings

  • 1 in 3 children talk to strangers in games.
    As many as 29,400 children indicate that they sometimes talk to someone they don't know. This often happens without children being aware of possible risks.
  • Toxic behaviour and bullying are widespread
    More than 51,000 children (2 in 3) have experienced someone being mean to them in a game. (31,345 children: once and 20,624 children: often)
  • More than half those surveyed encounter harmful online interactions. 
    34,665 children say they have never experienced anything bad leaving more than half with negative or harmful online interactions.

Solutions

"We really don't have to lock children up offline; we just have to sit next to them. Game along, join the conversation, understand their world. That's where digital security and resilience begins," says Dave Maasland, CEO of ESET Netherlands.

New insights into the online safety and world of children

To better understand what children experience online, HackShield with the support of Offlimits and the Dutch Police Cyber Prevention Unit, developed a gaming level in which children shared their typical gaming experiences. More than 85,000 children participated. The results paint a worrying picture of social pressure, bullying behaviour and contact with strangers.

These findings are in line with previous findings from Dutch research centres like Offlimits who earlier this year produced research on offending behaviour and dangers in game environments.  Roblox, a popular gaming platform where many children are active, is now under investigation by the National government with age verification being called into question for social media and gaming environments.

 

Risks that children report

Children have shared with Hackshield that they talk to strangers online through games and are regularly confronted with bullying behaviour. Exposure in gaming environments increases risks such as:

  1. Children contacted directly by strangers, including adults. Without parental intervention it can lead to personal transgressions.
  2. Children being bullied in games and confronted with toxic behaviour that may cause negative emotional consequences.
  3. Children are confronted in games with peer pressure and issues such as exclusion, cyberbullying and a toxic group culture leading to social pressures.

When children are not prepared, these risks rapidly increase.

"Online toxicity can have negative consequences for players. They can experience psychological consequences such as anxiety, sadness, stress and social isolation. This can lead to people no longer enjoying online gaming, while it should be fun. Sandra Groenhuijsen of OffLimits"

Safe Gaming 

The experiences of children demonstrate a need for more protection and guidance. HackShield advocates an integrated approach in which the public and private sector, game companies, education, tech platforms and parents work together on digital security.

"Should parents then ban all games? No, definitely not, games are a lot of fun. But just like we wouldn't throw our children into a swimming pool without teaching them to swim, we have to guide them into the digital world." says Emily Jacometti, CO-Founder of HackShield 

To support parents directly, HackShield developed a free toolkit with the help of the Netherlands police force, offering concrete tools for parents to guide children safely in online gaming.

More information about "Safe Gaming" can be found at www.joinhackshield.com

 In early 2026 HackShield will develop more gaming levels to help children protect themselves and navigate gaming safely. Hackshield advocates for kids to play it with their parents. 

 

About the partners

 

HackShield

HackShield teaches children 7-12 how to access the internet safely through a game in which children learn (and prepare to deal with) cyberbullying, social media, addictive algorithms, grooming, privacy, online scams and much more. 600,000 children have already played the "digital skills" training and almost 90,000 children have completed questions about what is going on in their world.

The educational game can played for free without marketing or data-sales here https://hackshieldgame.com/en

ESET Nederland

ESET® is the largest IT security company in the European Union and has been protecting people and organizations from digital threats for more than 30 years. With AI-native, cloud-first security and 24/7 detection and response, we help prevent cyberattacks before they cause damage. ESET believes that digital security also starts with awareness. That's why we work together with HackShield: through guest lectures and social projects, we help children and young people to communicate more safely online, to recognise risks in games and to become more resilient in their digital world.

Offlimits

Offlimits is the center of expertise that fights online abuse. Offlimits cleans up the internet and offers help, advice and prevention in the field of online transgressive behaviour, and (online) child sexual abuse and exploitation in particular. Offlimits has, among other things, a helpline for victims of online transgressive behaviour including online games. 

 

Sources in Dutch

Source NOS research by Marum: https://nos.nl/artikel/2587123-na-insta-en-tiktok-houdt-kabinet-kinderplatform-roblox-tegen-het-licht
Source NOS Roblox age verification: https://jeugdjournaal.nl/artikel/2590978-roblox-gaat-strenger-controleren-op-leeftijd
Source research Offlimits: https://www.offlimits.nl/nieuws/grensoverschrijdend-gedrag-in-game-wereld-vieze-hoer-ga-in-de-keuken-staan
 

Visuals free to use with publication. 

 

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