Open Access Publisher and Free Library
CRIME+CRIMINOLOGY.jpeg

CRIME

Violent-Non-Violent-Cyber-Global-Organized-Environmental-Policing-Crime Prevention-Victimization

Posts tagged Children rights
Parental Child Abductions to Third Countries

By Marilyn FREEMAN

Cross-border parental child abductions in the EU are governed by The 1980 Hague Convention on the Civil Aspects of International Child Abduction and (except for Denmark) the Brussels II-ter Regulation. Countries outside of the EU may or may not be Contracting States to ‘the Convention’, but will not be bound by Brussels II-ter. Research has found that the often negative, long-lasting impact of abduction may continue throughout the lifecycle of those who have been abducted. It may also affect future generations of society. This means that every effort to deter abduction should be made. Where that is not possible, the 1980 Hague Child Abduction Convention should be nurtured to support its application in contemporary society. Specialist mediation should be encouraged in relation to international child abduction generally, and specifically in relation to Third Countries which are not Contracting States to ‘the Convention’. This study was commissioned by the European Parliament’s Policy Department for Citizens’ Rights and Constitutional Affairs at the request of the JURI Committee.

Protecting Children in Online Gaming: Mitigating Risks from Organized Violence

By Galen Lamphere-England

Gaming is now the most profitable form of entertainment worldwide, with over 3.42 billion people playing some form of games, accounting for a market of $187.7 billion engaging across consoles, PCs, and mobile devices.1 Nearly nine in ten children in middle and upper-income countries play online games2 . While online multiplayer games foster social connection, creativity, and communitybuilding, they are also increasingly exploited by violent organizations, ranging from non-state armed groups in conflict-affected settings to hybrid criminal networks. These actors use gaming spaces to propagandize, groom, recruit, and organize, leveraging gaming platforms' social and technical features to target children and young players. This policy brief examines how gaming ecosystems are being exploited to socialize and recruit children to participate in organized violence and provides recommendations for policymakers, practitioners working with children, and the gaming industry to safeguard children in online gaming environments. Online gaming is neither inherently harmful nor a direct cause of violence, but its social and technical infrastructure is being exploited at scale by malign actors. 3 Indeed, as the American Psychological Association framed the issue in a 2020 resolution, “attributing violence to violent video gaming is not scientifically sound and draws attention away from other factors.”4 At the same time, specific harms are affecting children via online gaming today. To protect children and young players, industry leaders, regulators, law enforcement, and practitioners working with children must act now, establishing robust prevention, detection, and response strategies that ensure children can enjoy their right to play and their right to be protected from violence. Gaming’s prosperous future depends on ensuring its spaces remain safe, inclusive, and free from children being targeted by violent actors and organizations. This report provides a series of recommendations to help achieve that aim.