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Online Gaming Safety: What Every Parent Needs to Know in 2026

Over 93% of children in the UK play video games — and for many, gaming is where they spend most of their social time online. Here is what parents need to understand about grooming risks, in-game spending, and how to keep your child safe without banning the screen.

✍️ By The Safeguard Hub Team 📅 May 2026 · Last reviewed May 2026 ⏱ 11 min read Part of The Safeguard Hub Articles Series

Why Gaming Matters for Safeguarding

Gaming is no longer a solitary activity. Modern games — from Fortnite and Roblox to Minecraft and Call of Duty — are social platforms with live voice chat, private messaging, and communities that extend well beyond the game itself. Ofcom's 2024 Children's Media Use and Attitudes report found that 93% of 5–15 year olds play games online, with boys aged 8–12 spending an average of 12 hours per week in-game.[1]

This makes gaming one of the primary environments in which children interact with strangers — and a key arena in which grooming, exploitation, and radicalisation can occur. The NSPCC received over 6,000 reports between 2020 and 2024 of children being contacted by predatory adults through gaming platforms.[2]

93%
of children aged 5–15 play online games (Ofcom, 2024)[1]
6,000+
reports to NSPCC of in-game grooming contacts (2020–2024)[2]
£869m
spent by UK children on in-game purchases in 2023 (GambleAware)[3]
34%
of children have been contacted by a stranger in a game (Childwise, 2024)[4]

How Grooming Happens in Games

Online groomers do not announce themselves. Within gaming environments, they typically follow a predictable pattern:

  1. Access: They join the same game as the child — often a popular game with large communities (Roblox, Fortnite, Minecraft) and begin communicating in public chat.
  2. Targeting: They identify a child who appears isolated, eager to please, or particularly enthusiastic about the game. They offer gifts (in-game currency, rare items, "carrying" them through difficult levels).
  3. Isolation: They move the conversation to private chat within the game, then to external platforms — Discord, WhatsApp, Snapchat — where parental monitoring is less likely.
  4. Escalation: Once off-platform, the groomer escalates to requests for images, personal information, or meetings. At this stage, the child often feels they cannot tell a trusted adult because they believe they have done something wrong.

The Online Safety Act 2023 places new duties on gaming platforms to protect children from this type of harm — but parental awareness remains the most effective first line of defence.[5]

Warning Signs to Watch For

Act on These Immediately

  • • Switching screen off or closing game when you approach
  • • Receiving gifts (gift cards, in-game items) from unknown sources
  • • Secretive use of a new app or platform you didn't know about
  • • Distress or anxiety if they can't access the game
  • • References to an online "friend" they've never met in person

Monitor Closely

  • • Playing late at night after agreed screen time
  • • Emotional highs and lows linked to online interactions
  • • Spending time on games rated 18+ without your knowledge
  • • Unexplained charges on payment cards linked to devices
  • • Withdrawal from friends, family, or physical activities

Age Ratings: What PEGI Means and Why It Matters

The PEGI (Pan European Game Information) rating system is legally recognised in the UK and applies to all games sold commercially. The ratings indicate minimum suitable age based on content — not difficulty:

  • PEGI 3: Suitable for all ages. No violence, frightening content, or bad language.
  • PEGI 7: May contain mild fear or non-realistic violence.
  • PEGI 12: May contain moderate violence, suggestive themes, or mild bad language.
  • PEGI 16: May include realistic violence, sexual themes, and strong language.
  • PEGI 18: Adult-only content including graphic violence and strong sexual content.

Research from the University of Oxford (2024) found that 45% of children under 12 regularly play games rated PEGI 16 or above — most commonly because parents are unaware of what the rating means or have not checked.[6]

In-Game Spending: The Hidden Risk

Many games are free to play but generate revenue through "loot boxes," battle passes, skins, and in-game currency. GambleAware's 2023 report found that UK children spent approximately £869 million on in-game purchases — often without parents realising payment details were stored on the device.[3] The Competition and Markets Authority (CMA) has flagged loot boxes as a potential gambling harm and the UK Government is reviewing their regulation.

Practical steps to prevent unauthorised spending: disable in-app purchases in your device settings, remove stored payment cards from children's accounts, and set spending limits on platform accounts (PlayStation, Xbox, Nintendo, Steam all have parental spending controls).

Practical Steps You Can Take Today

  • Set up a family account on your child's gaming platform (PlayStation Family, Xbox Family Settings, Nintendo Family Group, Google Family Link) — this gives you oversight of who they play with and what they spend.
  • Keep gaming devices in shared household spaces, not bedrooms, particularly for younger children.
  • Agree clear rules about screen time and who they can chat to — and explain why, rather than just banning.
  • Play alongside them occasionally — it signals genuine interest and makes it easier for them to tell you if something goes wrong.
  • Teach your child: no one who genuinely likes you will ask for photos, personal information, or to keep the friendship secret.
  • Report concerns about in-game contact to the platform and to CEOP (ceop.police.uk).

If You're Worried — Who to Contact

CEOP (Child Exploitation & Online Protection): ceop.police.uk
NSPCC Helpline: 0808 800 5000
Childline: 0800 1111 (for children)
Internet Watch Foundation: iwf.org.uk
Police (non-emergency): 101
Emergency: 999

Citations

[1] Ofcom (2024). Children's Media Use and Attitudes Report 2024. Ofcom.

[2] NSPCC (2024). Harmful online content: evidence and statistics. NSPCC Learning.

[3] GambleAware (2023). In-game purchasing and young people: evidence review. GambleAware.

[4] Childwise (2024). The Monitor Report 2024: Children's Media Use. Childwise Research.

[5] UK Government (2023). Online Safety Act 2023. legislation.gov.uk.

[6] University of Oxford Internet Institute (2024). Children's online gaming behaviours and risks. oii.ox.ac.uk.

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