Sources & Research

Every statistic on this website comes from a real, verifiable source. Here's where our data comes from and who's doing the research that informs our work.

References

Statistics cited on this website, with their original sources.

  1. 1

    76% of online gamers have experienced harassment in gaming spaces

    Anti-Defamation League (ADL). Free to Play? Hate, Harassment, and Positive Social Experiences in Online Games (2023).

    Annual survey of adult multiplayer gamers in the United States. The ADL has conducted this survey annually since 2019, making it the longest-running longitudinal study of harassment in online gaming. Their January 2025 observational study "Playing with Hate" found harassment present in nearly half of all gaming sessions tested.

    View source
  2. 2

    1 in 4 kids don't have a computer or internet at home

    National Center for Education Statistics (NCES). Student Access to Digital Learning Resources Outside of the Classroom (2024).

    Federal data on technology access among school-aged children in the United States. Disparities are significantly higher in rural areas and low-income households. Supplementary data from the Pew Research Center (January 2026) shows broadband adoption is 40% more common in households earning $100K+ vs. under $30K.

    View source
  3. 3

    53% of parents feel unprepared to keep their kids safe online

    Marist Poll / NPR. Parents and Online Safety Survey (2024).

    National survey of parents with children under 18. The Pew Research Center's October 2025 report "How Parents Manage Screen Time for Kids" (3,054 parents surveyed) provides additional context on parental awareness and engagement with children's digital activity.

    View source
  4. 4

    70% of kids ages 8–18 are exposed to cyber-risks online

    DQ Institute. Child Online Safety Index (COSI) (2025).

    Global index based on 351,376 children and adolescents across 100 countries. The DQ Institute is a UN-affiliated international nonprofit. This 70% cyber-risk exposure rate has been consistent for seven consecutive years of measurement.

    View source

Organizations Doing This Work

The research institutions, government agencies, and organizations whose work informs what we do.

Gaming Harassment & Safety

Anti-Defamation League (ADL)Nonprofit

Annual gaming harassment surveys and observational studies

Latest: "Playing with Hate" (January 2025)

Xbox / MicrosoftIndustry

Annual gaming safety transparency report — most detailed in the industry

Latest: 2025 Transparency Report: 14.8 billion pieces of content moderated

Youth Online Safety

Common Sense MediaNonprofit

Media use censuses by age group and topic-specific safety reports

Latest: 2025 Census: Media Use by Kids Zero to Eight (February 2025)

NCMECFederal

CyberTipline data on child exploitation — federally authorized

Latest: 2025: 21.3 million CyberTipline reports

DQ InstituteUN-affiliated

Child Online Safety Index across 100 countries

Latest: 2025 COSI: 351,376 children surveyed

FOSINonprofit

Annual Online Safety Survey on parent behavior and platform trust

Latest: Connected and Protected: 2025 Survey

Parent Awareness & Digital Parenting

Pew Research CenterNonpartisan

Deep-dive reports on parents, children, and technology

Latest: "How Parents Manage Screen Time" (October 2025, 3,054 parents)

Digital Equity & Access

Pew Research CenterNonpartisan

U.S. broadband adoption surveys by income, race, age, geography

Latest: January 2026: broadband gap between high and low income households

FCCFederal

Broadband Data Collection — official U.S. broadband availability maps

Latest: Eighth BDC filing window (January 2026)

NTIAFederal

Internet Use Survey and BEAD broadband expansion tracking

Latest: BEAD Progress Dashboard (April 2026)

Mental Health & Gaming

Oxford Internet InstituteAcademic

Peer-reviewed studies on gaming and wellbeing

Latest: March 2025: perceived value of gaming time matters more than hours played

ESA "Power of Play"Industry

Annual global survey on positive benefits of gaming (24,000+ players, 21 countries)

Latest: 2025: 77% stress reduction, 64% easing loneliness

Industry Standards

ESRBRegulatory

Age/content rating system for video games (U.S. and Canada)

Latest: 78% of gaming parents use ESRB ratings

A Note on Sources

We prioritize government agencies, peer-reviewed academic research, and established nonpartisan nonprofits. When we cite industry-funded sources, we note the affiliation. If you find an error or a more current source, please let us know.