Two flags covering the topic
Currently we have two flags which concern how technology companies mitigate digital risks and harms to children’s health and wellbeing: Poor Online Protection And Content Control, and Strong Online Protection And Content Control covering the 200 most influential technology companies in the world.
Flag sources
The flags are generated based on sub-indicator U4 from the World Benchmarking Alliance's Digital Inclusion Benchmark. This benchmark assesses companies' overall performance across 16 sub-indicators within four measurement areas: Access, Skills, Use, and Innovation. Within the 'Use' measurement area, we specifically focus on indicator 4, which evaluates how companies mitigate digital risks and harm to children's health and well-being.
Specifically, the indicator covers whether and how companies;
- have a high-level commitment to child online safety
- have mechanisms in place for reporting online abuse and a process to act upon these reports in cooperation with authorities.
- participate in partnerships and/or initiatives regarding child online safety
- have content control for its products such as blocking access to certain content or product features that control or restrict access.
Flag generation rule
Companies can score anywhere from 0 to 2 on this specific indicator.
We generate the following flags:
- Poor Online Protection And Content Control is generated when a company scores 1 or lower on the indicator.
- Strong Online Protection And Content Control is generated when a company scores 1.5 or higher on the indicator.
Additional insights
Furthermore, while our SDG revenue and CapEx alignment solutions on the platform do not specifically encompass economic activities related to children's health, our SDG Fundamentals dataset may provide valuable insights for your area of interest.
The SDG revenues and SDG CapEx alignment solutions on the platform do include revenues generated from, or capital expenditures in, economic activities that may not align with 'Mental health & wellbeing' (SDG 3 and SDG 5). These activities can encompass, for example, gambling, the production and distribution of addictive substances, or adult entertainment.