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K.J. Galema

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Master thesis (2026) - K.J. Galema, V.T. Visch, R.A. Price, Maarten Nijhuis, Bas Beelen
Screen devices, once a novelty have become an integrated part of our lives. The usage of these devices can pose many risks to children, whose brains have not fully developed yet. Screen use can result in lagging behind in language, physical, social-emotional and cognitive development. It can also have severe effects on (mental) health and education and cause behavioral problems.

This is a complex problem, involving many stakeholders; wrongdoers, families, schools, knowledge institutions, government, Big Tech, but also police, court, parental control apps and the healthcare sector. They play a role at different levels: individual, home, community and society. Multiple interventions at all these levels are needed to combat the negative effects of screens. One step in the right direction is building children’s digital resilience. Digital resilience is the ability to recognize digital risk and know how to seek help to recover from negative experiences and learn from them for future scenarios.

This project is carried out for the start-up Monimentor, which is developing an app to help families build digital resilience. The aim of this thesis is to design a proof-of-concept for a product for Monimentor that facilitates building digital resilience for primary school children aged 8-12 in the physical context. A social implication design approach is used to tackle this assignment. For this a literature review, expert interviews, desk research and generative sessions are executed. For development various creativity tools are used.

The study found that exposure to risk is necessary to build digital resilience. Multiple factors influence whether risk leads to growth or harm. Parents can have a buffering effect in case a child is exposed to risk. In this the connection between the parent and child is crucial, which among other factors is influenced by their communication. However, in many families communication about the digital world is limited. Therefore, the design goal is to create a solution that facilitates parents and children in sharing and understanding each other’s digital activities and experiences regularly in their daily lives in a positive way to normalise talking about the digital world and digital adversities by means of a tool for the physical world.

The final design, Cloud Surfers, is a persuasive boardgame designed as an addition to the Monimentor app. By using screenshots from the players' digital
activities as input, the game ensures personalisation and helps trigger conversations about the digital world. Through this process, parents and children create a shared understanding of their digital worlds, making the image of each other's screen use more realistic. This understanding and the building of trust in the game enhances the parent-child connection, serving as a strong basis to discuss and reflect on future negative and positive digital experiences to build digital resilience.

The evaluation results are promising in reaching the desired goals. However, a longitudinal evaluation is still necessary. It is recommended to refine Cloud Surfers based on the results of the longitudinal study and bring it to the market. ...