The challenge
Children's games have a social play problem. Kids want to play with friends and family, but the tools available — live multiplayer, chat, voice — come with serious safety risks.
- Live connections create opportunities for unwanted contact with strangers
- Chat and voice are grooming vectors that are expensive to moderate
- Matchmaking exposes children to unknown players
- Always-on features create screen-time pressure and attention-capture loops
Studios building for the under-13 market face a difficult choice: ship social features and accept the safety risk, or remove them and lose the retention benefit.
A third option
Playprint offers a fundamentally different approach to social play in children's products.
How it works
- A child plays a game normally. The SDK captures gameplay decisions — moves, strategies, choices. Nothing personal.
- The game creates a Playprint — a behavioural profile containing no personal information.
- A parent or friend plays against the Playprint. No live connection is needed.