Methodology
How it works
LumiKin rates games on what they actually do to a developing mind β not just what they contain. Here's exactly how every score is calculated.
faq.sectionLumiScore
What is the LumiScore?+
How is the LumiScore calculated?+
LumiScore = 100 Γ (2 Γ BDS Γ Safety) / (BDS + Safety)where Safety = 1 β RIS. A game with excellent developmental value (BDS 0.80) but very high manipulation risk (RIS 0.80, Safety 0.20) scores only 32 β reflecting the real tension between what the game teaches and how it keeps kids playing.
What do the score ranges mean?+
- 70β100 β Recommended. Strong developmental value, low manipulation design.
- 40β69 β Play with awareness. Worthwhile but has notable risk factors to manage.
- 0β39 β Use caution. High risk relative to developmental benefit. Keep sessions short.
Why isn't the ESRB rating enough?+
Research
- βThe Benefits of Playing Video GamesGranic, Lobel & Engels β American Psychologist, APA (2014)
- βDevelopment of the SHARP-G Scale: An International Delphi StudySaini & Hodgins et al. β PMC (2024)
- βAssociation of Video Gaming With Cognitive Performance Among ChildrenChaarani et al. β JAMA Network Open / PMC (2022)
Benefit Density Score (BDS)
What does the BDS measure?+
What are the three benefit categories?+
B1 Β· Cognitive development (50% of BDS)
Problem solving, spatial awareness, strategic thinking, critical thinking, memory, creativity, reading, math/systems thinking, real-world learning transfer, and adaptive challenge. Scored across 10 dimensions (0β5 each, max 50 points).
B2 Β· Social & emotional development (30% of BDS)
Teamwork, communication, empathy, emotional regulation, ethical reasoning, and quality of social interaction. Scored across 6 dimensions (max 30 points).
B3 Β· Physical & motor development (20% of BDS)
Hand-eye coordination, fine motor skills, reaction time, and physical activity (VR/motion). Scored across 4 dimensions (max 20 points).
Can a casual or simple game score well on BDS?+
Research
- βThe impact of digital media on children's intelligenceSauce et al. β Scientific Reports / Nature (2022)
- βVideo games as virtual teachers: prosocial use associated with empathyProt et al. β Computers in Human Behavior (2014)
- βNeural correlates of video game empathy training in adolescentsSzymanski et al. β npj Science of Learning / PMC (2018)
- βGame-based social-emotional learning for youth: a school-based analysisLamb et al. β PMC (2025)
Risk Intensity Score (RIS)
What does the RIS measure?+
What are the three risk categories?+
R1 Β· Dopamine manipulation design (45% of RIS)
Variable-ratio reward loops, streak mechanics, loss aversion, FOMO events, artificial stopping barriers (energy systems), re-engagement notifications, near-miss mechanics, infinite scroll design, escalating commitment, and variable reward frequency. Scored 0β3 each across 10 factors (max 30 points).
R2 Β· Monetization pressure (30% of RIS)
Spending ceiling, pay-to-win mechanics, currency obfuscation (gem β coin β credit), in-game spending prompts, child-targeting design, ad pressure, subscription pressure, and social spending dynamics. Scored 0β3 each across 8 factors (max 24 points).
R3 Β· Social & emotional risk (25% of RIS)
Social obligations (guild events, daily team commitments), competitive toxicity, stranger interaction risk, social comparison mechanics, identity/self-worth tied to in-game status, and privacy risk. Scored 0β3 each across 6 factors (max 18 points).
What about violence, language, and other content?+
Can a game have a high RIS and a high BDS at the same time?+
Research
- βEngineered highs: Reward variability as a prerequisite of behavioural addictionNewall et al. β Drug and Alcohol Dependence / PMC (2023)
- βLoot boxes, gambling, and problem gambling among young peopleZendle et al. β PMC (2021)
- βPrevalence and characteristics of manipulative design in apps used by childrenFrik et al. β JMIR mHealth / PMC (2022)
- βThe role of microtransactions in Internet Gaming Disorder: a systematic reviewKristiansen & Severin β PMC (2022)
Daily time recommendation
How is the daily time recommendation calculated?+
| RIS range | Base recommendation |
|---|---|
| 0.00 β 0.15 | Up to 120 min |
| 0.16 β 0.30 | Up to 90 min |
| 0.31 β 0.50 | Up to 60 min |
| 0.51 β 0.70 | Up to 30 min |
| 0.71 β 1.00 | 15 min or not recommended |
Does a high BDS change the time recommendation?+
- If BDS β₯ 0.60 (substantial developmental value), the recommendation extends one tier β unless RIS > 0.70, where high risk overrides the benefit extension.
- If BDS < 0.20 AND RIS > 0.30 (low value, moderate risk), the recommendation drops one tier.
This asymmetry is intentional: benefits can earn a little more time, but they cannot override a very high-risk design.
Does the recommendation account for the child's age?+
Age adjustments are applied on top of the formula-based recommendation:
- Under 6: Recommendation is halved and capped at 30 min.
- 6β9: Applied as-is.
- 10β12: As-is, with notes on where co-play is advised vs. independent.
- 13β17: Extended one tier for age-appropriate content β teens benefit from autonomy with guardrails.
Research
- βWHO guidelines on physical activity, sedentary behaviour and sleep for children under 5World Health Organization (2019)
- βAAP screen time guidelines β Center of Excellence on Social Media and Youth Mental HealthAmerican Academy of Pediatrics
- βMedia and Young MindsAAP Council on Communications and Media β Pediatrics (2016)
How games are reviewed
Who reviews the games?+
Currently, all scores are generated by an AI model (Google Gemini Flash 2.5) working through the full LumiKin rubric β the same rubric documented on this page. The model is given structured game metadata (genre, platform, pricing, monetization flags, ESRB rating) and a set of calibration examples, then asked to score each of the 30+ rubric dimensions and write the parent narratives.
We are not a team of clinical psychologists reviewing games by hand. We are a small project using a transparent, publicly documented rubric applied consistently at scale. The rubric methodology is grounded in peer-reviewed research (cited in each section), but the individual game scores reflect an AI's interpretation of that rubric β not a human expert's. Treat them as a structured starting point, not a clinical assessment.
Human expert review is a goal for the most-played games. If you are a game developer, researcher, or parent who spots a meaningful scoring error, please use the feedback link on any game page.
What data does the AI use to score a game?+
- Game title, developer, publisher, description, and genre from RAWG
- Platform availability, ESRB/PEGI rating, Metacritic score
- Monetization flags: whether the game has microtransactions, loot boxes, a battle pass, or a subscription
- Multiplayer flags: whether stranger chat is possible and what moderation exists
- Price and internet requirement
- The full LumiKin rubric, with calibration examples (Minecraft, Fortnite, Brawl Stars)
How often are scores updated?+
What if I disagree with a score?+
Research
- βDevelopment of the SHARP-G Scale (the framework our rubric extends)Saini & Hodgins et al. β PMC (2024)
- βAdolescents and loot boxes: links with problem gambling and motivations for purchaseZendle et al. β Royal Society Open Science / PMC (2019)
- βUnderstanding the interplay between video game design features and dysregulated gamingKing et al. β PMC (2025)
Additional context fields
What is the Representation score?+
Each game is assessed on two representation dimensions β gender balance and ethnic & cultural diversity β scored 0β3 each, where higher is better. This is purely informational: it tells you something about the world the game presents, not about how risky the game is. Neither dimension affects the LumiScore or time recommendation.
A score of 0 means characters are all one gender or ethnicity, or rely heavily on stereotypes. A 3 means the game features authentic, diverse representation across both dimensions. Historical games set in genuinely homogeneous contexts are not penalised β context matters.
What is the Ideological content flag?+
Some games carry a political, nationalist, or religious perspective that parents may want to know about before their child plays. The propaganda/ideology level is scored 0β3:
- 0 β Neutral. No discernible ideological framing (most puzzle, sports, sandbox games).
- 1 β Mild. Common in historical games with a national perspective. Unlikely to concern most parents.
- 2 β Notable. Clear political, nationalist, or religious lens. Worth a conversation.
- 3 β Heavy. Game is primarily a vehicle for ideology or factually distorted content.
This field does not affect the time recommendation or LumiScore. Where level β₯ 1, a short note explains what type of content and where it appears.
Does LumiKin cover VR games?+
Research
- βRepresentation of gender in video games: A content analysisDowns & Smith β Sex Roles (2010)
- βRace and ethnicity in video games: a review of researchWilliams et al. β New Media & Society (2009)
- βVR in children: physical activity, cognition, and safety β a systematic reviewGao et al. β PMC (2023)
Ready to find games?
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