LumiKin

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?+
The LumiScore is a single 0–100 number that summarises how well a game works for a developing child. It is the harmonic mean of two independent scores β€” the Benefit Density Score (BDS) and a safety score derived from the Risk Intensity Score (RIS). Using the harmonic mean means a game can't hide a very low score on one side behind a very high score on the other.
How is the LumiScore calculated?+
LumiScore = 100 Γ— (2 Γ— BDS Γ— Safety) / (BDS + Safety)

where Safety = 1 βˆ’ 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?+
  • 70–100 β€” Recommended. Strong developmental value, low manipulation design.
  • 40–69 β€” Play with awareness. Worthwhile but has notable risk factors to manage.
  • 0–39 β€” Use caution. High risk relative to developmental benefit. Keep sessions short.
Why isn't the ESRB rating enough?+
ESRB rates content (violence, language, sexual themes) β€” not design. A game can be rated E for Everyone and still use slot-machine reward loops, aggressive push notifications, or unlimited in-app purchases targeting children. The LumiScore captures those design decisions, which are invisible to ESRB but highly relevant to parents.

Research

Benefit Density Score (BDS)

What does the BDS measure?+
The BDS (0.00–1.00) reflects how much genuine developmental value a game provides across three categories: cognitive skills, social-emotional skills, and physical/motor skills. A high BDS means the game actively builds skills that transfer outside the game.
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 (0–5 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?+
Yes, if it genuinely develops skills. Tetris scores well on spatial awareness and reaction time. Stardew Valley scores well on planning and emotional regulation. A game doesn't need to be complex β€” it needs to build real skills rather than just provide passive stimulation.

Research

Risk Intensity Score (RIS)

What does the RIS measure?+
The RIS (0.00–1.00) captures how aggressively a game uses design patterns that can manipulate behaviour β€” especially in developing minds. It does not measure content (violence, language) β€” that is captured separately as Content Risk.
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 0–3 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 0–3 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 0–3 each across 6 factors (max 18 points).

What about violence, language, and other content?+
Content risk (R4) is tracked separately and is NOT included in the RIS or LumiScore. It covers violence level, sexual content, language, substance references, and horror intensity β€” aligned with existing ESRB/PEGI categories. We display it alongside the score as a parental judgment call, not a formula input. A game can be perfectly safe by design (low RIS) but still carry content that is inappropriate for younger children.
Can a game have a high RIS and a high BDS at the same time?+
Yes β€” and this is an important nuance. Genshin Impact is a good example: it has genuine exploration value, team-based combat, and world-building (moderate BDS), but it also uses gacha mechanics, daily streaks, FOMO banners, and unlimited spending (high RIS). The LumiScore reflects this tension honestly. High-benefit, high-risk games get a special note recommending shorter sessions and a conversation with your child about why the game is designed the way it is.

Research

Daily time recommendation

How is the daily time recommendation calculated?+
The base recommendation comes from the RIS:
RIS rangeBase recommendation
0.00 – 0.15Up to 120 min
0.16 – 0.30Up to 90 min
0.31 – 0.50Up to 60 min
0.51 – 0.70Up to 30 min
0.71 – 1.0015 min or not recommended
Does a high BDS change the time recommendation?+
Yes β€” but only under specific conditions:
  • 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.
  • 6–9: Applied as-is.
  • 10–12: As-is, with notes on where co-play is advised vs. independent.
  • 13–17: Extended one tier for age-appropriate content β€” teens benefit from autonomy with guardrails.

Research

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?+
Each score includes a "last reviewed" date. Scores are refreshed when a major update changes monetization mechanics, a new season launches, or community feedback flags a meaningful change. Live-service games are prioritised for more frequent re-scoring. Because the AI re-reads the same rubric each time, scores are consistent across runs β€” small variations (Β±2–3 LumiScore points) can occur between model versions.
What if I disagree with a score?+
Every game page has a feedback link. Flagged games are re-examined, and if community feedback reveals a systematic rubric error it feeds into the next methodology version. All rubric weights and thresholds are publicly documented. If a score feels wrong, tell us β€” the rubric is designed to be transparent and correctable.

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 0–3 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 0–3:

  • 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?+
Yes. VR games are included in the catalogue alongside standard titles. The rubric handles VR natively β€” B3.4 (Physical activity) scores highly for motion-based games like Beat Saber, Ring Fit Adventure, and Superhot VR, which is one reason those games often receive extended time recommendations. VR-specific risks (motion sickness, immersion intensity) are captured through the standard content and design risk fields rather than a separate VR category.

Research

Ready to find games?

Browse the catalogue with filters for age, risk level, benefit focus, and more.