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Inspiration & Features

Beyond the Brick: How LEGO Addresses Children’s Safety, Rights and Wellbeing

What responsibility does a toy company have once a child puts down the bricks and opens a game, joins an online community or encounters a limiting stereotype? For the LEGO ecosystem, that question has led to family resources, child-rights policies, research partnerships and community programmes. They are not all run by the same organisation: LEGO Group is a business, LEGO Foundation is a distinct philanthropic foundation, and UNICEF and Save the Children are independent partners.

In this instalment of our series on what LEGO does beyond selling sets, we examine five areas that are often conflated: Build & Talk, the LEGO Group–UNICEF child-rights partnership, RITEC, Play Unstoppable and Girls Unstoppable. The goal is not to count initiatives. It is to explain how each works, who is accountable and what the available evidence actually establishes.

Build & Talk: an activity parents can use at home

Build & Talk is a LEGO Group initiative designed to make conversations about children’s digital lives easier. Families use ordinary bricks, storytelling and discussion prompts to explore problems such as cyberbullying, sharing personal information, online friendships, gaming behaviour and balancing online and offline activities. It is an educational conversation resource, not a child-protection monitoring service or a software safety filter.

LEGO Group published Build & Talk cyberbullying activities in 2020, with materials principally aimed at families with children aged six to ten. Subsequent resources expanded into privacy and other aspects of online life. Rather than requiring a newly purchased product, the approach uses bricks a household already owns. Families can select an activity, build along with a story and discuss what the child might do if, for example, someone is unkind in a multiplayer game or requests personal details.

Materials are provided free of charge through LEGO’s family resources. Their availability is a verifiable output; an independently established long-term reduction in cyberbullying among participating children is a different claim. The public evidence we reviewed does not justify presenting the latter as proven.

UNICEF and the rights of children in business

Parents cannot bear the entire burden of online safety. Companies that design digital experiences, advertise to children or engage them through third parties must examine their own decisions. LEGO Group’s partnership with UNICEF, begun in 2015, addresses that wider responsibility. An important reference point is the Children’s Rights and Business Principles, developed by UNICEF, the UN Global Compact and Save the Children.

The principles encompass responsible marketing and corporate practices as well as direct child protection. LEGO Group has described work on safeguarding policies, expectations for relevant partners and internal approaches to protecting children in its operations and digital activities. These are important governance mechanisms, although a company’s statement that a policy exists is not, by itself, independent verification that every practice works as intended.

What COSA does — and does not — certify

One practical product of the partnership is Child Online Safety Assessment (COSA), a framework through which companies can assess risks to children in their online operations and identify opportunities for improvement. It is a self-assessment tool, not an independent safety certification. Completing it should not be confused with demonstrating that a digital platform is risk-free.

RITEC: designing for children’s digital wellbeing

Responsible Innovation in Technology for Children (RITEC) asks a different question from conventional online-safety campaigns. Beyond avoiding harm, can digital play be designed to support children’s agency, relationships, creativity and emotional wellbeing?

The institutional distinctions matter. UNICEF leads the initiative; LEGO Group has participated as a founding collaborator and industry partner; LEGO Foundation supports the work through philanthropic funding. Academic and specialist organisations, including Western Sydney University, have contributed research. Publicly presented in 2022, the work generated the RITEC-8 framework of eight dimensions of wellbeing and, in 2024, the RITEC Design Toolbox aimed at game designers.

For a developer, the practical implication is to consider not just whether a game keeps children engaged, but what kinds of choices, relationships and self-expression its design allows. Research with children and a toolkit for designers are tangible outputs. They do not automatically establish that game companies across the industry have adopted those principles or that measurable wellbeing gains have followed.

What changed in 2026?

In March 2026, partners announced a further three-year phase of RITEC, backed by US$4.9 million from LEGO Foundation. The emphasis shifts towards practical application: guidance, training and industry engagement intended to turn research into design practice. This makes RITEC an ongoing effort rather than a concluded academic study. Its future effectiveness should be judged by evidence of uptake and outcomes for children, not simply the existence of the framework.

Play Unstoppable: the problem of perfectionism

A child’s wellbeing is affected by social expectations as well as technology. LEGO Group’s Play Unstoppable initiative addresses gender stereotypes that can narrow girls’ confidence to explore, create and make mistakes.

In March 2024, LEGO Group published a survey commissioned from Edelman DXI, covering 61,532 parents and children aged five to twelve across 36 countries, including the UK and US. According to the company-reported findings, 72% of girls worried about making mistakes, roughly two-thirds worried about sharing their ideas, and more than three in five felt societal pressure to be perfect. These are three distinct measures, not interchangeable descriptions of a single result. The survey records participants’ reported attitudes; it does not establish the subsequent effects of the campaign.

The campaign used these findings to promote creative confidence and encourage adults to rethink the language used when praising children. LEGO Group also offered free workshops and a guide for parents. The issue is relevant well beyond LEGO products, but Play Unstoppable is also part of the company’s brand positioning. That commercial incentive should be recognised without automatically dismissing the underlying concern.

Girls Unstoppable: a separate programme with different partners

Girls Unstoppable sounds similar to Play Unstoppable, but it should not be described as the same campaign. Girls Unstoppable was developed through LEGO Foundation and Save the Children, with support from LEGO Group. It involved work in China, Indonesia, Mexico and Vietnam, including girls’ clubs, locally led activities and opportunities for participants to contribute to community discussions and decisions.

Organisers reported that, in an initial six-month period, activities reached 9,627 girls and community members and supported the formation of 50 girls’ clubs. Those are figures tied to a specific historical reporting period, not an up-to-date global participation total for October 2026. Nor do participation counts alone demonstrate sustained increases in confidence or decision-making power.

The distinction is revealing: Play Unstoppable is a LEGO Group-branded initiative engaging families and public attitudes, whereas Girls Unstoppable involves philanthropic and civil-society work with local participants. Their financing, methods and forms of evidence are different.

What has been achieved — and what is still unknown?

Across these programmes, the outputs are real but fundamentally different. Build & Talk supplies free conversation activities. LEGO Group and UNICEF have worked on policies and the COSA self-assessment. RITEC has produced a research framework and a design toolbox, with further implementation work funded in 2026. Play Unstoppable has publicised research and delivered campaign activities. Girls Unstoppable reported participation and girls’ clubs in several countries.

We should not merge these outputs into one grand claim of social impact. Distribution of a family resource is not evidence of a sustained behavioural change. A research report is not evidence of universal industry adoption. A workshop attendance figure is not a long-term wellbeing measure. Available programme reports also differ in independence and scope.

The questions for future follow-up are concrete: Have independent evaluations shown sustained benefits from Build & Talk? Which games have demonstrably applied RITEC principles and with what results? Has Play Unstoppable changed attitudes beyond campaign exposure? What happened to Girls Unstoppable participants after the initial reporting period? The absence of adequate public answers to these questions is a limitation on our claims, not proof of programme failure.

Why does LEGO participate?

For LEGO Group, children’s wellbeing is closely connected to its responsibilities as a business serving young audiences. Safer digital experiences, responsible marketing and trust among families have ethical and commercial significance. For LEGO Foundation, funding research and community programmes serves a distinct philanthropic mission. UNICEF, Save the Children and academic partners bring expertise and delivery mechanisms that should not be treated as subsidiaries of the LEGO business.

The central lesson is therefore more precise than saying that LEGO ‘helps children.’ Its different organisations and partners intervene at different points: the family conversation, the company policy, the design of digital products and the opportunities available to girls. To understand their significance, we need to identify who does what, where the money comes from, and which results have actually been demonstrated.

Sources and further reading

The Brick Archivist has been building with LEGO since 1974. One of his first sets was the black-and-white LEGO 611 Police Car, and that small model started an interest that has lasted for more than five decades. Today he follows LEGO sets, parts, collecting, design history and the wider brick-building culture as an editor of Brick Current.