{"source":{"name":"Evidence Hub on Social Media Ban for Kids - A project by the Lisbon Council","url":"https:\/\/socialmediaban.lisboncouncil.net","license":"Creative Common CC-BY 4.0 International"},"data":[{"data":[50,20,66.7,33.3,25,25,100,66.7,"",100],"name":"ID"},{"data":[10,"","","",25,75,"","",100,""],"name":"Mobile Phone"},{"data":[20,"","","",50,"","","","",""],"name":"Credit Card"},{"data":[20,60,33.3,66.7,"","","",33.3,"",""],"name":"ID + Selfie"},{"data":["",20,"","","","","","","",""],"name":"ID + Live Chat with Staff"}],"_data":[["Service Category","ID","Mobile Phone","Credit Card","ID + Selfie","ID + Live Chat with Staff"],["Social media",50,10,20,20,""],["Pornography",20,"","",60,20],["Random live video chat",66.7,"","",33.3,""],["Immersive environments",33.3,"","",66.7,""],["Generative AI",25,25,50,"",""],["Gaming",25,75,"","",""],["For kids",100,"","","",""],["Dating",66.7,"","",33.3,""],["App stores","",100,"","",""],["Messaging",100,"","","",""]],"labels":{"values":["Social media","Pornography","Random live video chat","Immersive environments","Generative AI","Gaming","For kids","Dating","App stores","Messaging"]},"metadata":{"link":"https:\/\/www.oecd.org\/en\/publications\/age-assurance-practices-of-50-online-services-used-by-children_a19853ab-en.html","type":"","unit":"Percent (%)","year":"2024","title":"Age Verification Methods Used by Online Services (2024)","topic":"Usage Patterns","method":"data collection","source":"OECD, Age assurance practices of 50 online services used by children","sub_topic":"","chart_number":"85.0","geographical":"World"},"description":"This chart shows the technical methods used by 50 online services to verify users' ages in 2024. The data represent the percentage usage of each method within each service category. The data reveal that government-issued ID is the most widely adopted method, appearing in 80% of categories and serving as the sole verification tool for services in the 'For Kids' and 'Messaging' sectors.\r\nA significant trend emerges in high-engagement and high-risk categories, where multiple methods are often combined. In the social media sector, half of the platforms (50%) rely on ID verification, while the remainder is split between credit card checks (20%), ID + selfie checks (20%), and mobile phone checks (10%). In contrast, the pornography sector shows a heavy reliance on biometric and human-assisted methods, with 60% of platforms requiring ID and a selfie, and 20% utilising live chat with staff.\r\nThe data also highlight sector-specific preferences for non-ID methods. App stores rely entirely on mobile phone verification, a method that also dominates the gaming sector. Generative AI services exhibit a unique profile, with 50% of platforms utilising credit card verification, the highest rate for this method across all categories. Although traditional ID remains the regulatory backbone, sectors involving immersive or sensitive content are increasingly adopting biometrically linked 'ID + selfie' protocols to ensure higher assurance levels."}