snërqq

Child safety by design

snërqq is built from the ground up for kids and teens. Safety is part of the product architecture.

Closed friend groups, age-appropriate rules, integrated moderation, natural stopping points and an ad-free business model create a digital framework where friends can communicate, create and play together.

Child safety by design diagram

How safety works in snërqq

snërqq combines six layers of protection:
age-appropriate rules, closed friend groups, natural stopping points, shared Social Game mechanics, visible conflict reflection and a membership model without advertising.
Privacy and age-appropriate data protection form the foundation of the system.

1. Age-appropriate rules

Bronsky's Yard Code

Rules are built directly into the snërqq world. Kids and teens encounter them through Bronsky and short playful situations.

Bronsky explains the Yard Code in accessible language and makes rules visible where they become relevant. Dings and Ambri add further guidance within the world.

Bronsky, Dings and Ambri form the visible moderation layer. Human moderation provides an additional layer in the background.

Bronsky teaching rules
QR code invite

QR code invite protects from foreigners.

2. Closed friend groups

Built around real friendships

snërqq starts with existing friendships. New contacts and groups are created through personal invitations via QR code.

Kids and teens therefore interact within a clearly defined social environment — with people who belong to their real friend circles.

3. Natural stopping points

So kids can put the phone down again

snërqq is designed so activities have natural endings. Games finish, stories come to an end and Buzz is not an endless feed.

These moments give kids and teens natural opportunities to stop — instead of immediately being pulled into the next activity.

At a glance:

  • no endless feed
  • games with clear endpoints
  • stories and activities that come to an end
  • no game mechanics designed to push endlessly into the next round
Full Circle

The Social Game

4. Social Game mechanics

Available with membership

Jitter rewards participation

Creative contributions and group engagement generate Jitter, which can be used to customise the Dings. Playing in the Yard generates XP, allowing the Dings to reach new evolution stages. Interaction makes the Dings feel alive.

Progress therefore becomes something the friend group shares — instead of public likes, follower counts or rankings.

5. Visible conflict interruption

Available with membership

The Dings and the Dingsometer

The Dingsometer recognises patterns of group interaction and makes different group states visible through the Dings’ expressions and behaviour.

When a situation genuinely escalates, the Dings starts to cry. This makes the situation visible to everyone and can shift attention away from the direct conflict towards something the group shares.

It creates a moment in which the group can step out of the immediate dynamic and respond to how they are interacting.

Externalisation and reflection of group conflict to interrupt escalation.

The Dings reflects the mood of the group

video

Sofa Chill

Everything is calm. No special activity.

Privacy and online safety for young users

GDPR, COPPA and OSA requirements considered from the start

snërqq is being developed with the specific privacy and safety requirements of kids and teens in mind.

This includes:

  • data minimisation and protection of personal data
  • parental consent and age verification where required
  • age-appropriate privacy information and protective default settings
  • age-appropriate, multi-layered moderation
  • human moderation in the background
  • transparent rules, reporting paths and documentation

Specific procedures are described in the relevant privacy and safety documents.

All relevant documents are available for download.

GDPR LogoCOPPA Logo
OSA Logo

6. Member funded

Funded by members, not advertisers

snërqq is funded through memberships. Advertising, influencer marketing and maximising advertising impressions are outside the product model.

Families fund access directly. This allows snërqq to focus on the shared experience, age-appropriate design, privacy and safety.

A digital world for kids and teens — with real friends at the centre.

Frequently Asked Questions