🎥 Camera Game — kamgem.com All games & scenes

For parents: what the camera does, and what it never does

Straight answers about what this site does with your camera, your kids and your data.

What is Camera Game?

A free collection of 63 browser games and visual scenes that kids control by moving their body in front of the webcam — jumping, waving, dodging. The point is active play: real physical movement instead of sitting still with a controller. There is nothing to install, no account to create, no ads, and no purchases.

Who runs this

Camera Game (kamgem.com) is made and run by one person, not a company — which is why there are no ads, no accounts and nothing to sell. Questions, problems, or anything you would like removed, by email: wildevemail+kamgem@gmail.com (Email us).

The camera — the part you actually care about

🔒 The video from your camera is processed inside the browser on your own device and is never recorded, never saved, and never uploaded anywhere. The games only look at where movement happens between frames. If you close the tab, nothing about what the camera saw exists anymore.

You can verify this yourself rather than take our word for it: unplug the network and the site keeps working — not only the tab you already have open, but a reload too. The whole thing is stored on your device after the first visit, so a reload needs nothing from us and the games never send a camera frame anywhere.

Two requests do go out on a normal load, and it is more honest to name them than to say "nothing": /version.txt, seven bytes, so the page can tell you when a newer build is available, and /api/stats, which fetches the all-players play counts for the "most played" panel. Neither sends anything about you. Both are plain GETs, and like every request on the internet the server at the other end sees your IP address in order to reply at all — ours is Cloudflare's edge. We do not store it, we do not log it, and nothing we keep can be traced back to it; what we keep is listed in full below.

The two scenes that put something on a face (Glasses and Tears) need the internet the first time. Being exact about it, because "a small file" was not: selecting one downloads 2.73 MB from jsDelivr (the MediaPipe vision library and its WebAssembly runtime) and the face-detection model itself from Google (storage.googleapis.com). Those two companies therefore see a request from your IP when you first open one of those two scenes, the same way any CDN does. It is cached afterwards, no camera frame is involved, and the other 61 items never touch it.

What data exists at all?

  • On your device only: best scores, a small play log that powers the "Your week's favorites" panel, and achievement unlocks — stored in the browser's localStorage. None of it is sent anywhere. The one exception is small enough to state exactly: the counter below derives a single 0/1/2 number from how long the play log is, and sends that. The log itself never leaves the device.
  • Anonymous counters: at the end of a play session the browser sends just {"game":"bubble","sec":42,"r":1} — no names, no cookies, no identifiers — so we can see which games are loved and which need work. That third key is the only one that needs explaining: r is a coarse bucket — 0 means this is your first ever play, 1 your 2nd to 5th, 2 your 6th or later — derived on your device from how many sessions are in the local play log. It tells us whether anyone comes back without identifying anyone. The log itself is not sent; only that one number, which has three possible values and is the same for millions of people. When a game ends you are offered three faces to tap; tapping one sends that rating and nothing else. The same is true of the 💬 Feedback button, which also has a text box — the mood plus whatever you type is sent, along with which game you were playing. It is scrubbed when it arrives, before anything is written down: email addresses, @handles, links, bare domains and runs of nine or more digits are replaced with [removed]. That is a safety net, not a promise — please still don't type personal details into it. Both are entirely optional: ignoring the faces sends nothing at all.
  • Written on our side, in full: four counters per play, and nothing else. count:<game> and time:<game> are running totals per game; week:<iso-week>:<game> is the same count bucketed by week so "most played last week" is answerable; and country:<cc> is a tally against the two-letter country code Cloudflare's edge attaches to the request. Every one of them is a single integer shared by everybody it counts. There is no row anywhere with a person in it.
  • Nothing else. No analytics scripts, no ad networks, no fingerprinting, no cookies.

How long anything is kept

Written out plainly, because "we don't collect much" should come with dates attached:

  • Camera video: zero seconds. Frames are compared in your browser's memory and discarded immediately. Nothing is written to disk, and nothing is sent anywhere, so there is no retention period to state — there is nothing to retain.
  • On-device data (scores, play log, achievements): kept until you clear your browser's data for this site. It is yours, it stays on your machine, and we cannot see it or delete it for you.
  • Anonymous play counters: kept indefinitely, because they are counters — a running total of how many times each game was started and for how long. They contain no identifiers and cannot be traced to a person or a device, so they are not information about anyone.
  • Feedback messages: automatically deleted after 90 days. We keep them that long only to read what players think and fix what they report. Before a message is stored, anything that looks like an email address, phone number, @handle or web address is replaced with [removed]. They are never published, never shown on the site, and never shared.

Because feedback messages carry no name, account or device identifier, there is no way for us — or anyone else — to look up "the message your child sent". That is by design, and it is also why the protection here is automatic rather than on request: the redaction happens before storage, and the 90-day deletion happens whether anyone asks or not.

If you would still like something removed sooner, or you have any question about privacy here, email wildevemail+kamgem@gmail.com. Tell us roughly when the message was sent and which game your child was playing and we will find and delete it. We answer these ourselves — there is no support desk and no ticket system.

Safety notes

  • Space to move: kids jump and swing their arms — clear a little room around them and keep a comfortable distance from the screen.
  • Flashing lights: four things paint a flash across the whole screen — the Lightning scene, the Potion game's burst, and the red "caught" flash in Stop & Go and Dodgeball. All four are rate-limited to stay under photosensitivity guidelines (WCAG 2.3.1), and all four are switched off entirely if your device has the "reduce motion" accessibility setting on. Disco is bright but has no full-screen flash at all — it lights individual floor tiles, and its brightness cycles at about 1.3 times a second, well under the 3-per-second threshold. If anyone in your family is photosensitive, turn "reduce motion" on and everything on the site is available.
  • Breaks: it's exercise! Water breaks recommended — most games run in short 60-second rounds.

What does it need?

Any reasonably recent browser (Chrome, Edge, Safari, Firefox) with a webcam. It's built to run on low-end laptops. Phones and tablets work too — prop the device up so the camera can see the player.

Questions or problems?

Use the 💬 Feedback button in the footer of the homepage — we read everything.