Certain video games could aid children’s wellbeing

Certain video games could aid children’s wellbeing

When designed with the needs of young users in mind, such games could nurture autonomy, competence, creativity and identity, researchers suggest.

Children in a recent study reported greater autonomy and an overall sense of wellbeing when they played with video games. (Envato Elements pic)

Although video games are often criticised for their negative impact on children, they could actually contribute to their wellbeing. But they must be designed with the needs of children in mind, according to new research conducted by Unicef Innocenti and several collaborating institutions, including New York University.

Video game publishers have the capacity and responsibility to support the wellbeing of children through the games they produce, as demonstrated by the findings of the report “Digital Technology, Play and Child Well-being: Responsible Innovation in Technology for Children”. According to the research, video games can support children’s senses of autonomy, competence, creativity and identity, but only when they respond to the deeper interests, desires and needs of children.

“For decades, people have often assumed that playing video games is bad for children, undermining their wellbeing. But our new study paints a far more complex picture – one in which these games can actually contribute to children’s wellbeing and positively support them as they grow up,” said Unicef Innocenti director Bo Viktor Nylund.

Professor Jan L Plass of New York University led one of the three studies presented in the report. This 10-week study involved 255 children from the US, Chile and South Africa, aged between eight and 12, who played “Lego Builder’s Journey” and “Rocket League”.

The results? Both US and Chilean children reported greater autonomy and improved familial relationships. In South Africa, the play supported a general sense of wellbeing among the young participants.

“Many parents are concerned about screen time for their children, and this is the first study investigating the effect of digital play on wellbeing for this age group in the US, Chile, and South Africa,” said Plass, founding director of the Consortium for Research and Evaluation of Advanced Technology in Education Lab at NYU Steinhardt.

Playing video games with one’s siblings or parents can strengthen familial bonds. (Envato Elements pic)

If video games can contribute to children’s wellness, it’s because certain features and aspects of these games enable children to develop some of their talents. Game publishers, therefore, have a role to play, the researchers say: so much so that they plan to launch a guide compiling their advice on the basis of these studies, which will be offered to companies later this year.

The report explains that, to support children’s sense of autonomy, more control could be given to them to make decisions about gameplay. This could encourage them to develop their own strategies for progress.

A game that allows children to freely explore a place, solve problems, or create their own characters and stories could stimulate player creativity. Meanwhile, engaging in such games with siblings or parents can strengthen familial bonds.

Anna Rafferty, senior vice-president of digital consumer engagement at the Lego Group, concluded: “This research shows that safe and inclusive digital play can have a profoundly positive impact on children’s lives. These findings will empower responsible businesses to create a digital future where children are safe, nurtured and equipped to thrive.”

Stay current - Follow FMT on WhatsApp, Google news and Telegram

Subscribe to our newsletter and get news delivered to your mailbox.