Video games, a tool for the well-being of children

Video games a tool for the well being of children

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    Video games, often criticized for their negative impact on children, could on the contrary contribute to their well-being. But on one condition: be designed taking into account the needs of the youngest. This is according to a new study led by UNICEF Innocenti and several collaborating institutions, including New York University.

    Video game publishers have the capacity and responsibility to support the well-being of children through the games they produce. This is what the results of the report demonstrate “Digital technology, play and child well-being: responsible innovation in technology for children”*. Video games have a particularly positive impact on children’s autonomy, competence, creativity and identity, the management of their emotions, but only when they respond to the deep interests and needs of the youngest.

    Video games that allow for greater autonomy

    For decades, it was often assumed that video games were bad for children and detrimental to their well-being. But our new study paints a much more complex picture, in which these games may actually contribute to children’s well-being and help them grow.”said Bo Viktor Nylund, director of UNICEF Innocenti.

    Professor Jan L. Plass of New York University led one of the three studies presented in the report. This study, carried out over ten weeks, let 255 children, aged between 8 and 12, play Lego Builder’s Journey and Rocket League, in the United States, Chile and South Africa. Results ? Both American and Chilean children reported greater autonomy and improved parental relationships. In South Africa, general well-being has been observed among children.

    Many parents are concerned about their children’s screen time, and this study is the first to examine the effect of digital play on the well-being of children in this age group in the United States, Chile and South Africa.” said Plass, founding director of the Consortium for Research and Evaluation of Advanced Technology in Education (CREATE) Lab at New York University.

    The role of video game publishers

    If video games can improve children’s well-being, it is because certain features and aspects of video games allow children to develop some of their talents. Video game publishers therefore have a role to play for researchers. So much so that a guide bringing together their advice following these studies will be offered to companies later this year, they announced.

    The report explains that to support children’s sense of autonomy, a game could give children more control to allow them to make decisions about the game. A way that can encourage them to develop their own strategies to progress. A game that allows children to freely explore a location, solve problems or create their own characters and stories would stimulate the player’s creativity.

    This exciting research from UNICEF and leading academics shows that safe and inclusive digital play can have a profoundly positive impact on children’s lives. We are proud to partner with like-minded organizations to understand how digital experiences can be designed in a way that puts children’s well-being first. These findings will enable responsible businesses to create a digital future where children are safe, encouraged and equipped to thrive” said Anna Rafferty, Vice President of Digital Consumer Engagement at the LEGO Group.

    The fact that digital play can improve children’s well-being and meet their psychological needs, such as the need for connection to others, is particularly important at a time when we are concerned about children’s mental health.” added Plass.

    *Research for the latest report was carried out by UNICEF Innocenti in partnership with the University of Sheffield, New York University, the City University of New York and Queensland University of Technology. Research partners in Chile, Cyprus, South Africa, the United Kingdom and the United States, including those associated with the University of Cape Town, Curtin University, the University of Cyprus, the University of Oulu and the Centre for Creative Education, also contributed to the research, providing expert knowledge and understanding of local contexts.

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