Video games can contribute to children’s well-being, if they’re designed right


The research says that 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. — AFP Relaxnews

Although video games are often criticised for their negative impact on children, they could actually contribute to their well-being. But on one condition: 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 well-being of children through the games they produce. This is demonstrated by the findings of a recent report titled "Digital Technology, Play and Child Well-being: Responsible Innovation in Technology for Children."*

The research says that 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 somehow bad for children, undermining their well-being. But our new study paints a far more complex picture – one in which these games can actually contribute to children’s well-being and positively support them as they grow up," 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 10-week study involved 255 children, aged between 8 and 12, playing Lego Builder's Journey and Rocket League, in the US, Chile and South Africa. The results? Both US and Chilean children reported greater autonomy and improved parental relationships. In South Africa, the play supported a general sense of well-being 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 well-being for this age group in the US, Chile, and South Africa," says Plass, founding director of the Consortium for Research and Evaluation of Advanced Technology in Education (CREATE) Lab at NYU Steinhardt.

The role of video game publishers

If video games can contribute to children's well-being, it's because certain features and aspects of these games enable children to develop some of their talents. Video 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, a game could give them more control to make decisions about gameplay. This approach can 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.

Anna Rafferty, Senior Vice President of Digital Consumer Engagement, the Lego Group, says: "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’re proud to be partnering with like-minded organisations to understand how digital experiences can be designed in a way that puts children’s well-being first. These findings will empower responsible businesses to create a digital future where children are safe, nurtured and equipped to thrive."

"The finding that digital play can enhance child well-being and meet children’s psychological needs, such as the need for connections to others, is especially important at a time when we are concerned about children’s mental health," adds Plass. – AFP Relaxnews

*Research for this report was carried out by Unicef Innocenti in partnership with the University of Sheffield, New York University, City University New York and Queensland University of Technology. Research partners in Chile, Cyprus, South Africa, the UK and the USA, including those associated with the Centre for Creative Education, the University of Cape Town, Curtin University, Universidad de Chile, University of Cyprus and University of Oulu, helped conduct this research and contributed their expert knowledge and understanding of local contexts.

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