Study: Video games can have a positive impact on children if designed with the right features

New research, spearheaded by UNICEF Innocenti in collaboration with institutions like New York University, reveals that video games can positively impact children's well-being if designed with their needs in mind.
The study, part of the Responsible Innovation in Technology for Children (RITEC) project, shows that digital play enhances children's autonomy, competence, creativity, and identity when it aligns with their interests and desires.
How did the study go?
One of the studies, led by NYU Steinhardt Professor Jan L. Plass, involved a 10-week intervention with 255 children aged 8-12, using games like Lego Builder's Journey and Rocket League.
Findings indicated improved feelings of belonging and autonomy among children in the US, Chile, and South Africa.
Complementary research involved observing families over 14 months and measuring physiological responses in children aged 6-12 playing digital games.
Why does it matter?
"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," said Plass. The research demonstrates that video games, often criticized for their potential negative effects, can support various aspects of children's well-being, including emotion regulation and relationship building.
Bo Viktor Nylund, director of UNICEF Innocenti, highlighted, "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."
The context
The RITEC project, co-founded by UNICEF and the LEGO Group and funded by the LEGO Foundation, aims to guide the digital gaming industry toward creating games that support children's well-being. The findings from these studies will be used to develop a guide for businesses to design games that are safe, inclusive, and beneficial for children.
"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," said Anna Rafferty, vice president of Digital Consumer Engagement at the LEGO Group.
The project's collaborators include the Joan Ganz Cooney Center, the Young & Resilient Research Centre at Western Sydney University, the University of Sheffield, and the Australian Centre of Excellence for the Digital Child.
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