For fun, above all. Dubit asked US parents and young people, in their own words, why they or their child like to play video games. Fun and entertainment came up in 57% of answers and social connection in 29%. Challenge, creativity and learning came third, on 22%, from a weighted base of 288. Answers could name several reasons, so the shares overlap.1
Below those three, 19% gave relaxation as a reason and 18% filling boredom. Only 3.5% of answers had no clear theme.
In Dubit's reading, the 22% naming challenge, creativity or learning are a minority of families who treat gaming as an active, skill-building pursuit.
Do children learn anything from video games?
Asked whether video games are good or bad for you, and why, 16% of US parents and young people credited games with cognitive and skill development. That covers problem-solving, hand-eye coordination and critical thinking.2 Entertainment and fun came up in 32% of answers, and 22% had no clear theme.
Learning in the schoolwork sense came up less. Educational content or the type of game was named by 7.3%, about 1 in 14 of those who explained their view. Creativity and imagination was also named by 7.3%.
Dubit's reading of the answers is that families see a real educational upside, strongest for thinking skills rather than formal schoolwork. It stays a secondary reason, layered on top of an experience that is entertainment first.
Do parents think video games are good for children?
For the youngest children, only 39 to 50% of US parents rate video games as "good", on a 10-point scale asking "Are video games good for you?". That figure covers parents of children aged 1 to 3 and 4 to 6.3
On the same 10-point scale, fewer than 5% rated games "Very Bad" at any age or gender.3
What worries families about children gaming?
Moderation and parental control is a concern for 13% of US parents and young people asked whether games are good or bad for you, and why.2 Another 11% raised screen time and health concerns, and 4.2% addiction and compulsive use. Only 10% of the explanations were coded as negative in sentiment.
Online safety runs through the qualitative data too. Dubit's synthesis found the learning value families see in games tightly coupled with anxiety about safety online.
Does what families think of gaming change as the child gets older?
Opinion warms with age, as the "good" or "very good" rating climbs to 60 to 69% among 7 to 18 year olds, up from 39 to 50% for children aged 1 to 6.3
Among boys aged 10 to 12, 13 to 15 and 16 to 18, the share rating video games good for you reaches 68%.
Dubit reads the lower rating for the youngest as likely reflecting limited exposure and caution about screen time, not a verdict on what games teach. In Dubit's reading, the sense that games teach something also strengthens with the child's age.
Footnotes
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Dubit's US survey. The open question "Why do you/your child like to play video games?", answered by parents or by young people themselves. Answers were coded into themes, and one answer could fall under several themes. Weighted base 288. ↩
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Same research, US. The open question "Are video games good or bad for you, and why?", coded into themes; one answer could fall under several. Weighted base 2,400. ↩ ↩2
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Dubit's US survey. "Are video games good for you?", rated on a 10-point scale, by age band and gender; weighted base 2,400. Weighted bases at ages 1 to 3: boys 204, girls 193. At 4 to 6: boys 197, girls 190. At 7 to 9: boys 198, girls 191. At 10 to 12: boys 197, girls 190. At 13 to 15: boys 210, girls 201. At 16 to 18: boys 212, girls 216. ↩ ↩2 ↩3
