Video games and children: a practical guide for parents on benefits and safety
Originally published on 26.1.2026
Reading time: 4 minutes

The evolution of the digital landscape has transformed the leisure time of children and adolescents, making immersion in interactive environments an inescapable fact of contemporary life. However, the arrival of this technology in the home is often accompanied by anxiety and "moral panic." For a mindful parenting approach, it is essential to look past the vision of video games as a threat and adopt an analytical, empathetic lens. Video games should not be demonized; instead, they should be understood as a "virtual laboratory" where young people experiment with autonomy, competence, and connection.
Moral panic and video game violence
The first point of departure is the definition of "moral panic" and its correlation with video game violence.
Moral panic describes a sociological phenomenon in which society reacts with exaggerated fear or anger toward a group, behavior, or problem perceived as a threat to moral values or social order. The media often amplifies these fears, creating the sensation that the problem is widespread and dangerous, even when evidence suggests otherwise.
Historically, video games have been a frequent target of this reaction, particularly regarding the alleged link between violent content and real-world aggression. However, recent scientific literature suggests these concerns are largely unfounded or based on methodologically weak studies.
Research conducted on representative samples indicates no significant correlation between time spent playing violent video games and an increase in long-term aggressive behavior. Aggression is a multi-faceted phenomenon, more deeply influenced by family environment, innate personality traits, and exposure to real-life violence. A meta-analysis involving approximately 21,000 participants demonstrated that the impact of violent video games on aggression is so small as to be practically irrelevant.
Often, antisocial online behavior (such as "trash-talking" or trolling) is more closely linked to community dynamics and anonymity than to the content of the game itself.
PEGI and age guidelines
You may have noticed the PEGI label on game packaging (for those who still buy physical copies). The "Pan European Game Information" is a classification system used to rate games based on age and content. It isn't just a commercial suggestion; it is a tool based on developmental psychological criteria to protect the well-being of minors.

Understanding these criteria allows for informed choices rather than those based on prejudice. Checking PEGI ratings can give parents greater confidence and reduce conflicts over inappropriate content. Furthermore, using parental controls integrated into consoles (Xbox, PlayStation, Nintendo) allows for the automation of time and spending limits, shifting the parent from the role of "policeman" back to that of "educator."
This is the website where you can check the rating when buying on platforms that don't clearly show the PEGI.
The brain at play
Unlike passively watching a video, gaming requires active participation and the constant mobilization of cognitive resources. According to Vygotsky, learning occurs in the "Zone of Proximal Development", the space between what a child can do alone and what they can do with support. In well-designed games, the mechanics themselves act as the "more knowledgeable other," offering calibrated challenges that encourage players to push their limits.
Video games stimulate intrinsic motivation: immediate feedback, gratification for overcoming obstacles, and the feeling that one's actions have a real impact create an optimal learning environment.
Boosting executive functions
Executive functions, which include working memory, inhibitory control, and mental flexibility, are the pillars of academic success and emotional regulation. A study published in the Journal of the American Medical Association in 2022 found that children who play video games generally perform better on cognitive tests related to working memory and impulse control compared to those who never play.
Games like Minecraft, for example, are not just pastimes; they are strategic planning laboratories where children must solve complex problems and cooperate to achieve common goals.
Games as a training ground for ethics and empathy
If a book allows us to see through a character's eyes, a video game allows us to be that character. Narrative games like Life is Strange present players with profound moral and ethical dilemmas where every choice has consequences. This level of engagement facilitates "narrative transportation," a mental process that can lead to lasting attitudinal changes and a deeper understanding of social diversity.
Identification with an avatar is not just escapism; it is a tool for identity exploration. According to Self-Determination Theory, video games satisfy three fundamental human needs:
Autonomy: The ability to make choices.
Competence: Mastery of skills.
Relatedness: Connection with others.

Mindful use of video games: parental mediation
A parent's task is to guide their child through the world, providing them with the tools to navigate safely and become independent. This applies to video games as well. Here are three common styles of parental mediation:
Restrictive Mediation: Based on rigid rules regarding time and content without discussion. While effective with very young children, it can lead to secrecy, conflict, and a heightened desire for the "forbidden fruit" in adolescents.
Active Mediation: Involves open, critical discussions about game content. The parent helps the child interpret what they see, distinguishing between reality and fiction. This approach is linked to lower risks of cyberbullying and better emotional regulation.
Co-playing: The parent actively participates in gaming sessions. This improves family cohesion and allows the parent to monitor the experience non-intrusively, creating a common ground for communication.
Best practices for growth
The problem rarely lies in the technology itself, but rather in the emotional or relational void that excessive gaming might be trying to fill. To turn gaming into a growth experience, parents can:
Promote Digital Literacy: Teach children to question game quality and mechanics that encourage addiction (like loot boxes).
Bridge Digital and Real Life: Bring passions born on screen into the physical world (e.g., if they love Minecraft, try real-world architecture or building projects).
Maintain Open Dialogue: Be the "safe harbor" a child can turn to if they encounter scary content or online bullying, without fear of being punished.
Conclusion
Video games are not an enemy to be feared, but a "virtual laboratory" rich with opportunities for cognitive, emotional, and social growth. Overcoming "moral panic" means recognizing that the impact of violent content is often overestimated compared to more decisive factors like family environment.
Embracing this challenge means stepping down as "policemen" to become guides and educators. Only through empathy and curiosity toward our children's virtual worlds can we build the safe harbor necessary for video games to become a true training ground for the skills of the future.
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