The Secret to Healthy Video Gaming at Home: Asking Better Questions
New Games for Change white paper highlights the gap between public narratives about video games and families' lived experiences. It also points to a practical opportunity: nearly 60% of children say they want their parents more involved in their video gaming lives.[1]
Parents are searching for answers. Children are asking for involvement
The white paper, authored by Dr.
The white paper reveals that parents are navigating an online conversation about video gaming where practical guidance and balanced perspectives can be harder to find. Yet that conversation does not always reflect the role video games now play in everyday family life. Video games have become part of mainstream culture, with more than 3 billion people playing worldwide.[3] For many young people, video gaming is deeply social: 89% of
This points to a clear gap between public narratives about video games and how many families actually experience them at home. While parents are often encouraged to focus first on limits and risks, many children say they want something more from the adults in their lives: interest, involvement and understanding.
The white paper highlights that nearly 60% of children want their parents to be more involved in their video gaming lives. That involvement can start with simple questions: what video games are you playing, who are you playing them with, what do you enjoy about it and how does it fit into the rest of your day?
Rather than relying on a single measure such as time spent playing video games, the white paper points to a more balanced view of healthy video gaming - one shaped by the quality of the experience, the relationships around it, the context of play and the conversations families have together.
"Parents are often being encouraged to worry before they're encouraged to understand," said Dr.
Turning research into practical support for families
To help parents move from concern to connection and confidence, the white paper offers practical, evidence-based guidance to help families bridge the information gap and make video games a positive part of family life. It introduces the SPACE framework that encourages parents to:
- Show up with curiosity
- Play together
- Adjust for context
- Cultivate digital citizenship
- Establish boundaries together
Raising Good Gamers translates this framework into practical tools families can use at home. This includes a suite of free supporting resources such as a family conversation guide and a family video gaming agreement that parents and children can shape together, available now at RaisingGoodGamers.com.
Earlier this year, the program piloted parent workshops where families developed their own video gaming agreements. Following the workshops, 82% of participants reported feeling more confident talking with their children about video gaming, while 81% rated the workshops as highly valuable.[6] Building on these results, Raising Good Gamers will launch in September with online resources and in-person workshops across the
"When parents sit alongside their children, ask questions and even pick up a device themselves, something changes. Anxiety gives way to curiosity, and conflict gives way to conversation. That's what Raising Good Gamers is designed to encourage: practical, everyday ways for families to build trust, set expectations together and make video gaming part of a healthier family routine," said
Through Raising Good Gamers, Games for Change is creating a platform to bring families, researchers, educators, policymakers and industry partners into a more balanced, evidence-based conversation about video games and young people.
"Positive play is a shared responsibility," said
Following the launch of the white paper, Dr.
About Games for Change
Since 2004, Games for Change (G4C) has empowered game creators and innovators to drive real-world change through games and immersive media, helping people learn, improve their communities, and make the world a better place. G4C partners with technology and gaming companies, nonprofits, foundations, and government agencies to run world-class events, public arcades, design challenges, and youth programs. G4C supports a global community of developers who use games to tackle real-world challenges, from humanitarian conflicts to climate change to education. For more information, visit gamesforchange.org. Websites: gamesforchange.org and raisinggoodgamers.com
About Raising Good Gamers
Raising Good Gamers (RGG) is a Games for Change initiative that provides research-backed tools and resources to help families engage with gaming confidently and constructively. From setting healthy boundaries to navigating conversations about online behaviour, RGG helps parents understand how games can support learning, connection, and digital citizenship. Through partnerships with game developers, studios, and youth organisations, RGG also works to foster safer, more inclusive gaming environments. The program was originally founded in 2020 by Games for Change and
About Tencent
Tencent is a global technology and entertainment company focused on creating connections and experiences that matter around the world. Founded in 1998, Tencent is driven by its mission to create "Value for Users" and apply "Tech for Good."
Board of the Stock Exchange of Hong Kong since
About Dr. Rachel Kowert
About Good Game Club
The Good Game Club podcast is hosted by industry leaders Jude Ower MBE, CSO at PlanetPlay, and Mathias Gredal Nørvig, CEO of SYBO. Building on their bestselling book Gaming For Good, the podcast brings together voices from across games, culture, business and policy to examine the positive impact games can have on people and the planet. Good Game Club is supported by the Dubai Films & Games Commission and Tencent, with the aim of galvanising and inspiring audiences with thought-provoking and insightful conversations to help shape a more positive future through the power of games. For more information, visit Home | Good Game Club
[1] Entertainment Software Association. (2025). ESA Holiday Survey
[2] FTI Consulting. (2025, October).
[3] Newzoo. (2025, Sept). The Global Games Market Report
[4] Center for Scholars and Storytellers at UCLA. (2025). Teens and Screens 2025 Report
[5] Entertainment Software Association. (2025). Essential facts about the US video game industry
[6] Games for Change Parent Workshop (2026). New York: New York.
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SOURCE Tencent Games
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