6 Online gaming

For many years, there has been concern about young people’s time spent online, particularly playing video games.

A colour image of a young person wearing headphones, with their hands on a computer keyboard and a game showing on the computer monitor.

There is some research evidence that shows violent video games can impact on children’s development (Wei, Liu and Chen, 2022; Erwin and Morton, 2008), but there are many factors that are involved in how children become aggressive, of which only one may be playing violent video games. Many young people take part in online communities or participate in and watch online sports (eSports).

eSports can be defined as:

a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.

(Hamari and Sjöblom, 2017, p. 213)

eSports can involve individuals or teams taking part competitively in online games, or viewers watching a competitive game being played by others online, e.g. the online football game, FIFA. Viewers can watch in person at an event.

The Children’s Commissioner for England’s report (2024) ‘Digital playgrounds: children’s views on video gaming’, children and young people shared their own reflections about playing online games. They report finding playing online games to be fun and good for wellbeing, allowing them to develop digital skills and enabling them to remotely connect with friends.

In the next activity, you will meet a young person who created an idea and a solution to a problem he uncovered with regards to how board games have historically been developed, but which didn’t specifically meet his wishes and needs. He explains his positive experiences of online gaming and how he feels it benefits other young people.

Activity 5 Gaming and safe spaces

Allow approximately 30 minutes for this activity.

Read the blog post ‘Online gaming means autistic people can play in an environment we feel comfortable in and can control’ from the National Autistic Society.

1. What are the different ways in which Barrington’s wellbeing is positively impacted by participating in online gaming?

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2. What did you learn about the needs of some autistic children and young people and how they may benefit from interacting online?

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3. What else did you learn from reading this blog post?

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Feedback

Children and young people are often encouraged to engage in leisure activities that take place in large groups. However, since the increase in widespread use of the worldwide internet, and particularly since the COVID-19 pandemic, there has been a huge increase in the use of technology, with more adults and children exploring ways of connecting with others online.