The National Literacy Trust of Britain has published a new study in which it analyzed the impact of games on the lives of teenagers. Scientists have come to the conclusion that gamers often improve literacy, creativity, empathy, and also improve their mental state.As part of the study, researchers interviewed 4,600 British teenagers aged 11 to 16 years.

At the same time, 96% of the surveyed boys are active players, while 65% of the girls are addicted to games.

Main conclusions

  • 79% of gamers read text materials related to games. For 40% of respondents, these are texts and communication within the games themselves, but some also read blogs and reviews (31%), books (22%) and fan fiction (19%);73% of respondents prefer games to books because it helps them feel part of history;
  • 35% of respondents admitted that games helped them read more and understand texts better.
  • At the same time, the greatest progress was seen in the male part of gamers;scientists have found that the passion for games motivates a young audience to create their own creativity.
  • 63% of gamers surveyed write about games in one way or another — be it scripts (28%), fan fiction (11%) or reviews (8%);more than half of teenage gamers also want to try themselves as game writers or designers in the future, and about a third of respondents would like to write and read more about games at school.
  • Employees of the National Literacy Foundation also believe that games help teenagers to make new acquaintances and build social connections (including in real life).

This is also facilitated by the fact that the majority of respondents discuss games with friends in one way or another.

Teenagers who are addicted to video games also develop empathy. So, 65% of respondents admitted that games help them feel like another person or character.

“We know that video games have become part of everyday life for many children, teenagers and entire families in Britain, says Jonathan Douglas, head of the foundation. “That’s why we are incredibly interested in finding out the opportunities that games can give to young people.”

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