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Video games and literacy

Video games are a significant cultural and creative force, often involving a number of art forms, including narrative, design and audio composition.

The way that technology can be used to support and enrich the literacy lives of children and young people is an integral part of our work. So we have started to explore the impact of video games on children and young people’s literacy attitudes, behaviours and skills.

Our independent research has found that video games can:

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  • Give young people a route into reading and writing

  • Improve confidence in young people's reading skills

  • Immerse young people in stories

  • Support positive communication with family and friends

  • Increase empathy and support wellbeing

  • Engage boys and reluctant readers with literacy

Research

Explore our research on the relationship between young people's video game playing and literacy engagement.

Resources

We have launched a series of exciting resources for young people and parents as part of our new video games and literacy campaign with the Association of UK Interactive Entertainment (Ukie) and Penguin Random House Children’s.

Want to find out more about video games?

Our friends in the industry have a wealth of advice, support and resources available for young people, parents and teachers who want to find out more about video games.

  • Check out Pixelheads - the National Videogame Museum's community for young people who want to learn about, talk about and create video games.
    Learn more
  • AskAboutGames answers questions about video game age ratings, provides advice on how to play games safely and offers families tips to get the most out of the games they enjoy together.
    Learn more
  • Ukie’s Digital Schoolhouse together with Nintendo UK offers free adaptable resources that are mapped to the Computing curriculum to engage pupils aged 5-16 with play-based learning.
    Learn more