Children’s & Young People’s Mental Health

Growing up has always been hard, but for a generation that lives a large part of its life online, the pressure lands differently.

Being aware of children’s and young people’s mental health, and how to offer productive support, is vital. It’s also important to recognise and understand the impact that video games can have on children and young people’s mental health, both positively and negatively.

About Children’s and Young People’s Mental Health

The growing pressures that young people face today make it difficult to switch off. This includes juggling schooling and exams; social lives and friendships; media; hormonal changes and puberty; expectations at home; and much more, often all at once.

Mental health conditions are prevalent and often develop early in life, with a third of conditions emerging before the age of 14, and half before the age of 18 years. Globally, in 2021, an estimated 1 in 7 (15%) adolescents aged 10-19 years experienced mental health conditions, and suicide was the fourth leading cause of death among those aged 15–19 years. (World Health Organization & Unicef, 2024).

Children and young people may be particularly susceptible to mental health conditions like anxiety, depression, loneliness, eating disorders, and challenges associated with neurodevelopmental disorders.

Video Games for Children and Young People

There’s heaps of evidence to suggest that video games can have a really positive impact on children and young people, from helping to develop problem-solving and social skills, to keeping them connected with peers and family members. There are also risks associated with gaming – particularly online gaming – which can lead to over-engagement, exposure to toxicity, or online bullying and harassment.

Communication between parents and their children is paramount. It helps parents understand the importance of gaming and media in their children’s lives, and supports children in identifying the positive aspects of gaming and how to protect themselves.

54.18% of global adults feel that video gaming has improved their relationship with their children (Entertainment Software Association, 2025).

Beneficial Effects of Gaming*

  • Social connection (e.g. making and socialising with friends, and developing pro-social behaviour)
  • Improving cognitive skills (such as attention span, memory, and problem-solving)
  • Developing emotional regulation skills (and offering an avenue to relieve stress and offer relaxation)

Effects of Excessive Gaming*

  • Increased likelihood of mental health conditions (e.g. depression, anxiety, behavioural problems, suicide and self-harm behaviours, or exacerbation of existing mental illness)
  • Sleep problems (such as reduced sleep or poor quality of sleep)
  • Addictive behaviours (e.g. a difficulty in reducing gaming time, or irritability when not gaming)

*Institute of Digital Media and Child Development (2026)

Headspace: Discover games with mental health benefits on AbleToPlay - Safe In Our World

Risks for Young People Playing Video Games

Parents should engage in positive, open conversations with their children about the benefits and risks of gaming and explore how to set healthy boundaries that work for their family unit. This includes exploring how and when games are played, how much time is spent playing, and the priority we give to games compared to other activities and responsibilities.

Risks for over-engagement and spending in games should also be considered when managing children’s wellbeing.

  • Games that are free-to-play may employ addictive mechanics that encourage in-app purchases or seek to maximise engagement.
  • In-app purchases, also called microtransactions, are designed to build up small, impulsive purchases and normalise consistent spending during gameplay.
  • Other mechanics such as loot boxes randomise the items or rewards you receive, introducing gambling-like mechanics.
  • ‘Pay-to-win’ models give players who spend money on in-game items a direct advantage over players who don’t, which can create social and competitive pressure to spend (Institute of Digital Media and Child Development, 2026).
  • Some games will use daily log-in rewards or usage ‘streaks’ to encourage repeat gameplay, which can lead to obsessive or addictive patterns in engagement.

Online Gaming and the Good Game Playbooks

Online multiplayer games can offer a wealth of social benefits and creative outlets, but can also put children and young people at risk of toxic and dangerous behaviour from other players. This could include:

  • Cyberbullying
  • Harassment
  • Hate speech
  • Stalking
  • Threats of violence

Appropriate boundaries will vary between different children and families, so being able to explore these boundaries in a safe and informed way is crucial. Safe In Our World has partnered with Ubisoft to develop the Good Game Playbooks, a series of free, downloadable toolkits designed for children, teens, and parents, to help them better understand online toxicity and how to protect against it.

These playbooks encourage children and young people to consider the impact of their behaviour online, while also being aware of how to identify and protect against harmful behaviour from others.

Small banner with laptop and phone screen showing a free downloadable resource for online gaming for kids, teens, and parents, reads "help children and young people stay safe when gaming online, free playbooks" with Safe In Our World and Ubisoft logo.


Further reading