Children and Video Games: A Practical Parent Guide

Video games can be a source of fun, challenge, creativity and connection. They can also bring arguments, online-safety concerns or pressure to keep playing. A useful family response starts by understanding the particular game and the child’s experience, rather than assuming that all gaming is helpful or harmful.
This guide explains how parents can evaluate a game, create sustainable routines, respond to online risks and recognise when gaming may need professional attention.
Are video games good or bad for children?
There is no single answer. Gaming includes puzzle games, sports simulations, creative building, competitive play and large online worlds. A calm offline game played with a sibling is a different experience from a competitive online game with open voice chat, paid rewards and no natural ending.
Research supports looking beyond total hours. Consider the game’s content, device, mode of interaction, timing, social setting and what gaming may be replacing. Gaming may offer enjoyment, social connection, problem-solving and a sense of mastery. These benefits are not automatic, and playing a game does not guarantee better cognitive, educational or social outcomes.
Concern is more warranted when gaming repeatedly displaces sleep, movement, learning, relationships or activities the child values, or when the game exposes the child to harmful content, unsafe contact or financial pressure.
What to check before your child plays
Classification and content
Check the Australian classification and consumer advice, not only the game’s marketing or what peers are playing. Since 22 September 2024, games with in-game purchases linked to chance, such as paid loot boxes, are classified M and are not recommended for children under 15. M is an advisory classification. Games containing simulated gambling are classified R 18+ and are legally restricted to adults.
Online communication
Find out whether players can use text, voice or video chat, receive direct messages, share content or interact with people they do not know offline. Review privacy, friend-request, mute, block and reporting controls before play begins.
Purchases and persuasive features
Check whether the game includes subscriptions, virtual currency, paid upgrades, random rewards or time-limited offers. Remove stored payment details where possible, require approval for purchases and agree on a spending rule before the child enters the game.
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How to build healthier gaming routines
Start with the family’s goal
Identify what you are trying to protect or improve. It might be sleep, calmer transitions, school responsibilities, movement, family time, spending or online safety. A specific goal is easier to explain and review than “less gaming”.
Use time limits as one part of the plan
Australia’s 24-hour movement guidelines set limits for sedentary recreational screen time by age. Our screen-time guide for children explains these recommendations. The guidelines are useful population-health benchmarks, but hours alone do not show whether a gaming pattern is healthy. Content, context, safety and everyday functioning also matter.
Make the agreement predictable
Agree on when gaming can begin, when it will finish, which responsibilities come first and where devices will stay overnight. Be clear about permitted games, contacts, chat settings and purchases. Apply the agreement consistently across households where practical.
Prepare for stopping
Many games are designed around rounds, missions or social commitments. Give a warning before the end time and, where possible, let the child reach a reasonable stopping point without starting another round. Name the next activity and help younger children shift into it.
Protect sleep, movement and relationships
Avoid gaming in bed and keep devices out of younger children’s bedrooms overnight. For older children, agree on a charging place and switch-off time. Build movement, meals, school responsibilities and face-to-face connection into the day rather than asking gaming to compete with an undefined list of “better things”.
Stay interested
Ask the child to show you the game, explain what they enjoy and introduce you to the people they play with. Playing together can help parents understand the game’s pace, social rules and pressure points. Staying involved does not require monitoring every move.
Further Reading
Signs that gaming may need closer attention
A difficult transition or an enthusiastic weekend does not by itself indicate addiction. Look for a persistent pattern and its impact. Signs to explore include:
- regularly losing sleep or struggling with mornings because of gaming
- school participation, movement, meals, relationships or self-care being repeatedly displaced
- being unable to reduce gaming despite agreed limits and significant consequences
- frequent secrecy about play, contacts, purchases or accounts
- gaming becoming the child’s main way of escaping distress, loneliness or boredom
- marked distress, aggression or withdrawal that continues beyond ordinary disappointment when play ends
- continuing to play despite cyberbullying, financial harm, unsafe contact or worsening wellbeing
These signs can have several explanations. Anxiety, low mood, attention difficulties, social isolation, family stress, bullying or sleep concerns may contribute to the pattern. Assessment should consider the whole child and not assume that the game is the only cause.
Is frequent gaming the same as Gaming Disorder?
No. The World Health Organization defines Gaming Disorder in the International Classification of Diseases 11th Revision (ICD-11). The pattern involves impaired control over gaming, increasing priority given to gaming over other activities and continuation or escalation despite negative consequences.
For diagnosis, the pattern must cause significant impairment in an important area of functioning and would normally be evident for at least 12 months. The World Health Organization notes that Gaming Disorder affects only a small proportion of people who game. Total hours, excitement about a favourite game or conflict during one transition cannot establish the diagnosis.
What to do when gaming causes conflict
- Stay brief during the conflict. Acknowledge disappointment and hold the agreed boundary without beginning a long debate.
- Review the pattern later. Check whether the limit was clear, the stopping point was realistic and the child had support to transition.
- Change one routine at a time. Start with the highest-value change, such as protecting sleep or closing open chat.
- Understand what gaming provides. Connection, competence, predictability or relief from distress may be important. Preserve the underlying need while reducing harm.
- Measure what improves. Review sleep, participation, conflict or spending after one or two weeks, then adjust the plan.
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How to make online gaming safer
Online games can expose children to bullying, hate, scams, harmful content, sexual grooming and requests for personal or sexual information. Safety settings help, but children also need a trusted adult they can approach without expecting shame or an automatic ban.
- Use the strongest suitable privacy and communication settings.
- Limit contact to people the child knows offline where appropriate.
- Teach the child not to share their full name, school, location, passwords or identifying images.
- Show them how to mute, block and report another player.
- Agree that threats, sexual requests, persistent harassment or pressure to move to another platform must be brought to an adult.
- Save usernames, URLs and ordinary screenshots when evidence is needed. Do not save or redistribute sexual images of anyone under 18.
If something happens, stay calm, check immediate safety and help the child stop contact. Report the account or content to the game or platform. The eSafety Commissioner’s gaming guidance explains reporting options and when a serious matter can be escalated.
When to seek extra support
Consider speaking with a GP or psychologist when gaming persistently affects sleep, education, relationships, self-care, physical activity or emotional wellbeing, or when the child cannot reduce gaming despite serious consequences. A clinician can assess the gaming pattern alongside mood, anxiety, attention, development, family circumstances and other possible contributors.
Seek prompt help when there are threats, sexual extortion, grooming, significant financial loss, self-harm content or immediate danger. Call Triple Zero (000) if anyone is in immediate danger.
If emotional regulation, anxiety or family conflict is contributing to the pattern, a child psychologist consultation can help clarify an appropriate next step.
What to remember
- Video games are varied. Assess the specific content, interaction and context.
- Use time limits to protect sleep, movement, relationships and responsibilities, not as the only measure of healthy play.
- Check Australian classifications, chat features and purchasing systems before play.
- Stay curious about what the child enjoys and make boundaries predictable.
- Look for persistent impairment before using clinical language about Gaming Disorder.
View article references
Australian Government Department of Health, Disability and Ageing. 24-hour movement guidelines for all Australians.
Australian Classification. New classifications for gambling-like content in video games.
eSafety Commissioner. Gaming: Guide for parents.
eSafety Commissioner. The risks and benefits of online gaming for children and young people.
World Health Organization. Gaming Disorder.
Sanders, T., Noetel, M., Parker, P., et al. (2024). An umbrella review of the benefits and risks associated with youths’ interactions with electronic screens. Nature Human Behaviour, 8(1), 82–99. PubMed record.
Petrescu, T. C., Błachnio, A., & Enea, V. (2025). Internet Gaming Disorder in children and adolescents: A systematic review of familial protective and risk factors. Addictive Behaviors, 167, 108345. https://doi.org/10.1016/j.addbeh.2025.108345.
Estupiñá, F. J., Bernaldo-de-Quirós, M., Vallejo-Achón, M., Fernández-Arias, I., & Labrador, F. (2024). Emotional regulation in Gaming Disorder: A systematic review. The American Journal on Addictions, 33(6), 605–620. https://doi.org/10.1111/ajad.13621.
Golec, M., Wieczorek, T., Tomaszewski, M., et al. (2026). From screen time to cyberdiseases: A systematic scoping review of health outcomes from digital technology exposure, 2019–2024. npj Digital Public Health, 1, 28. https://doi.org/10.1038/s44482-026-00034-6.
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