New studies show the usefulness of video games for the literacy, creativity and well-being of young people, especially for children and reluctant readers

Exclusive interview with Rhianna Pratchett, screenwriter and video game writer, presented with new resources for other young people and parents: litertrust.org.uk/videogames

The new National Literacy Trust has revealed that:

A new study published today through the National Literacy Trust shows that gambling games can help young people with literacy, creativity and empathy1, while parents say that communicating with friends through blocking video games has been helpful to their children’s intellectual well-being2. These benefits proved to be vitally important to reluctant children and readers.

The studies were conducted as a component of a new crusade through the National Literacy Trust, the Association of UK Interactive Entertainment (Ukie) and Penguin Random House Children’s to explore dating between video games and student literacy.

A survey of four, 626 young people aged 11 to 16 in the UK found that video games can provide other young people with a path to reading and their confidence in their reading skills. Four out of five young people (79%) who play video games read video game-related material, adding in-game communications (four0%), reviews and blogs (31%), books (22%) fan fiction (19%); while one in 3 (3-5%) thinks gambling makes them better players.

In addition, video games can inspire the creativity of other young people through writing. 3 out of five young people (63%) who play video games write something similar to video games, adding video game scripts (28%), tips for other players (22%), fanfiction blogs (11%) reviews (8%). In addition, 3 out of five young people (five to 8%) they would also like to write or design video games and more than 3 in 10 (31%) would like more opportunities to read and write about video games at school.

Video games have also been shown to have potential benefits for developing empathy, and two-thirds (65%) other young people claim that video games helped them believe they are someone else.

It has also been found that the shared cultural delight of gambling encourages positive communication with friends and family. Three-quarters (76%) other young people communicate with their friends about video games, and only 3 in 10 (29%) communicate with the books. In addition, young people reported that video games helped them create social connections “in real life” and online.

Many young people reported that video games helped them control or escape tension and emotions. The role of video games in supporting the intellectual well-being of other young people was also essential in blocking. More for the component (5.6%) parents reported that their child had spoken to a circle of family and friends as a component of a lockdown video game and 3 out of 5 (60%) they felt that this communication had been useful for the intellectual well-being of their children. being this period.

The benefits of youth literacy betting video games have proven vitally important to reluctant children and readers. Children are much more likely to play video games than women (96% vs. 65%) and up to twice as many children as women who reported talking to a circle of family and friends in a video game during confinement (71% vs. 40%). ). Video games have also proven effective in attracting reluctant readers with stories, as 3 out of four young people (73%) those who don’t like to read say that video games help them feel more part of a story than reading a text based on a book Arrangement

To further literate young people through video games, the National Literacy Trust, Ukie and Penguin Random House Children have introduced a variety of activities and resources for parents and youth in litertrust.org.uk/videogames, including:

Jonathan Douglas, executive director of the National Literacy Trust, said: “We know that video games are a component of the daily lives of so many children, young people, other people and families across the UK, so it’s exciting to note the opportunities that video games offer It can allow other young people to interact in reading, stimulate creativity through writing and communication with friends and the family circle, and promote empathy Welfare.

“COVID-19 has particularly disrupted the literacy and learning of other young people in recent months, and we want to make sure there is no stone left to identify new and cutting-edge tactics to help children’s literacy when they return to school in September. Our partnership with Ukie and Penguin Random House Children’s, we look forward to providing families and schools with the resources and equipment they want to make the most of the benefits of youth literacy video games.”

Rhianna Pratchett, who has painted on Tomb Raider, Heavenly Sword and Mirror’s Edge, and has written the Tomb Raider (Dark Horse Books / Penguin Random House) series of graphic novels, said: “Video games send us to new worlds, new reports and make us feel a component of the story like no other medium. It’s not unexpected that young people’s commitment to video games is at its highest, and it’s wonderful to see the vital paintings the National Literacy Trust is doing to better understand how games can help literary and emotional engagement and audience perception.”

Dr. Jo Twist OBE, executive director of Ukie, said: “This perfect study shows the benefits of games in children’s literacy and their importance in the lives of other young people. Games are a great way to motivate creativity, motivate the exploration of worlds and characters, and get other young people to communicate with friends or family. We look forward to running with our partners to take advantage of these paintings and show the positive effect of the games as support. »

Alex Moyet, logo manager at Penguin Random House Children’s, said: “Many of our authors have already talked about their love of video games and how games have inspired and influenced their writing, so it’s attractive to see in studios how many other young people can use the game as a way to tell stories and inspire their own reading. By partnering with Ukie and the National Literacy Trust, our purpose is to paint in combination to provide the equipment and resources to inspire reading that can lead other young people to magical adventures, while expanding their creativity, empathy and imagination.

For more information and resources on video games and literacy, visit: litertrust.org.uk/videogames

Media contacts

For more information or to request an interview with a spokesperson, contact:

National Literacy Trust: Lisa Gilbert, Senior Media and Communications Manager, [email protected], 07701023759 or 07714389440 (out of hours)

United Kingdom: [email protected]

Children of Penguin Random House: [email protected]

Notes for editors

1 National Literacy Trust (2020) Video game and literacy: a survey of 11-year-olds

Based on a National Literacy Trust survey of 4626 11-year-olds between November and December 2019

2 National Literacy Trust (2020) Video game and literacy closing COVID-19 in 2020

Based on a National Literacy Trust survey of 826 people over the age of 11 to 18 between May and early June 2020

About the National Literacy Trust

Our charity is committed to improving the reading, writing, conversation and listening skills of those who want it most, giving them the most productive possibility of good fortune in school, painting and life. We organize literacy and cross-schools in communities where low literacy and social mobility have a serious effect on people’s lives. We help schools and establishments in the first years of training provide exceptional literacy facilities and a crusade to make literacy a priority for politicians, businesses and parents. Our studies and studies make us the leading literacy authority and advisors to our interventions. Literacy is an important component of anti-poverty action and our paintings adjust children’s lives.

Visit litertrust.org.uk to be more informed, donate or sign up for our loose e-newsletter. You can also find us on Facebook, Twitter and Instagram.

The National Literacy Trust is a registered charity under number 1116260 and a liability company through warranty number 5836486 registered in England and Wales and a charity registered in Scotland under number SC042944. Headquarters: 68 South Lambeth Road, London SW8 1RL.

About Ukie (UK Interactive Entertainment Association)

Ukie is the non-profit trading framework of the UK’s gaming and interactive entertainment industry. His project is to make the UK the position to create, sell and play games in the world.

It represents some 500 corporations operating across the UK, adding game developers, publishers, platforms and service providers, within the government. This includes selling to the industry, managing industry press relations and fulfilling industry missions, as well as offering members.

Ukie also manages a number of projects that complement the gaming ecosystem. This includes educational projects such as Digital Schoolhouse, the guilty games site www.askaboutgames.com, the Video Game Ambassador career program and occasions such as the London Games Festival.

Website: ukie.org.uk

About Penguin Random House Children

Penguin Random House Children’s UK is a Penguin Random House company and includes Puffin and Ladybird, the two most iconic and well-known children’s eBook brands in the UK today.

Penguin Random House is the world’s leading publisher. We protect authors, shaping and sharing writings that motivate thoughts, dreams, conversations and learnings. We are a colorful network of publishers, representing editorial stories marked by unprecedented success. We have all kinds of authors. From the most productive writers of new novels or picture books to political commentators, pioneering entrepreneurs, fitness experts and ambitious illustrators, we allow other talented people from all walks of life to tell their stories, and make sure they are heard. We sell and license books in more than 120 countries, connecting the right books with a developing global audience.

We bring life.

For more information, please visit our online page www.penguin.co.uk

Follow Puffin: on Twitter and Facebook @PuffinBooks Instagram puffinbooksuk

Follow Ladybird on Twitter, Facebook and Instagram: @LadybirdBooks

About Rhianna Pratchett

Rhianna Pratchett is an award-winning screenwriter, screenwriter and author. Rhianna has worked on titles such as Eidos/Square Enix’s Tomb Raider, Sony’s epic PS3 Heavenly Sword, Codemasters’ twisted fantasy Overlord, Overlord II and Overlord: Dark Legend, 2k’s Bioshock Infinite and EA’s Mirror’s Edge.

Its purpose is to help developers adopt storytelling in games and how interactive storytelling is defined, incorporated, and received.

Rhianna has also contributed to several books on playing and has written the tomb raider: The Beginning comics with Dark Horse and the 6-part miniseries Mirror’s Edge with DC Comics, as well as several of his own short stories.

Website: rhiannapratchett.com

Leave a Comment

Your email address will not be published. Required fields are marked *