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Research Summary Series 4: Staying safe in online gaming

As part of a series of posts, we examine the latest research on how young people and the wider population in the UK use the internet, and what it means for Local Authorities, schools and teachers.

Xbox controllerWhen it comes to playing games online 68% said that the games they played on the internet were not controlled in any way. Only 7% got advice from parents on what was suitable, with 6% saying parents trust them to play alone. A further 10% (5 & 5) have filters or parental blocks.

But youngsters are not necessarily well informed about staying safe in these online gaming environments: 55% don’t go anywhere to get advice (students are more confident with gaming online than with other net uses, where 44% would not seek advice on better/safer use), with only 16% using the net, 16% using friends. Most use parents (27%) despite the potential that they may not be in the best position to offer advice, the same that could be said of school (19% ask for advice on safe gaming there).
19% are not sure if the need more help, but 16% need more help.

The majority of adults believe that gaming is beneficial (up to 61% for any one aspect). Imagination seen as one of lowest gains [35%], with games of a more explicit ‘edu’ nature being seen as beneficial: 42% thought (education) games could be useful for road safety, drug use, political and global issues, social and moral responsibility, advice on diet and health). 39% thought games offered escapism. 37% saw games offering a technological understanding.

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