National Literacy Trust - Video Gaming

Created by the National Literacy Trust, this is a survey for secondary school children on how their reading skills are shaped by video games. Based on research by the National Literacy Trust in 2020: Video games can provide young people with a route into reading and improve confidence in reading skills; Video games can encourage young people’s creativity through writing; The shared cultural experience of playing video games was found to support positive communication with friends and family; Video games can have potential benefits for increasing empathy; Video games can play a role in supporting young people’s mental wellbeing; The benefits of playing video games for young people’s literacy were found to be strongest for boys and reluctant readers

Attitudes to Learning
National Literacy Trust - Video Gaming

Age Range



No items found.

Researcher(s) or Author(s)

Christina Clark, Irene Picton

Found in

Wellbeing through Reading (Primary)
Wellbeing through Reading (Secondary)
Pro (primary)
Pro (Secondary)
Core (Primary)
Core (Secondary)


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National Literacy Trust - Video Gaming

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