Kobunsha Co., Ltd. (Headquarters: Bunkyo-ku, Tokyo; President: Kazutoshi Tomoe), a comprehensive publisher, conducted a survey and interviews regarding 'children and gaming' through its marketing agency, 'Kobunsha Dokucho Research Institute,' targeting readers of 'VERY' and 'STORY.'

The survey revealed that parental involvement changes significantly depending on the child's age, and while there is significant anxiety regarding gaming, a certain number of parents are focusing on the 'potential' of games, such as creativity and future skills. Furthermore, the 'Dokucho' (qualitative reader interviews) showed that the online game 'Roblox' functions as a place for 'connection' and 'learning' for children.

<How parental involvement changes with age: From 'Management' to 'Watching Over'> The survey results indicate that parental involvement varies greatly by age. While parents exert strong control over game time, content, and in-game purchases for lower elementary school students, the approach shifts toward respecting the child's autonomy as they grow older. In other words, the parent's role transitions from being a 'manager' to a 'guardian.'

Additionally, while management of time and content decreases with age, management of in-game purchases peaks during middle school, showing a shift in household priorities. It is notable that in-game purchase management peaks while other forms of control decline.

<Anxiety vs. Potential> While the survey highlighted concerns about 'excessive play,' 'impact on lifestyle rhythms,' and 'in-game purchases,' there were also positive evaluations regarding 'interest in programming/creation' and 'creativity.' This indicates that Roblox is recognized not just as play, but as a potential contributor to child development. Parental perception is a mix of anxiety and expectation.

<Roblox: An 'After-school Park'?> In the 'Dokucho' interviews, parents mentioned that children use Roblox to 'gather and play online with friends' or as a 'meeting place.' It functions as a space for real-life friends to meet online and communicate after school. Thus, Roblox is becoming an 'after-school park' for children.

<Gaming as a space for 'Autonomy' and 'Self-esteem'> Interviews revealed that some children 'finish homework first so they can play games' or 'gain confidence by knowing more than their parents.' Through game creation and programming, children discover their strengths. Gaming can be a catalyst for fostering autonomy and self-esteem.

<From 'Playing' to 'Learning'> This survey shows that parental awareness is shifting from 'stopping games' to 'thinking about how to engage with them.' Games like Roblox, which include creation and communication, have the potential to be new learning spaces. Gaming is being redefined as an opportunity for 'connection' and 'growth' beyond mere entertainment.

FACT BOX

  • Source: PR TIMES
  • Category: Market Research Report
  • Organizations: Kobunsha / Roblox