Violence
Bad Language
Fear
Sex
Drugs
Discrimination
Gambling
Online
United Kingdom
United Kingdom
SELECT COUNTRY
Quick Search
WARNING

The search page of the PEGI website is reserved for parents and adult purchasers of interactive software.

The sole purpose of this page is to provide them with information on the content and age suitability of a specific game.

It is not intended for minors and must not be used for any other purpose.
I understand this warning and wish to proceed.
I am under the age of 18 and wish to return to the Home page.
FAQ
You have questions about age rating? We have the answers. Read more...
Facts & Figures
Games & Education
Education
Across the world, educators are increasingly becoming interested in the potential role of computer and video games to support young people’s learning. Recent studies show that while playing games children are invariably engaged in learning activities that are much more complex and challenging than most of their formal school tasks.
Skills
Even games with no educational intent require players to learn a great deal. Games are complex adaptive and force players to develop a huge number of skills. Researchers have documented numerous benefits from play including raising a child’s socio-emotional, cognitive and physical development, as well as honing fine and gross motor skills, hand-eye coordination, creativity, attention and problem-solving mechanics to name but a few.
Social interaction
People often think that gaming is a solitary activity. The reality can be very different. Playing video games is an increasingly social activity, as most consoles have now multi-player capabilities. Two to four players can play together on one console but more and more games allow players to interact with others online and, consequently, the number of Internet gaming communities is rising rapidly. The social interaction of these games can help bring players together.
For more information:
Dorothy E. Salonius-Pasternak and Holly S. Gelfond, The next level of research on electronic play: potential benefits contextual influences for children and adolescents
Alessandro Antonietti & Barbara Colombo, The Effects of Computer-Supported Learning Tools: A Bi-circular Bi-directional Framework
Mark Griffiths, The Therapeutic Value of Video Games
BECTA - Emerging technologies for learning: www.becta.org.uk