Subscribe
The latest psychology and neuroscience discoveries.
My Account
  • Mental Health
  • Social Psychology
  • Cognitive Science
  • Psychopharmacology
  • Neuroscience
  • About
No Result
View All Result
PsyPost
PsyPost
No Result
View All Result
Home Exclusive Video Games

Playing Fortnite linked to stronger peer relationships in boys

by Eric W. Dolan
June 1, 2025
in Video Games
[Adobe Stock]

[Adobe Stock]

Share on TwitterShare on Facebook

A new study published in the Games for Health Journal suggests that the types of digital games elementary school boys play—and the amount of time they spend playing them—are related to their social skills. While some games like Clash of Clans and Fortnite were linked to stronger peer relationships and positive social behaviors, others such as Mortal Kombat were associated with higher aggression and antisocial tendencies. How long a child plays appears to matter more than what they play, with longer playtimes generally predicting more negative social outcomes.

The researchers conducted this study to better understand how digital games affect children’s social development, a topic that has long been debated. Some argue that video games promote isolation and aggression, while others suggest that games—especially those that are collaborative—can improve communication and teamwork. Given the growing popularity of games among children and shifting parental and educational attitudes toward gaming, the researchers saw a need for more targeted investigation.

The study focused on male students in the fourth through sixth grades in Iran. Using a cluster random sampling method, the researchers selected 192 boys from elementary schools who played digital games, along with an equal number of non-players for comparison. The game players were divided into four groups based on the specific games they played: Clash of Clans, Fortnite, Mortal Kombat, and PES (Pro Evolution Soccer).

The researchers used a validated social skills questionnaire to evaluate multiple dimensions of social behavior, including appropriate social interaction, impulsiveness, antisocial tendencies, desire for dominance, and relationships with peers. They also assessed the amount of time spent playing and whether the games were played on mobile or console platforms.

The results showed meaningful differences between players and non-players in several areas. Although there were no significant differences in overall appropriate behavior or aggression, players scored higher in antisocial behavior, a desire to dominate, and peer relationships. This seemingly contradictory pattern—more antisocial tendencies but also better peer relations—may reflect the social nature of many games, which can both foster connection and promote competitiveness.

Grade level also played a role. Fifth-grade students showed higher levels of aggression and dominance-seeking behavior than their younger and older peers. This could be linked to developmental changes, as children in this age group are often navigating shifts in identity, independence, and social roles. The study authors noted that exposure to aggressive game content might amplify these tendencies, particularly among children already experiencing emotional and physical changes associated with early adolescence.

The type of game played had a noticeable influence on specific aspects of social behavior. Clash of Clans, a strategic game with team-based elements, was associated with more appropriate social behaviors and stronger peer relationships. Fortnite, which involves online collaboration and competition, also appeared to improve relationships with peers.

On the other hand, Mortal Kombat, known for its violent one-on-one combat, was linked to higher levels of aggression and antisocial behavior compared to the other games studied. Children who played Mortal Kombat tended to score higher in impulsiveness and lower in peer-related skills.

Google News Preferences Add PsyPost to your preferred sources

The researchers found that playing time predicted social outcomes more strongly than game type. In other words, the longer a student played, the more likely they were to experience changes—positive or negative—in their social behavior. Regression analysis showed that time spent playing digital games was a significant predictor across all measured dimensions. For example, longer playing times were associated with more impulsive behavior, stronger desires for dominance, and weaker peer relationships.

The study also explored how age and game type interacted. For instance, younger students who played Mortal Kombat showed more antisocial behavior than older students who played the same game. Meanwhile, younger players of Clash of Clans scored better in social interaction than older players of the same game. These findings suggest that age-specific responses to game content may influence how gaming affects children’s social skills.

There are some limitations to consider. The sample was limited to male students in one country, which may affect how well the findings apply to other populations, such as girls or children in different cultural settings. The data was also cross-sectional, meaning it captured a snapshot in time rather than long-term developmental effects. As a result, the study cannot definitively determine cause and effect.

The authors recommend further research that includes more diverse samples and investigates the long-term impacts of digital gaming on social development. They also call for studies that evaluate how structured gaming programs—such as those used in schools or therapeutic settings—can be designed to promote positive social outcomes. Exploring whether digital games can be used as tools for teaching prosocial behavior, particularly in children with social difficulties, could be especially useful.

The study, “The Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis,” was authored by Mahboubeh Alborzi and Mahsa Torabi.

RELATED

Experienced FPS gamers show faster, more efficient eye movements during aiming tasks, study finds
Mental Health

New large study finds little evidence that social media and gaming cause poor mental health in teens

January 21, 2026
A person playing a mobile game on a smartphone.
Addiction

How widespread is Internet Gaming Disorder among young adults?

January 18, 2026
Neuroscientists find evidence meditation changes how fluid moves in the brain
Video Games

Playing video games for this long each week is linked to worse diet and sleep

January 16, 2026
A person playing a mobile game on a smartphone.
ADHD

Social media, not gaming, tied to rising attention problems in teens, new study finds

January 12, 2026
New research reveals the powerful psychological impact of song lyrics
Business

Listing gaming on your resume might hurt your job prospects

December 28, 2025
Cognitive trainings using video games might increase subjective well-being of individuals with depression
Mental Health

Playing Super Mario Bros. and Yoshi games may reduce burnout risk in young adults, stud finds

December 23, 2025
Longer gaming sessions are associated with improved cognitive functions and motor control
Cognitive Science

Biofeedback training helps esports players react significantly faster

December 3, 2025
From tango to StarCraft: Creative activities linked to slower brain aging, according to new neuroscience research
Cognitive Science

From tango to StarCraft: Creative activities linked to slower brain aging, according to new neuroscience research

November 11, 2025

PsyPost Merch

STAY CONNECTED

LATEST

Reduction in PTSD symptoms linked to better cognitive performance in new study of veterans

Scientists reveal the alien logic of AI: hyper-rational but stumped by simple concepts

Self-kindness leads to a psychologically rich life for teenagers, new research suggests

Borderline personality disorder in youth linked to altered brain activation during self-identity processing

Biological sex influences how blood markers reflect Alzheimer’s severity

The surprising way the brain’s dopamine-rich reward center adapts as a romance matures

The scientist who predicted AI psychosis has issued another dire warning

Support for banning hate speech tends to decrease as people get older

RSS Psychology of Selling

  • Sales agents often stay for autonomy rather than financial rewards
  • The economics of emotion: Reassessing the link between happiness and spending
  • Surprising link found between greed and poor work results among salespeople
  • Intrinsic motivation drives sales performance better than financial rewards
  • New research links faking emotions to higher turnover in B2B sales
         
       
  • Contact us
  • Privacy policy
  • Terms and Conditions
[Do not sell my information]

Welcome Back!

Login to your account below

Forgotten Password?

Retrieve your password

Please enter your username or email address to reset your password.

Log In

Add New Playlist

Subscribe
  • My Account
  • Cognitive Science Research
  • Mental Health Research
  • Social Psychology Research
  • Drug Research
  • Relationship Research
  • About PsyPost
  • Contact
  • Privacy Policy