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Home Exclusive Video Games

Playing Fortnite linked to stronger peer relationships in boys

by Eric W. Dolan
June 1, 2025
Reading Time: 3 mins read
[Adobe Stock]

[Adobe Stock]

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.

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.

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