Games for Change, in partnership with Tencent Games, has announced the launch of a new program extending its “Raising Good Gamers” initiative, aimed at helping families better understand the role of video games and their impact on young people.
The initiative comes as video games have become a major part of daily life for an estimated 3.3 billion players worldwide, increasing the need for more balanced, evidence-based discussions about gaming.
Growing Gaming Communities in the Middle East
The gaming industry continues to expand rapidly across global markets, particularly in the Middle East, where tens of millions of players are active in countries such as Saudi Arabia, the United Arab Emirates, and Egypt. The majority of these players are under the age of 35, highlighting the importance of guiding conversations around gaming and its influence on youth.
Research-Based Approach to Gaming and Wellbeing
The initiative is built on a new research report titled “Raising Good Gamers: A Family Guide to Understanding Video Games and Their Relationship to Wellbeing,” developed by Dr. Rachel Kowert, Research Director at Games for Change.
The study draws on a global survey conducted across 15 countries, including the Middle East, alongside interviews with parents and game developers, providing a comprehensive evidence-based perspective on gaming and wellbeing.
Practical Tools for Families and Educators
Raising Good Gamers translates research findings into practical tools designed for families, delivered through schools and youth organizations. These resources aim to help parents engage more confidently and positively with their children’s gaming experiences.
The program includes workshops and discussion guides that encourage healthy gaming habits, responsible behavior, and improved communication between parents and children.
Global Expansion Plans
Following a successful pilot workshop in the United States, the program will officially roll out in the US and UK in September, with plans for further international expansion, including the Middle East next year.
This phased rollout reflects a long-term vision to reshape gaming culture in a sustainable and positive way.
Industry Collaboration and Expert Insights
Suzanne Pollak, President of Games for Change, emphasized the need for practical tools to support parents navigating the evolving gaming landscape.
Dani Marti, Head of Public Affairs at Tencent Games, highlighted that promoting positive gaming is a shared responsibility among industry stakeholders, researchers, educators, and families.
Upcoming Discussions and Global Events
The initiative will also be featured in a special episode of the Good Game Club podcast on April 16, 2026, followed by a presentation of full research findings at the Games for Change Festival in New York in July 2026.
The program aims to foster a more informed global dialogue about video games and their role in shaping youth experiences.








