[VERY & STORY Survey] How do parents approach children's gaming? From 'Management' to 'Watching Over'—Roblox as an 'After-school Park'

Kobunsha's 'Dokucho Research Institute' surveyed readers of 'VERY' and 'STORY' regarding children and gaming. The study reveals that parental involvement shifts from 'management' to 'watching over' as children age, with 'Roblox' functioning as a vital social hub. Gaming is being redefined as a space for fostering autonomy and self-esteem.
businessNQ 54/100出典:PR Times

📋 Article Processing Timeline

  • 📰 Published: June 1, 2026 at 10:00
  • 🔍 Collected: June 1, 2026 at 10:24 (24 min after Published)
  • 🤖 AI Analyzed: June 1, 2026 at 19:13 (8h 48m after Collected)
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. 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. 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. 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. 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. 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.

FAQ

What is the role of 'Dokucho' research?

It is a qualitative research method used by Kobunsha editors to engage directly with readers, providing deep insights into their lifestyles and values.