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New Study Maps the Development of Danish Children’s Gaming Habits

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Digital games continue to play a central role in the everyday lives of Danish children and young people. This is shown in a new study conducted by Epinion on behalf of DR, the Danish Media Council for Children and Young People, and NIMBI – Denmark’s Institute for Game Development.

The study shows that 98 percent of children aged 6-15 have tried playing digital games, while two-thirds of those aged 9-15 play almost daily or more often. At the same time, digital gaming is the preferred leisure activity among 6-15-year-olds, ahead of activities such as socializing, sports, and play.

Roblox remains the most popular gaming platform among children. The platform is particularly widespread among 9-11-year-olds, with 45 percent playing Roblox almost daily or more often. Fortnite and Minecraft also remain among the most popular games and, together with Roblox, make up the top three across the 6-15 age group.

The study also shows that gaming preferences among boys and girls are becoming more similar. Roblox and Minecraft are now the two most popular games among girls. Among children aged 1-5, both Ramasjang and Minisjang are among the five most popular games.

More children are playing digital games with others than before. Among 12-15-year-olds, 90 percent said in 2026 that they play digital games with others, compared to 84 percent in 2023. The largest increase is seen among the youngest children, where the share of 1-5-year-olds playing digital games with others has increased from 41 percent in 2023 to 53 percent in 2026.

Children primarily play games for entertainment, but social communities also play an important role. More than half of the 9-15-year-olds say they play games to meet friends or to be part of a community.

At the same time, the study shows that more children feel they play less than they would like. Among 6-8-year-olds, the share has increased from 34 percent in 2023 to 46 percent in 2026. Among 9-11-year-olds, it has risen from 24 percent to 36 percent.

This development coincides with increased parental involvement in children’s gaming habits. Among 9-11-year-olds, the share who say their parents decide how long they are allowed to play each day has increased from 59 percent to 68 percent. Among 12-15-year-olds, the figure has risen from 27 percent to 40 percent.

Time spent gaming remains the greatest concern among parents regarding their children’s use of digital games. Sixty-nine percent cite screen time as a concern, while social factors and game content are also important concerns for many parents.

More than half of children aged 6-11 report that they sometimes or more often disagree with their parents about digital games. Among those who experience disagreements, 72 percent say they concern time spent gaming. Twenty-one percent mention spending money, while 21 percent say the disagreements concern the specific games they play.

For the first time, the study also includes questions about parents’ own gaming habits. Fifty-four percent of parents say they themselves play digital games a few times a week or more often. At the same time, 60 percent agree that digital games can contribute positively to children’s and young people’s development and education.

Almost half of the parents of children who play digital games also report that they play together with their children at least a few times a month.

Commenting on the study, Miriam Michaelsen, Chair of the Danish Media Council for Children and Young People, said:

“The study shows that there has fortunately been increased parental involvement in children’s digital lives, including online gaming. Parents are increasingly concerned about and engaged with what children encounter and play digitally. Therefore, sharing knowledge about these issues is an important task for the Media Council. Parents and other caregivers play a crucial role in ensuring children’s digital safety. Adults need support in understanding children’s digital world. For example, Roblox contains a large amount of user-generated content, and children may be exposed to problematic content, advertising, and gambling-like elements.”

Morten Skov, Head of Children and Youth at DR, said:

“The report underlines that gaming today is a central part of many children’s everyday lives and social relationships. At the same time, it highlights some familiar dilemmas: games offer both community and engagement, but also challenges related to time, content, and boundaries. For DR, it is essential to understand this complexity and translate it into public service content that is relevant and brings children together through shared experiences.”

He is supported by Simon Løvind, Cultural Director at NIMBI – Denmark’s Institute for Game Development:

“The study confirms that gaming is children’s favorite leisure activity and an important part of everyday life for the vast majority. We must take this seriously by being curious about which games and platforms children use, the communities they participate in, and the values that shape their digital lives. When a few large American platforms dominate Danish children’s gaming habits, it highlights the need to strengthen the development of Danish alternatives based on play, safe communities, creativity, and quality. For NIMBI, this is about strengthening a Danish digital gaming culture that benefits both children and parents and that society can trust.”

The study was conducted by the research institute Epinion in March and April 2026 and is based on responses from 1,142 participants. The purpose is to provide a shared data foundation for understanding children’s gaming habits, their motivations for gaming, and the challenges associated with digital games. Previous studies were conducted in 2020 and 2023.

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