Most Video Games Children Play Today Are Not Designed for Them to Win : By Dana Leigh Feltner

Published on March 31, 2026 at 10:13 AM

What looks like harmless entertainment is often a carefully engineered system shaping behavior—and most adults are responding to the symptoms, not the design

 

They are designed for them to keep playing.

 

That distinction matters more than most parents and adults realize.

 

I don’t have an issue with video games. I’ve sat with children while they play them, in different homes, with different expectations, and very different levels of structure around them. I’ve watched the excitement, the focus, the sense of mastery. I understand why they’re appealing, and I don’t dismiss that.

 

But what I pay attention to is what happens around the edges.

 

The shift in tone when a game turns.

The inability to stop at a natural pause.

The negotiation that begins before the game is even over.

 

And over time, a pattern becomes clear.

 

Games like NBA 2K are not simply being played. They are being responded to.

 

 

 

I’ve worked with children who are otherwise composed, polite, and regulated—but who become noticeably different in the context of certain games.

 

Not out of nowhere.

 

But in very specific moments.

 

Right after a near win.

Right after an unexpected loss.

Right when they believe something is about to happen.

 

If you sit long enough and watch closely, you start to see that these moments are not random.

 

They are built into the experience.

 

The game doesn’t move in a straight line. It moves in peaks and drops—just enough unpredictability to keep a child leaning forward, waiting for the next turn in their favor.

 

That anticipation is powerful.

 

It’s also very difficult for a child to disengage from.

 

 

 

What’s happening here is not just preference or personality.

 

It’s neurological.

 

When a child plays, their brain is engaging the dopaminergic reward system—the same system involved in motivation, learning, and reinforcement. Dopamine is less about pleasure than it is about anticipation.

 

And anticipation intensifies when outcomes are uncertain.

 

This is what behavioral psychology refers to as a variable ratio reinforcement schedule—a reward pattern where outcomes are unpredictable. It is widely considered the most effective way to sustain behavior over time and is the same mechanism used in gambling systems.

 

Research in behavioral science and neuroscience has consistently shown that unpredictable rewards increase persistence, even when the rewards themselves are infrequent.

 

Children are particularly vulnerable to this.

 

The prefrontal cortex, which governs impulse control, planning, and emotional regulation, is still developing well into early adulthood. That means children are engaging with systems specifically designed to override the very skills they have not yet fully developed.

 

So you have:

 

  • A system engineered for maximum engagement
  • Interacting with a brain still learning how to disengage

 

 

That mismatch is where most of the issues begin.

 

 

 

What parents and adults typically respond to is the behavior they can see.

 

Frustration.

Irritability.

Resistance to stopping.

Negotiation.

 

They step in and say:

“Calm down.”

“It’s just a game.”

“Turn it off.”

 

But from the child’s perspective, it doesn’t feel neutral in that moment.

 

There is investment—time, effort, identity.

 

I’ve seen children tie how they feel about themselves, even briefly, to how they perform. Whether they win. Whether they improve. Whether they get what they were hoping for.

 

This aligns with what we understand about reward-based learning—when feedback is immediate and tied to effort, the brain encodes those outcomes quickly and attaches meaning to them.

 

 

 

Layered into this, increasingly, are systems that resemble gambling structures.

 

Pack openings.

Randomized rewards.

Limited-time access to better players or items.

 

Often referred to as loot box mechanics, these systems have been examined in multiple studies and found to share structural and psychological similarities with gambling—particularly in how they:

 

  • Use chance-based outcomes
  • Create anticipation through visual and auditory cues
  • Encourage repeated engagement despite uncertain results

 

 

Children don’t need to understand the system consciously to be affected by it.

 

They feel it.

 

They feel the pull to try again.

To improve their odds.

To not fall behind.

 

 

 

None of this is accidental.

 

These games are designed with a level of psychological precision that most adults don’t fully account for.

 

They rely on inconsistency to hold attention.

They create emotional swings to deepen engagement.

They introduce systems that subtly encourage continued play—and, at times, spending.

 

And children, by definition, are still developing the ability to regulate themselves within that kind of environment.

 

 

 

So the issue, in my experience, is not the game itself.

 

It’s the mismatch.

 

A highly engineered system on one side, and a child who is still learning impulse control, emotional regulation, and boundaries on the other.

 

If you only address the child’s reaction, you miss the structure that produced it.

 

 

 

I don’t remove games outright.

 

That tends to create more fixation, not less. It also removes an opportunity to understand a significant part of a child’s world.

 

In the families I work with, where expectations are high and consistency matters, removing something without understanding it first usually creates more problems than it solves.

 

Instead, I control the structure around it.

 

I decide when it starts and when it ends.

I don’t leave that to the natural stopping point of the game, because there often isn’t one.

 

From a behavioral standpoint, this matters. If you allow the game to determine the stopping point, you are reinforcing the same reward loop the game is built on.

 

 

 

I watch patterns.

 

When frustration builds.

When it escalates.

When it lingers after the game is over.

 

And I am careful with language.

 

Not dismissive, but clarifying.

 

“That’s a frustrating game. It’s designed to feel that way sometimes.”

 

That small shift matters. It separates the child from the system without dismissing their experience.

 

 

 

I also separate the game from the child.

 

A loss is not a reflection of them.

A win is not something to hold onto too tightly either.

 

This interrupts what psychologists refer to as over-identification with outcomes—when performance in a specific domain becomes tied to self-worth.

 

It keeps the game contained.

 

 

 

I treat spending the same way.

 

Not as an extension of gameplay, but as a decision.

 

Because once spending becomes tied to emotion—frustration, urgency, excitement—you are reinforcing a loop that is very difficult for a child to step out of.

 

 

 

What I’ve found, consistently, is that when the structure around the game is steady, the child’s relationship to it becomes steadier as well.

 

The volatility doesn’t disappear—it’s part of the design—but it stops taking over.

 

And importantly, the adult remains in control of the environment—not the game.

 

 

 

Video games are not going anywhere.

 

They will become more sophisticated, more immersive, and more psychologically refined.

 

So the question for parents and adults is not whether children should engage with them.

 

It’s whether the adults in the room understand them well enough to stay ahead of them.