"We rate games like a nutrition label: what they give kids, and what they ask in return."
One-sentence reassurance: "Games aren't 'good' or 'bad' by default—what matters is the game's design, how it's used, and who's playing."
If you only check four things, check these:
Does it sell random rewards (loot boxes/gacha)?
Does it push daily streaks / limited-time events?
Does it have open chat with strangers?
Is the content intense for my child right now?
Quickly score any game by selecting the option that best matches what you observe. Your answers will instantly update the Game Health Snapshot on the right, giving you personalized tips and insights.
These are the parts that can make gaming genuinely positive.
In GameCompass, this tends to raise the score when the game builds problem-solving or has meaningful themes.
We look for games that support experimenting and self-expression—not just winning.
Co-op and teamwork tend to be healthier than high-pressure social competition, especially with strangers.
These are the things that can quietly turn a 'fun game' into a constant pull on your child's habits.
GameCompass treats spending pressure as a big deal—especially when rewards are random (loot boxes/gacha) or the game nudges kids with tactics like limited offers and confusing currencies.
Research suggests it's not just 'hours played'—it's compulsive, distress-driven play that's more harmful. Games with strong FOMO and pressure mechanics can make that more likely.
Open chat with strangers can raise risk (toxicity, bullying, unwanted contact). GameCompass includes social exposure as a separate risk—not just content.
Traditional ratings focus mostly on content. We still consider content intensity—but we also look at design pressures that ratings may not capture.
This game looks like...
High-pressure design or very little benefit. Needs extra caution.
• We rate games, not kids. Every child is different.
• A healthy gaming life can include some 'just for fun' games—even a little junk food. The goal is to know what the game is doing, not panic.