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The 30-second check
Not in GameCompass yet?

Here's how to read this game like we do

"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."

The 30-second check

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?

How to Use This Guide

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.

Don't worry if you're unsure—you can always choose "Not sure" or change your answers later!

What this game gives

These are the parts that can make gaming genuinely positive.

Learning & Story
When your child plays, are they mostly thinking and learning—or mostly repeating and reacting?

In GameCompass, this tends to raise the score when the game builds problem-solving or has meaningful themes.

Creativity & Expression
Does the game let kids make things (build, design, customize, experiment)?

We look for games that support experimenting and self-expression—not just winning.

Teamwork & Positive Connection
Is this game usually positive with others—or does it bring social stress?

Co-op and teamwork tend to be healthier than high-pressure social competition, especially with strangers.

What this game asks in return

These are the things that can quietly turn a 'fun game' into a constant pull on your child's habits.

Spending Pressure
How hard does the game push spending?

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.

Time Pressure & 'Always Come Back'
Does the game try to become a daily habit?

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.

Online Exposure
Who can your child interact with?

Open chat with strangers can raise risk (toxicity, bullying, unwanted contact). GameCompass includes social exposure as a separate risk—not just content.

Content Intensity
How intense is the content (violence, horror, mature themes)?

Traditional ratings focus mostly on content. We still consider content intensity—but we also look at design pressures that ratings may not capture.

Game Health Snapshot

This game looks like...

Likely 'Concerning'

High-pressure design or very little benefit. Needs extra caution.

Red flags (high-pressure design)

  • • Uses randomized rewards (loot boxes/gacha)
  • • Constant time pressure and FOMO
  • • Open voice chat with unknown players

What to do next

Treat this like a game with a built-in candy store. Use purchase approvals, and talk about how 'random rewards' are designed to feel tempting.
Make playtime schedule-based, not streak-based. Missing a day shouldn't feel like a crisis.
Default to friends-only, and teach mute/block/report on day one.

Important context

• 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.