As children and young people head back to school, a marine biologist, animator, and professional photographer share how the video games they played as children influenced their career choices.
Adult gamers have confirmed that the video games they played during childhood had a significant impact on their career paths. As many young people begin to take the next step in their education this month, those entering GCSE and A-Level study are starting to refine their areas of study. Safe In Our World has teamed up with Nintendo UK to showcase these stories and encourage students to think creatively about their future academic and career choices.
Nicole McAdams (age 27) was captivated by the scuba diving adventure game Endless Oceanย during her childhood. The game, which lets players explore the ocean and learn about over 200 species of marine life, inspired Nicole to pursue a career in marine biology. Reflecting on her journey, she says, โI absolutely adored playing Endless Ocean on the Wii as a kid. Now, that passion has come to lifeโI earned a Bachelor of Science degree in Marine Biology, studying the physiology and ecology of marine organisms, and Iโve achieved multiple diving certifications, allowing me to explore our oceans in real life.โ
Similarly, Redd Wolfie (age 27) grew up playing the iconic 2000s gameย Nintendogs, a real-time pet simulation that allowed players to care for their own virtual dogsโfeeding, petting, walking, and playing with them. Reddโs career has since been shaped by her love for dogs:ย โI played Nintendogs religiously as a kid! Now, pets are central to my career. Iโve worked as a pet groomer, a vet assistant, and have around four years of professional dog training experience. The game definitely inspired me to pursue this path.โ
For others, gaming was a gateway to the arts, sparking creativity through art-based games. Beth Massey (age 24) was so passionate about art that her mother bought her the gameย Art Academyย to help develop her skills. Beth explains,ย โI was hugely into art, so my mum got me Art Academy as soon as it was released. It helped me understand different artistic techniques and shifted my focus from just playing my DS to honing my creative side. This eventually led me to study graphic design in college. From there, I applied for an art animation course, and now, three years later, I have a BA degree in the subject. If I hadnโt played the game, Iโm not sure I would have explored this career.โ
Emily-Jane Morgan (age 33) shares a similar story:ย โOne of my favourite games growing up was Pokรฉmon Snap on the Nintendo 64. The game involved taking photos of Pokรฉmon, and I loved itโIโd revisit it time and time again. Now, itโs come full circle: Iโm a freelance photographer, and Iโve even captured content for one of Nintendoโs UK social media channels. To this day, Iโm drawn to any game with a photo mode.โ
These stories highlight how video games can inspire diverse career paths, illustrating the profound impact they can have on shaping professional aspirations. In alignment with this, Digital Schoolhouse, together with Nintendo UK, are dedicated to harnessing the power of gaming to broaden educational horizons. Digital Schoolhouse integrates play-based learning into the curriculum, transforming how students engage with subjects like computing and creative digital skills. Notably, this has led to a marked rise in the numbers of students applying for GCSE Computer Science and Art courses, highlighting the impactful role of play during those formative years.
Shahneila Saeed, Head of Education for UKIE and Director of Digital Schoolhouse said,ย โVideo games are more than just a pastime; they serve as an exceptional gateway into the video games industry and various other future careers. They have the potential to inspire young peopleย to explore careers not only in video games but also in fields associated with gameplay, such as design, storytelling, software development and more. In collaboration with Nintendo UK, Digital Schoolhouse is transforming the computing curriculum byย integrating play-based learning with video games, thereby inspiring classrooms across the UK to a world of possibilities within the creative digital and video games space."
This article was reproduced with the permission of Safe In Our World. you can find the original article here.