TL;DR: Failure is the ultimate "skill issue" that kids actually need to experience. Instead of shielding them from the "L," we can use high-frustration, high-reward media to build the grit they’ll need for the real world. Top Resilience-Builders: • Celeste (The gold standard for "try again") • The Wild Robot by Peter Brown (Adaptation in the face of failure) • Super Mario Maker 2 (Learning through iteration) • Getting Over It with Bennett Foddy (The ultimate "rage-quit" teaching tool)
We’ve all seen it. The controller hits the floor, the iPad is nearly launched across the room, and someone is screaming that Roblox is "literally broken" because they fell off a neon-colored platform for the tenth time.
In kid-speak, they just "took a major L." In parent-speak, they’re having a meltdown.
But here’s the no-BS truth: if our kids never experience the white-hot frustration of a "Game Over" screen, they’re going to be absolutely cooked when they hit a real-world setback that doesn't have a reset button. Digital spaces are the safest, lowest-stakes laboratory we have for teaching kids how to fail, breathe, and try again without the "brain rot" of endless scrolling.
In a world where every Instagram post is "aesthetic" and everything weird is labeled "Ohio," kids are under a weird amount of pressure to be perfect or at least appear that way. Failure feels public. Failure feels permanent.
When a kid fails in a video game or a challenging board game, they are experiencing a micro-dose of adversity. Psychologists call this "desirable difficulty." If a game is too easy, it’s boring. If it’s too hard, they quit. The sweet spot is where failure happens often enough that the eventual win feels like earned dopamine, not a participation trophy.
Not all games are created equal when it comes to failure. Some are designed to just drain your bank account through microtransactions (looking at you, certain Roblox simulators), while others are masterclasses in resilience.
This is arguably the best game ever made about mental health and persistence. You play as a girl climbing a mountain. You will die thousands of times. The game literally tracks your death count, but it frames it as: "Be proud of your death count! The more you die, the more you’re learning." It’s the perfect antidote to the fear of failing. Ages 10+
If you want a non-digital way to talk about failure, this book (and the movie) is essential. Roz the robot fails constantly at being a "natural" part of the island. She’s awkward, she’s rejected, and she has to iterate her behavior to survive. It’s a beautiful look at adaptation. Ages 7-12
This moves kids from being consumers to creators. When they build a level in Super Mario Maker 2, they have to "clear" it themselves before they can upload it. This forces them to playtest, find the "broken" parts, fail their own challenges, and fix them. That’s literally the engineering process disguised as a plumber jumping on mushrooms. Ages 7+
Warning: This game is frustrating. On purpose. You play as a man in a pot using a hammer to climb a mountain of trash. One wrong move can send you back to the very beginning. The narrator (Bennett Foddy) talks to you about the philosophy of failure while you play. It is the ultimate "rage-quit" test. If your kid can handle this without breaking something, they’re ready for the SATs. Ages 12+
The sequel specifically tackles the "Anxiety" of trying to be perfect and the failure of identity that happens in middle school. It’s a great conversation starter for why we feel like "not enough" when we mess up. Ages 6+
The way we handle failure needs to evolve as they do.
Preschool to Grade 2 (Ages 4-7): At this age, failure feels like the end of the world. Use "sandbox" games like Toca Life World or Sago Mini World where there is no "losing." Introduce very light competition with Candy Land or Uno to practice the "good sport" muscles.
Grades 3 to 5 (Ages 8-11): This is the prime time for Minecraft. If they play in "Survival Mode" and a Creeper blows up their house, that’s a massive failure. Don't jump in to fix it. Let them mourn the digital bricks and then ask, "How are you going to build it better next time?"
Middle & High School (Ages 12+): This is where the "L" gets social. Games like Fortnite or Valorant involve losing in front of friends. This is where "trash talk" happens. Talk to them about the difference between a "Skill Issue" (you just need more practice) and being a "Toxic Player" (blaming everyone else for your fail).
When the screaming starts, our instinct is to say, "That’s it, tech is off!"
But try this instead: Wait for the cool-down.
Once the adrenaline has subsided, have a "Post-Game Analysis."
- Acknowledge the suck: "Man, that level looked incredibly frustrating. I saw you almost had it."
- Identify the pivot: "What was the one move that kept catching you?"
- The "Ohio" Check: "Is this game actually bad (brain rot/broken), or is it just hard?"
If they are playing Cuphead, they need to know it’s supposed to be hard. If they are playing a glitchy, low-effort Roblox game, the failure might actually be the game’s fault, and that’s a lesson in media literacy—knowing when to stop wasting time on "trash" content.
Learn more about identifying "brain rot" vs. quality content![]()
You’ll often hear that Roblox teaches kids entrepreneurship because they can "make their own games."
The reality? Most kids "fail" at this because the platform is heavily weighted toward those who already have money to advertise. If your kid tries to build a game and nobody plays it, don't let them feel like a failure. Explain that the "market" is crowded and that the act of coding the game was the win, not the number of players.
A child who never fails is a child who never grows. In 2026, we can’t protect them from every "L," and we shouldn't want to.
Whether they are struggling with a boss fight in Elden Ring (maybe wait until they're 16 for that one) or trying to figure out a complex strategy in Catan, every setback is a chance to rewire their brain for persistence.
Next time they lose, don't just say "it's just a game." Say, "Nice try. What’s the plan for Round 2?"
- Audit the "Rage": Notice which games cause "bad" anger (feeling cheated) vs. "good" anger (feeling challenged).
- Play a "Hard" Game Together: Sit down and play Getting Over It or Flappy Bird. Let them see you fail and handle it gracefully.
- Switch it up: If digital failure is getting too toxic, move to a physical boardgame where the social cues of losing are easier to read.

