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What Are the Pros and Cons of Video Games?

Video games have become one of the world’s favorite pastimes. There are almost  3 billion gamers  worldwide in 2021, with gaming prevalence continuing to grow every year.

Gaming is not without controversy, though. Critics of video games will stress that the cons of video games outweigh the pros, while those who support video games will say the opposite.

Objectively, there can be positive effects of video games when played in moderation. However, there can also be negative effects when played excessively.

It’s best to look at the pros and cons of video games through your personal experience and remember that the  key is  gaming in moderation .

Pros of Gaming

Although research is still ongoing on the pros and cons of video games, some studies thus far have shown the following benefits when an individual plays video games:

  • Improved cognitive functions
  • Problem-solving skills and the use of logic
  • Hand-to-eye coordination
  • Faster and more accurate decision-making
  • Improved eye for details
  • Social activity and teamwork

These pros of video games might help you with tasks that you do every day, but they might also be applicable for jobs where you require a great deal of attention and concentration, such as working as a surgeon, driver, or programmer.

On the surface, these pros of video games look appealing. Still, it’s important to remember that these positive effects of video games come with a catch:  they can be far outweighed by the cons if gaming becomes an addiction.

These are the pros of gaming. You can read our full article about the  positive effects of video games  here.

Games Improve Cognitive Functions

Video games have shown to improve your cognitive abilities , such as:

  • Visuospatial ability (the ability to recognize objects around you and estimate the distances between them)
  • Increased processing speed
  • Deductive reasoning
  • Mathematical intelligence

For example, a  study from 2018  included 170 participants. In the study, one group was made up of gamers, while the other group was non-gamers.

Both groups received the same questionnaire with questions and assignments that would test their cognitive abilities. The group of gamers showed better results in almost every field of the test.

Games Improve Problem-Solving Skills and Logic

Video games involve a lot of critical thinking, problem-solving, and the use of logic. 

As a gamer, you have to work your way through the game by using specific skills to achieve the game’s goals.

Gamers have  more grey matter and better brain connectivity  than non-gamers, resulting from extensive playtime requiring problem-solving skills.

Developing these skills in video games may translate into better job performance or improved performance in school .

Improved Hand-to-Eye Coordination

Playing video games improves your hand-to-eye coordination, making you more capable of performing tasks that involve coordination of your eyes and your hands.

These tasks can include everything from everyday tasks such as driving, typing, or performing manual tasks with your hands to professional skills like performing surgeries.

These improvements were confirmed by a  study from 2007 , which involved laparoscopic surgery trainees that also played video games. The study found that surgeons who played video games regularly had higher accuracy and could complete tasks faster than non-gamers. 

Faster and More Accurate Decision-Making

Another pro of gaming is the ability to make more accurate decisions in a much quicker fashion.

Players of video games will tell you that several games prompt you to make your decisions quickly based on the information you receive from the game itself.  Fast-paced games , in particular, contributed to a gamer’s ability to make quick decisions.

Some games, especially competitive ones where you play against other players, can be punishing if you make a wrong decision. For example, the game Call of Duty involves fast-paced action, and you need to make the right decisions at the right time to win.

Again, this skill can be crucial in several fields of work, such as in the army or in the hospital, where you need to make fast and accurate decisions based on the facts and information you have, especially when you have limited time.

You See More Detail

Video games and eyesight quality is still a hotly debated topic. Some studies tell us that excessive screen time causes eyestrain and might even hurt your eyes. In contrast,   other studies  show us that video games can improve your ability to see details in your sight, especially in your periphery.

Studies  that show excessive screen time is harmful find you may experience negative effects such as eye strain, headaches, loss of focus flexibility, nearsightedness, and even retinal damage.

On the other hand, playing video games might improve your ability to see more details in your eyesight, especially in your periphery. This development of your eyes might help you drive better and perform various tasks that include driving.

It’s essential to stay within the  recommended screen time guidelines for all ages  since too much screen time may cause damage to your eyes. However, if you play games in moderation, you might even be able to see some positive effects on your eyesight.

Games Promote Social Activity and Teamwork

Video games can promote teamwork and social engagement with other players, making it a modern form of socialization for kids and young adults.

Some games can force you to cooperate with other players, making video games a beneficial exercise for  team-building  and establishing social connections with other players.

Also, several games present the opportunity to make new friends and connect to them in ways that no other medium does, including the chance to meet people from all over the world.

However, excessive playtime can lead to increased isolation and loneliness , which are linked to mental health problems like depression and social anxiety . Although gaming is a social outlet for many individuals, and making new friends from different cultures is possible, a balance of in-game contacts and real-life friendships is crucial.

Cons of Video Games

Despite several benefits of playing video games, there are also many disadvantages of video games that might impact the quality of your life.

These are the most common cons of video games:

  • Video games can make you addicted
  • Elevated risk of aggression
  • Games replace real-world problems
  • Some games promote gambling
  • Decreased physical and mental health
  • Lack of focus and concentration

As good as the positive effects of games might be, the  negative effects of video games  can outweigh the pros if you develop a gaming addiction. 

Video Games Can Make You Addicted

The first and the biggest problem with video games is that they can make you addicted .

Video game addiction  is a rising problem and likely to increase in the future. The World Health Organization has recognized gaming disorder as an actual mental health condition, and global prevalence is around  3-4% of gamers . Considering that there are about 3 billion gamers globally,  the number of addicted gamers  is estimated to be between 90 – 100 million.

One of the main reasons behind the pandemic of video game addiction is that  video games are designed to be addictive . They provide instant gratification and encourage gamers to keep playing every day. Players who play every day may even receive bonuses and special rewards in encouraging them to play even more.

But the concept of addictive video games is even more complicated. They manipulate several aspects of our psychology, such as:

  • Progression of our in-game character, which replaces real-life personal development
  • Loot boxes, microtransactions, and in-app purchases encourage you to keep spending more money 
  • Socializing virtually with other players replaces real-world friendships and connections
  • In-game mechanics that  link gaming to gambling

Once a video game becomes an addiction, it will far outweigh all the pros of video games. It will impact your professional life, personal development, and interpersonal relations.

If you feel like you or someone you know is addicted to video games, feel free to try some of the programs and resources we have on Game Quitters:

  • Respawn program for gamers
  • Reclaim program for families
  • Find a video game addiction therapist near you
  • If you’re a therapist and want professional training, consider  INTENTA’s training
  • Join our  community forum  and read our  blog

Elevated Risk of Aggression

Several studies ( 1 ,  2 ,  3 ) have shown that video games are a risk factor behind aggression. 

However, the studies also found that video games are not the only factor behind this aggression. Video games might increase the risk of aggression in an individual in combination with other factors.

There’s also a stigma around video games promoted by the media, which says that video games are violent and promote violence. But it’s far too easy to pin this problem down solely to video games, although they can be a contributing factor.

Although  the link between video games and violence  is still hotly contested, many parents report increased aggression in their children when playing excessively, including damaging property. Therefore, parents should be mindful to ensure their children play age-appropriate games and seek professional support if they experience increasingly aggressive behavior.

Games Can Replace Real-World Problems

One of the main problems with playing video games too much is that they neglect other key areas of one’s life, such as one’s personal or professional life.

It’s a safe place to fail, and it presents an easy way to  escape real-world problems . Although escaping from stress is not necessarily bad, the problem occurs when gamers start to neglect other critical aspects of their real life.

When that happens, it might be time to consider limiting your playtime, replacing it with other activities, and dealing with your life problems.

Some Games Promote Gambling

Modern video games are linked to gambling through loot boxes and microtransactions that promote compulsive spending.

Gamers who suffer from gaming addiction can also  develop a gambling addiction , exacerbated by the seeming ease of access to gambling-like mechanics inside modern games. Many of these games are played by kids, meaning that children have access to gambling mechanics using real-life money. Parents report discovering hundreds or even thousands of dollars spent on their credit cards without their knowledge.

Gamers Can Develop Physical or Mental Health Issues

Excessive game time can lead to physical and mental health issues, which include:

  • Depression and social anxiety
  • Lack of motivation
  • Poor emotional regulation
  • Poor sleep hygiene
  • Muscle loss and fat gain
  • Dehydration

It’s important to take a closer look if you develop any of these symptoms; you may want to consider  video game addiction therapy  if you do.

Lack of Concentration

Spending a long time in front of a screen playing games can impact a gamer’s ability to focus and  concentrate  on other tasks such as school, work, college, or study.

Games demand a lot of attention to detail and concentration. But, unfortunately, we’re only able to focus for a certain amount of time daily, and the more time you spend gaming, the less attention you will have for other tasks.

The pros and cons of video games are interlinked and will differ from one gamer to another. There are some positive benefits of games when played in moderation. However, there are also negative effects if played excessively.

You should always be aware of the cons of games, and if you notice the first signs of these cons developing, you should consider moderating your gaming or seek help to prevent further problems with gaming addiction.

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Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review

Denilson brilliant t..

1 Department of Biomedicine, Indonesia International Institute for Life Sciences (i3L), East Jakarta 13210, Indonesia

2 Smart Ageing Research Center (SARC), Tohoku University, Sendai 980-8575, Japan; pj.ca.ukohot@iur (R.N.); pj.ca.ukohot@atuyr (R.K.)

3 Department of Cognitive Health Science, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai 980-8575, Japan

Ryuta Kawashima

4 Department of Functional Brain Imaging, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai 980-8575, Japan

Video gaming, the experience of playing electronic games, has shown several benefits for human health. Recently, numerous video gaming studies showed beneficial effects on cognition and the brain. A systematic review of video gaming has been published. However, the previous systematic review has several differences to this systematic review. This systematic review evaluates the beneficial effects of video gaming on neuroplasticity specifically on intervention studies. Literature research was conducted from randomized controlled trials in PubMed and Google Scholar published after 2000. A systematic review was written instead of a meta-analytic review because of variations among participants, video games, and outcomes. Nine scientific articles were eligible for the review. Overall, the eligible articles showed fair quality according to Delphi Criteria. Video gaming affects the brain structure and function depending on how the game is played. The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16–90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.

1. Introduction

Video gaming refers to the experience of playing electronic games, which vary from action to passive games, presenting a player with physical and mental challenges. The motivation to play video games might derive from the experience of autonomy or competing with others, which can explain why video gaming is pleasurable and addictive [ 1 ].

Video games can act as “teachers” depending on the game purpose [ 2 ]. Video gaming has varying effects depending on the game genre. For instance, an active video game can improve physical fitness [ 3 , 4 , 5 , 6 ], whereas social video games can improve social behavior [ 7 , 8 , 9 ]. The most interesting results show that playing video games can change cognition and the brain [ 10 , 11 , 12 , 13 ].

Earlier studies have demonstrated that playing video games can benefit cognition. Cross-sectional and longitudinal studies have demonstrated that the experience of video gaming is associated with better cognitive function, specifically in terms of visual attention and short-term memory [ 14 ], reaction time [ 15 ], and working memory [ 16 ]. Additionally, some randomized controlled studies show positive effects of video gaming interventions on cognition [ 17 , 18 ]. Recent meta-analytical studies have also supported the positive effects of video gaming on cognition [ 10 , 11 , 12 , 13 ]. These studies demonstrate that playing video games does provide cognitive benefits.

The effects of video gaming intervention are ever more widely discussed among scientists [ 13 ]. A review of the results and methodological quality of recently published intervention studies must be done. One systematic review of video gaming and neural correlates has been reported [ 19 ]. However, the technique of neuroimaging of the reviewed studies was not specific. This systematic review reviewed only magnetic resonance imaging (MRI) studies in contrast to the previous systematic review to focus on neuroplasticity effect. Neuroplasticity is capability of the brain that accommodates adaptation for learning, memorizing, and recovery purposes [ 19 ]. In normal adaptation, the brain is adapting to learn, remember, forget, and repair itself. Recent studies using MRI for brain imaging techniques have demonstrated neuroplasticity effects after an intervention, which include cognitive, exercise, and music training on the grey matter [ 20 , 21 , 22 , 23 , 24 ] and white matter [ 25 , 26 , 27 , 28 , 29 ]. However, the molecular mechanisms of the grey and white matter change remain inconclusive. The proposed mechanisms for the grey matter change are neurogenesis, gliogenesis, synaptogenesis, and angiogenesis, whereas those for white matter change are myelin modeling and formation, fiber organization, and angiogenesis [ 30 ]. Recent studies using MRI technique for brain imaging have demonstrated video gaming effects on neuroplasticity. Earlier imaging studies using cross-sectional and longitudinal methods have shown that playing video games affects the brain structure by changing the grey matter [ 31 , 32 , 33 ], white matter [ 34 , 35 ], and functional connectivity [ 36 , 37 , 38 , 39 ]. Additionally, a few intervention studies have demonstrated that playing video games changed brain structure and functions [ 40 , 41 , 42 , 43 ].

The earlier review also found a link between neural correlates of video gaming and cognitive function [ 19 ]. However, that review used both experimental and correlational studies and included non-healthy participants, which contrasts to this review. The differences between this and the previous review are presented in Table 1 . This review assesses only experimental studies conducted of healthy participants. Additionally, the cross-sectional and longitudinal studies merely showed an association between video gaming experiences and the brain, showing direct effects of playing video games in the brain is difficult. Therefore, this systematic review specifically examined intervention studies. This review is more specific as it reviews intervention and MRI studies on healthy participants. The purposes of this systematic review are therefore to evaluate the beneficial effects of video gaming and to assess the methodological quality of recent video gaming intervention studies.

Differences between previous review and current review.

CT, computed tomography; fMRI, functional magnetic resonance imaging; MEG, magnetoencephalography MRI, magnetic resonance imaging; PET, positron emission tomography; SPECT, single photon emission computed tomography; tDCS, transcranial direct current stimulation; EEG, electroencephalography; NIRS, near-infrared spectroscopy.

2. Materials and Methods

2.1. search strategy.

This systematic review was designed in accordance with the PRISMA checklist [ 44 ] shown in Appendix Table A1 . A literature search was conducted using PubMed and Google Scholar to identify relevant studies. The keywords used for the literature search were combinations of “video game”, “video gaming”, “game”, “action video game”, “video game training”, “training”, “play”, “playing”, “MRI”, “cognitive”, “cognition”, “executive function”, and “randomized control trial”.

2.2. Inclusion and Exclusion Criteria

The primary inclusion criteria were randomized controlled trial study, video game interaction, and MRI/fMRI analysis. Studies that qualified with only one or two primary inclusions were not included. Review papers and experimental protocols were also not included. The secondary inclusion criteria were publishing after 2000 and published in English. Excluded were duration of less than 4 weeks or unspecified length intervention or combination intervention. Also excluded were studies of cognition-based games, and studies of participants with psychiatric, cognitive, neurological, and medical disorders.

2.3. Quality Assessment

Each of the quality studies was assessed using Delphi criteria [ 45 ] with several additional elements [ 46 ]: details of allocation methods, adequate descriptions of control and training groups, statistical comparisons between control and training groups, and dropout reports. The respective total scores (max = 12) are shown in Table 3. The quality assessment also includes assessment for risk of bias, which is shown in criteria numbers 1, 2, 5, 6, 7, 9, and 12.

2.4. Statistical Analysis

Instead of a meta-analysis study, a systematic review of the video game training/video gaming and the effects was conducted because of the variation in ranges of participant age, video game genre, control type, MRI and statistical analysis, and training outcomes. Therefore, the quality, inclusion and exclusion, control, treatment, game title, participants, training period, and MRI analysis and specification of the studies were recorded for the respective games.

The literature search made of the databases yielded 140 scientific articles. All scientific articles were screened based on inclusion and exclusion criteria. Of those 140 scientific articles, nine were eligible for the review [ 40 , 41 , 42 , 43 , 47 , 48 , 49 , 50 , 51 ]. Video gaming effects are listed in Table 2 .

Summary of beneficial effect of video gaming.

Duration was converted into weeks (1 month = 4 weeks); DLPFC, dorsolateral prefrontal cortex; GM, grey matter; FPS, first person shooting. * Participants were categorized based on how they played during the video gaming intervention.

We excluded 121 articles: 46 were not MRI studies, 16 were not controlled studies, 38 were not intervention studies, 13 were review articles, and eight were miscellaneous, including study protocols, non-video gaming studies, and non-brain studies. Of 18 included scientific articles, nine were excluded. Of those nine excluded articles, two were cognitive-based game studies, three were shorter than 4 weeks in duration or were without a specified length intervention, two studies used a non-healthy participant treatment, and one was a combination intervention study. A screening flowchart is portrayed in Figure 1 .

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Object name is brainsci-09-00251-g001.jpg

Flowchart of literature search.

3.1. Quality Assessment

The assessment methodology based on Delphi criteria [ 45 ] for the quality of eligible studies is presented in Table 3 . The quality scores assigned to the studies were 3–9 (mean = 6.10; S.D. = 1.69). Overall, the studies showed fair methodological quality according to the Delphi criteria. The highest quality score of the nine eligible articles was assigned to “Playing Super Mario 64 increases hippocampal grey matter in older adult” published by West et al. in 2017, which scored 9 of 12. The scores assigned for criteria 6 (blinded care provider) and 7 (blinded patient) were lowest because of unspecified information related to blinding for those criteria. Additionally, criteria 2 (concealed allocation) and 5 (blinding assessor) were low because only two articles specified that information. All articles met criteria 3 and 4 adequately.

Methodological quality of eligible studies.

Q1, Random allocation; Q2, Concealed allocation; Q3, Similar baselines among groups; Q4, Eligibility specified; Q5, Blinded assessor outcome; Q6, Blinded care provider; Q7, Blinded patient; Q8, Intention-to-treat analysis; Q9, Detail of allocation method; Q10, Adequate description of each group; Q11, Statistical comparison between groups; Q12, Dropout report (1, specified; 0, unspecified).

3.2. Inclusion and Exclusion

Most studies included participants with little or no experience with gaming and excluded participants with psychiatric/mental, neurological, and medical illness. Four studies specified handedness of the participants and excluded participants with game training experience. The inclusion and exclusion criteria are presented in Table 4 .

Inclusion and exclusion criteria for eligible studies.

i1, Little/no experience in video gaming; i2, Right-handed; i3, Sex-specific; e1, Psychiatric/mental illness; e2, Neurological illness; e3, Medical illness; e4, MRI contraindication; e5, experience in game training.

3.3. Control Group

Nine eligible studies were categorized as three types based on the control type. Two studies used active control, five studies used passive control, and two studies used both active and passive control. A summary of the control group is presented in Table 5 .

Control group examined eligible studies.

3.4. Game Title and Genre

Of the nine eligible studies, four used the same 3D adventure game with different game platforms, which were “Super Mario 64” original and the DS version. One study used first-person shooting (FPS) shooting games with many different game titles: “Call of Duty” is one title. Two studies used puzzle games: “Tetris” and “Professor Layton and The Pandora’s Box.” One study used a rhythm dance game: Dance Revolution. One study used a strategy game: “Space Fortress.” Game genres are presented in Table 6 .

Genres and game titles of video gaming intervention.

* West et al. used multiple games; other games are Call of Duty 2, 3, Black Ops, and World at War, Killzone 2 and 3, Battlefield 2, 3, and 4, Resistance 2 and Fall of Man, and Medal of Honor.

3.5. Participants and Sample Size

Among the nine studies, one study examined teenage participants, six studies included young adult participants, and two studies assessed older adult participants. Participant information is shown in Table 7 . Numbers of participants were 20–75 participants (mean = 43.67; S.D. = 15.63). Three studies examined female-only participants, whereas six others used male and female participants. Six studies with female and male participants had more female than male participants.

Participant details of eligible studies.

3.6. Training Period and Intensity

The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .

Periods and intensities of video gaming intervention.

The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.

3.7. MRI Analysis and Specifications

Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.

MRI analysis details of eligible studies.

* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.

Resting-State MRI specifications of eligible studies.

Structural MRI specifications of eligible studies.

Task-Based MRI specifications of eligible studies.

All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.

4. Discussion

This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.

4.1. Participant Age

Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].

Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].

4.2. Beneficial Effects

Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.

Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].

The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].

Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].

Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].

4.3. Duration

Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.

4.4. Criteria

Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.

4.5. Limitations and Recommendations

Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.

Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].

Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.

Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.

5. Conclusions

The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.

Acknowledgments

We would like to thank all our other colleagues in IDAC, Tohoku University for their support.

PRISMA Checklist of the literature review.

For more information, visit: www.prisma-statement.org .

Author Contributions

D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.

Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).

Conflicts of Interest

None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.

disadvantages of playing video games essay

10 Negative Effects of Video Games

10 Negative Effects of Video Games

Video games can be a great recreational hobby. However, video game addiction can lead to several issues. The negative effects of video games include effects on our mind, body relationships, job performance, and more.

It is important to remember that video games are not inherently evil. Most of the negative effects of video games arise from excessive use and addiction. Here are ten negative effects of video games:

  • Dopamine addiction
  • Reduction in Motivation
  • Alexithymia and emotional suppression
  • Repetitive stress injuries and other health risks
  • Poor mental health
  • Relationship issues
  • Social disconnection
  • Exposure to toxic gaming environments
  • Poor academic or professional performance
  • Escapism and getting stuck in life

Let’s explore each of these effects in more detail and look at how we can combat the negative effects of video games.

 Learn more about a problematic relationship with gaming by taking the problematic gaming quiz below:

Dopamine Addiction

negative-effects-of-video-games

The reward circuitry in your brain is one of the reasons video games are fun. Your brain releases a neurotransmitter called dopamine, which regulates the feeling of pleasure from video games. When dopamine activity happens in the nucleus accumbens, the pleasure center of your brains, you feel joy.

When you play video games, your brain releases a constant dopamine supply, with occasional random bursts. Over time, your brain gets used to this steady supply of dopamine, and the nucleus accumbens requires even more dopamine release for gaming to feel fun. That prevents you from enjoying anything that is not as stimulating as a video game.

Even if you try to give up gaming, your mind will attract you to other forms of stimulation, such as browsing YouTube or scrolling through social media. Simple activities will seem completely unappealing, and you will not be motivated to do anything that isn’t exciting. That is the height of dopamine addiction. If you let your gaming habit get out of control, this is a real possibility.

Negative Effects of Video Games on Motivation

disadvantages of playing video games essay

Unlike the nucleus accumbens, we cannot map the triumph circuit onto the brain as easily. It does not localize to one part of the brain — it’s just a general pattern of psychology and cognition integral to human beings.

The triumph circuit makes us feel good when we overcome a challenge. In evolutionary biology, there’s a strong story about venturing into the unknown, finding something valuable, overcoming some kind of problem, and then bringing it back to society. That has shaped social psychology — we as human beings value people who overcome odds.

Video games have hacked this circuit. They have found a way to deliver all the psychological rewards that we often seek to gain from the real world. What we want from video games is often very similar to what we want from life. We want excitement, adventures, friendships, victories, and status. Games have found a way to serve that to us with little effort on our end. As a result, a person’s ability to engage the triumph circuit suffers when they can just engage it with video games.

Negative Effects of Video Games on Emotions

negative-effects-of-video-games

When we experience fear, worry, shame, or other negative emotions, the amygdala becomes active. The amygdala is the part of that brain that governs these negative emotions. It is also integral to our learning circuitry since it creates connections to the hippocampus, the center for learning in our brain.

However, fMRI studies have shown that if we start to play video games when our amygdala is active, it calms down. The effects of this are two-fold:

  • Constant suppression of negative emotions can lead to a condition called alexithymia. If a person is alexithymic, then that means that they have trouble determining their internal emotional state. Alexithymic people find it hard to pinpoint the emotions that they are feeling. However, that does not mean that those emotions do not affect their behavior.
  • The amygdala is a core part of our learning circuitry. Painful experiences get imprinted onto our memory, and we learn from them. However, people find it hard to quit playing video games because their amygdala does not make connections with their hippocampus as smoothly. They don’t learn from the painful experiences of not doing well in school or at work. Their learning circuitry gets sabotaged, and it becomes difficult for them to quit gaming.

Negative Health Effects of Video Games

disadvantages of playing video games essay

Playing video games is not an unhealthy activity on its own. However, if done for hours on end, it can quickly become detrimental to one’s physical health. Here are some health issues that can arise due to video game addiction.

Repetitive Stress Injuries

Repetitive Stress Injuries (RSIs) are relatively common among gamers. Gaming requires strenuous, repetitive motion on the hands and wrists (sometimes for hours on end). These motions can cause inflammation and injury. Here are some RSIs that you can develop from gaming:

  • Gamer’s thumb is a nickname given to a condition called de Quervain’s Tenosynovitis. It is a condition in which the tendons that move our thumb become inflamed, which leads to pain and limited movement.
  • Trigger finger, also known as Stenosing Tenosynovitis, is a condition in which a finger gets stuck in a bent position. It may bend or straighten with a snap, like a trigger being pulled or released, hence the name.
  • Tennis elbow (Lateral Epicondylitis) is also a potential RSI that you can develop by gaming too much. It is a painful condition in which the tendons in the elbow get overloaded, usually due to repetitive movement of the wrist and arms.
  • Carpal Tunnel Syndrome is another RSI that can be caused by gaming too much. Its characteristic symptoms are numbness, tingling, or weakness in the hand. It occurs due to pressure on the median nerve. This nerve runs from your forearm into your hand through a part of your wrist called the carpal tunnel.

Other Physical Health Issues

  • We all know the feeling of getting lost for hours in a game, often forgetting to eat, or snacking on unhealthy foods. It should not be a surprise then, that obesity and malnutrition are risk factors from gaming too much. There is also some preliminary evidence that excessively playing video games can lead to obesity in teens.
  • Eyestrain is a pervasive issue among gamers. Staring at a screen for hours on end. The eyes focus much differently on a video screen than any other flat surface, such as a notebook. It is less strenuous to stare at a notebook because the distance is constant, and the eyes know where to focus. However, on a video screen, the focus is continually changing, leading to eye fatigue. It becomes difficult for the eyes to focus on other objects, even after the gaming session is over.
  • A study done on Australian adolescents found that prolonged periods of sitting at a computer could alter their developing neuromusculoskeletal system. Posture problems are incredibly common among gamers. The body tries to obtain the least energy-demanding position when it finds itself in one spot for prolonged periods. As a result, rounded shoulders, head leaned forward, a curved lower back, and back and neck problems later in life are common among gamers.

Video Games Can Affect the Brain Negatively

negative-effects-of-video-games

Video games do not necessarily lead to mental health problems. However, you can be at high risk for video game addiction if you already suffer from depression, anxiety, or other mental illness. This is due to the way video games affect your brain.

A study that looked at the effect of gaming on mental health found that problematic gaming habits correlated with maladaptive coping strategies, negative emotions, low self-esteem, a preference for solitude, and poor school performance.

While one of the benefits of gaming is an increase in the ability to concentrate, excessive gaming may lead to the opposite. A study done on 3000 children and adolescents from 12 different schools in Singapore found a bidirectional causality in play between video games and attention deficit disorders. While excessive gaming could contribute to a lack of long-term concentration ability, it is also likely that children who already show signs of attention deficit disorders would be more attracted to video games, due to the variety of experiences they can provide.

Relationship Issues

negative-effects-of-video-games

Relationship issues resulting from playing too many video games is a common issue among gamers and their families. When people get too addicted to video games, they start to neglect other parts of their lives. The first parts to go are wholesome and supportive relationships with family, friends, and loved ones.

Relationships need work to maintain. They are like a plant — if you neglect one long enough, it will wither up and die. Relationships need to regular nurturing for them to grow or even maintain. However, when a person spends most of their time playing video games, there is almost no time left in the day to talk to friends and family, let alone pursue romantic relationships.

A healthy amount of gaming with friends and family can lead to stronger bonds. However, excessive gaming often results in isolation. Therefore, it is much more important to keep an eye on your relationships and see if they are moving down a path that you do not desire.

Social Disconnection

mental-health-resources

Social disconnection is a real problem in the gaming community. Out of all the negative effects of video games, this one is touted a lot. Though we play multiplayer games, we rarely end up connecting with the people in our games. Some communities are more conducive to authentic human interaction than others. However, those are the exception. Isolation can be extremely detrimental to your mental health. Evolution did not design human beings to be solitary creatures. We thrive in groups where can we can support each other.

An Iranian study done on second-grade students in 2009 found that individuals who were addicted to video games tended to have lower social skills than those who were not. Social interaction is a skill, and if you spend most of your time alone in your room, playing games, and not interacting with other people in real life, then that skill will deteriorate. That can lead to social anxiety, which makes the problem worse.

Toxic Environments

disadvantages of playing video games essay

In our society, men are culturally only allowed to express one negative emotion: anger. If they express other negative emotions, such as shame or fear, they are seen as weak or overly sensitive. That makes men more susceptible to developing alexithymia, especially if they are addicted to video games.

Statistics on the gender breakdown on the internet say that it consists of about 54% males and 46% females, as of 2019. However, some spaces such as Twitch are male-dominated . That is a lot of people in the gaming community who might feel that anger is the only acceptable emotion they can express. Hence, it is no surprise that these communities are so toxic.

Some gaming communities are more toxic than others. A potential reason for that could be that some games are more competitive than others, and competition sometimes does not bring out the best in us.

Negative Effect of Video Games on Academic Performance

disadvantages of playing video games essay

If you are addicted to gaming, then your academic and professional success is likely to suffer. People who play games excessively find it challenging to pay attention to their jobs or school. It is quite common to turn to video games when your performance in these areas suffers. Games turn into an escape when the responsibilities in your life feel overwhelming.

A cross-sectional and longitudinal study of adolescents in secondary school showed a negative association of screen time with school achievement one year later, independent of their physical activity, age, gender, and socio-economic status. It suggests a link between increased gaming and poor academic performance.

You can have a healthy gaming habit and still maintain excellent performance at school or work. But due to the way games affect your brain, it is much easier to lose yourself in the virtual world then to try to tackle hardships in the real world. For example, many children and teenagers start gaming because they find a community that does not judge them for their socio-economic background or physical appearance. They get attached to this community and start to become disinterested in their performance in school, which leads to their grades taking a hit.

Escapism and Being Stuck in Life

disadvantages of playing video games essay

We know that video games provide a safe space for people to escape to when they do not feel equipped to deal with the problems in their life. However, sometimes this can become problematic. If video games prevent you from finding ways to deal with your issues, then that is an issue.

If you spend 10 hours a day playing video games, then there is a chance that you are not facing the problems in your life head-on. While it can be quite painful to do so, it is also one of the best ways to move forward. You don’t have to quit video games. You can maintain a healthy balance by taking one step at a time to take back control of your life.

As you might have noticed, most of the negative effects of video games arise from excessive use. Even the health issues mentioned only become a problem when a person spends hours in one place playing video games.

While it may seem like video games can create a lot of problems, there are plenty of gamers that lead successful lives and still play video games. Moderate doses of gaming make all the difference between playing games for enjoyment and gaming controlling your life. If you can address the underlying issues that make you want to play video games for 10+ hours a day, you can take back control of your life.

If you feel that your gaming habit is affecting your life, we can help. Sign up to work with a Healthy Gamer Coach, trained by Dr. Alok Kanojia himself. Healthy Gamer Coaches are gamers who have taken control of their life, and know exactly what you’re going through.

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The Video Games Your Child Plays Has an Effect on Their Behavior

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The Video Games Your Child Plays Has an Effect on Their Behavior

More and more research is emerging with evidence of the negative effects violent video games have on children. The most popular video games are also some of the most violent, and pediatrician Dr. Cindy Gellner speaks about the numerous effects they have on kids. If you notice behavioral problems and other issues with your child, video games with violence and other adult themes may be to blame. Listen to learn about the research and more.

Episode Transcript

With in-person activities for kids on hold a lot during the past year, video games have taken the place of ways for kids to connect while being socially distanced. Is this a good thing? Well, that depends.

Video gaming has become a popular activity for people of all ages since the 1980s. Many kids spend large amounts of time playing them, although the American Academy of Pediatrics recommends kids have more than two hours total of screen time a day. Video gaming is a multi-billion dollar industry, and video games have become very sophisticated and realistic. There are multi-player games, which allow kids to play with their friends across different platforms. However, there's always the possibility that kids can connect with not-so-friendly people out there, too.

While some games have educational content, many of the most popular games emphasize negative themes. They promote the killings in war-like scenarios, sometimes criminal behavior, disrespect for the law and other authority figures, sexual exploitation or violence towards women, racial, sexual and gender stereotypes, and foul language and obscene gestures. Examples of video games not acceptable for children because they have these themes include Grand Theft Auto, Call of Duty, and Mortal Kombat.

There is growing research on the effects of video games on children. Studies of children exposed to violence have shown that they can become immune or numb to violence, imitate the violence they see and show more aggressive behavior with greater exposure to violence. Studies have also shown that the more realistic and repeated the exposure to violence, the greater the impact on children. Kids can become overly involved and even obsessed with video games, which I've been seeing a lot lately, especially in kids who are doing only online learning.

I have parents often asking me how to get their kids off of video games and back onto their classwork. Unfortunately, I don't have any special tricks. But the best thing is to have them do their classwork where you can see them and know what they are doing. Also, check their grades frequently. And if you see a lot of missing assignments, then it's time to limit the video games until school is caught up. Too much video game can lead to poor social skills, time away from family, school work and other hobbies, lower grades, reading less, exercising less, becoming overweight, and having aggressive thoughts and behaviors. I can say that I have definitely seen and heard from parents that decrease grades and increase weight have been directly correlated to kids staying inside and playing video games over the past year.

So how can you, as a parent, protect your child against these types of video games? First, you can check the Entertainment Software Rating Board ratings to learn about the game's content. Every video game will actually have a label on the front to tell you what type of game it is. If it says M for mature, it's not for your child. Our kids have their system set up so they can't purchase a game, even if it's free, without me getting a notification. They're usually pretty good about saying, "Hey Mom, can I get this game so I can play with my friends?" And if it's not one I approve of, they know it's a hard no. We also have it set up in the living room so I know exactly how much time they're playing, what they're playing, and who they're playing with if it's on a group chat.

You can also play the video games with your child to experience the game's content and know exactly what your child is playing. Set clear rules about the game's content for both playing time in and outside of your home. Like if they go to a friend's house. Strongly warn your children about the potential serious dangers of Internet contacts and relationships while playing online. It's sad, but there are a lot of online predators that will look for children specifically playing video games and can lead them into them meeting in real life. Finally, remember that you are a role model for your child. Make sure the video games you play as an adult are ones you would be okay with your child playing.

If you are concerned as a parent that your child is spending too much time playing video games or your child starts becoming obsessed with aggressive or violent video games, make sure you set some limits. Expect some push back because you're going to get it. But kids actually need and want boundaries, and if you set them, eventually they'll surprise you and they'll appreciate that you do monitor them and that you do set limits. I was floored when both of my boys told me that at different times over the past year, that they approved the limits and the monitoring because they know that it's because of what we prioritize in our house and what our family expectations are.

By being aware of what games are out there, who your child is playing with, and what they care playing, and how long they are playing, you can help your child make appropriate decisions about gaming. Video games are a great outlet for some kids, and it helps them connect with their friends when they can't always play in person or when they're older and play dates aren't cool anymore. Most important thing as a parent is to be aware of what your child is doing while gaming and help reinforce positive behaviors and socialization without giving in to excessive gaming time and inappropriate content.

updated: August 9, 2021 originally published: April 6, 2016

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Living Better

Worried about your kids' video gaming here's how to help them set healthy limits.

Yuki Noguchi

Yuki Noguchi

Video games can be both beneficial and risky for teens. Parent can guide them better if they explore their games with them.

I grew up in the 1980s and '90s with parents who strictly controlled my "screen time," which almost exclusively meant TV back then, as well as a pocket game that died when I was 10 and was never replaced. Like many in my generation, I absorbed a general sense that video games, like TV, were frivolous brain rot.

Now, my two boys, ages 12 and 13, are growing up in a digital world in a way I did not. Their generation lives online, spending more hours in virtual spaces since the pandemic began.

I'm lucky: My sons are hardworking and kind to their chronically frazzled single mother. They make raising them as easy and joyful as adolescence could possibly allow.

But still, our house rules about video games are arbitrary and our disputes over them constant. No amount of yelling "No games on school nights!" or "Not before dinner!" has worked, or inspired them to learn a new skill instead.

I feel like I'm flying blind when it comes to regulating their game use and I know I'm not alone. Many parents worry that they should be doing more to limit online play.

Want to understand your adolescent? Get to know their brain

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Want to understand your adolescent get to know their brain.

But as I learned from talking to numerous experts — psychologists, game designers and researchers — the impact of video games is more nuanced than that of other kinds of screen time, like social media. In fact, some research shows it can have positive effects, like promoting problem solving, or teamwork and communication.

Here are these experts' insights and advice for how to optimize the upsides of gaming and protect kids from potential hazards.

Video games are different from other screen time in crucial ways — and have some benefits

"Screen time" is an outdated concept. Kids study, play video games, use social media and watch videos on screens, but those do not all have the same developmental impact. Video games, in fact, do not show the kind of negative behavioral or emotional effects researchers correlate with social media use, says Kelli Dunlap , a clinical psychologist and community director for Take This, a mental health advocacy group within the gaming community.

"Research has shown again and again and again, time spent playing video games is not predictive of mental health outcomes," she says.

One reason for the difference in impact may be that social media is primarily about marketing, or comparing oneself to others, while gaming is generally about socializing with friends, solving a puzzle, or engaging in competition.

In fact, Dunlap says, parents often overlook some benefits of games: "They're a tool. You can use games to improve your social connection, to practice feeling emotions we normally avoid, like guilt or grief or shame. A lot of games bring those feelings out in us, and they give us a space to play with those feelings."

Games that involve joint projects like a battle or a quest can help develop useful social skills, says Peter Etchells, a research psychologist at Bath Spa University in the U.K. "It requires very kind of precise team-building," he says. "It requires thinking about timings and placement and good communication skills to coordinate with people. It's doing that kind of coordinated work that's really useful for all sorts of things."

Teens say social media is stressing them out. Here's how to help them

Teens say social media is stressing them out. Here's how to help them

Help kids prioritize offline activities so gaming doesn't subsume them.

Children need some limits on their gaming, especially if it begins to crowd out other essential or healthy activities, many experts warn, like schoolwork and sleep in particular.

"Screen time is a hard thing to quantify," says Michael Rich, a pediatrician and director of the Center on Media and Child Health at Boston Children's Hospital. "What is easier to quantify — and probably more in line with what is developmentally optimal — is quantifying non-screen time."

He advises parents to watch that family meals, chores, and outdoor or in-person play do not get subsumed into game time.

Kids also benefit from having periods of lower stimulation, away from technology, Rich says. "I want to bring back boredom," Rich argues, because that can also lead to imaginative play.

You need to start gaming with your kids

Every expert I spoke with recommended playing video games with your child to figure out what might specifically be motivating them to play — the needs the game might fill for them.

Online chess, for example, is a different experience than a multiplayer game with friends. Shy children might find it easier to socialize in games. Another child might regard it as stress relief. Some children may use games as a place to escape or process a difficult situation.

Boston Children's Rich says most things parents worry about with games — stranger danger, violence, sexuality — can be addressed by simply exploring the game through their eyes.

Best games of 2022 chosen by NPR

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Best games of 2022 chosen by npr.

"What's happening is that you are saying, 'I love you, I respect you, I want to understand what is engaging you here,'" says Rich. "You're entering that space with a very different stance, that of essentially the student. You will get a sense for what the game is."

If you've noticed your kids yell, scream or cry about something that happened in a game, don't be disturbed, experts say. A child's reactions to emotions and interpersonal dynamics are real, even if the play itself takes place virtually, or on a device. Experts say outbursts during game play do not mean your child is more likely to act violently in real life.

Video games are like other spaces where your kids spend time. Ask yourself: Is it safe? Who else is there?

Games are social spaces — good or bad things can happen there — just as in real life. Think about the games your kids play as just another kind of space where you're letting them hang out, several experts suggested.

For example: If you have a 5-year-old, you wouldn't drop your child off alone at a mall, where strangers might approach. Now you might drop off your teen at the mall, but not before discussing who they're hanging out with, what they plan to do, and perhaps an agreement about when to come home for dinner. The same general principles can apply to teens who game.

Parents should ask themselves: Does the game culture itself seem conducive to age-appropriate behavior? Games with female characters with exaggerated sexual features, for example, might subject a child to sexual harassment.

If you don't like what you're seeing in a game, remember that outright bans and restrictions tend to backfire with adolescents. It's more vital to keep communication lines open, says Dunlap and other experts, so if something bad happens within the game, you can help them process or deal with it.

Watch for "dark designs" or designs that fuel nonstop playing

Be on the watch for certain "dark patterns" or "dark designs" in games, say several gaming experts. These terms refer to software or algorithms written to elicit certain negative behaviors in their users.

One of the most common is in-game purchases that can border on extortion, says Max Birk, an industrial-design researcher at Eindhoven University of Technology in the Netherlands. "It's important because it changes what the emphasis of the game designers is," he says.

Games fueled by in-game purchases (as opposed to games you buy up front, like NBA2K or Dance Dance Revolution) tend to have a financial stake in keeping children engaged for long periods of time. These games make it very easy to start a new game, or create steep incentives to keep players coming back.

Birk suggests talking to your kids about the game structure and directing them toward games that are more about story lines, or that have natural ending points that can allow the kid to wind down game play on their own.

Monitor games for toxic culture and harassment

Toxic culture and comments can thrive in certain games because parents are not monitoring those spaces. That often takes the form of harassment of female gamers. The onus is on parents of boys, especially, to make sure that they treat people equitably online, and to stand up against any sexist or misogynistic talk, says Jesse Fox, a communications professor at Ohio State University.

Remind your kids that rules about respectful behavior apply online as they do in life. "Gaming culture and gaming norms are going to imprint on their idea of normal behavior, what's acceptable behavior," Fox says. That's why it is critical for parents to monitor that play space — listen to conversations, keep the screen within public view.

Find the spaces that are safer and more inclusive by design. Fortnite, Fox notes, is an example of a game that has a huge diversity of characters in game, because it's trying to appeal to a very broad audience. That diversity makes it harder to distinguish players by race or gender.

Watch for these gaming red flags

For many children, gaming can be positive, but it's a good idea to keep an eye out for these signs of problematic game use.

Excessive spending in games: The game's financial incentives might be to keep your child engaged and encourage — even try to coerce — their characters into spending money to advance. Teach your child to recognize these kinds of tactics and redirect them to games where the game itself is the primary focus.

Negative reactions or anxiety over gaming friends: If your kid is repeatedly having big emotional reactions to the game, check in and figure out what elements of the game are so upsetting. Then redirect them to games and spaces that don't have these elements. Find single-player games to take a break from social dynamics.

Too little sleep: If your child is playing late into the night or turning up groggy in the morning, their game use might be out of hand. Make sure the child cannot access games all night long. Often, it's not the desire to play the game itself, but the social pressure to not miss out on experiences with friends that will keep them online, U.K. researcher Peter Etchells says. So shut down other technology as well, preferably well before bedtime.

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Essay: Advantages and disadvantages of video games

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Pros of playing Video Games (Advantages)

1. of course video games are fun, 2. promotes problem solving skills, logical and quick thinking.

A lot of video games require the player to solve a puzzle or other problems in a short amount of time without loosing accuracy. This helps the development of his ability of problem solving and logical thinking, which can be used in real life.

3. Improves hand-eye coordination

In most video games, the player is holding a controller and watching the screen, he then acts as fast as he possibly can according to what is happening on the screen. In shooting games, the character may be running and shooting at the same time. This requires the player to keep track of the position of the character, where it is heading, its speed, where the gun is aiming, if the gunfire is hitting the enemy, and so on. All these factors need to be taken into account, and then the player must then coordinate the brain’s interpretation and reaction with the movement in his hands and fingertips. This process requires a great deal of eye-hand coordination, and in some cases, it even improves reflexes.

4. Opportunity for multitasking and managing multiple objectives

In strategy games, for instance, while developing a city, an unexpected surprise like an enemy might emerge. This forces the player to be flexible and quickly change tactics or rethink his goals.

5. Increases social interaction

Multiplayer video games improve teamwork, cooperation, and could be a great way for social interaction. While players need to act as a team to win the game, they need to communicate with each other in order to win. This type of teamwork can be used in real life to improve team work.

6. Opportunity for planning and resource management

Video games teach the player to make management decisions and manage the effective use of limited resources. Also, the player decides the best use of resources, the same way as in real life.

7. Promotes situational awareness

A lot of strategy games require the player to become mindful of sudden situational changes in the game and adapt accordingly.

Defense News reported that the Army include video games to train soldiers to improve their situational awareness in combat.

8. Develops reading and math skills

The player reads to get instructions, follow storylines, and gather information from the game texts. Also, using math skills is important to win in many games. such as games that involves quantitative analysis like managing resources.

9. Encourages perseverance

In a game, the player usually fails the first time around, but he keeps on trying until he wins and then moves on to the next level.

10. Develops inductive reasoning and hypothesis testing

A player in an action game must constantly try out combinations of weapons and powers to use to defeat an enemy. If one does not work, he changes hypothesis and try the next one. So the player tests out several solutions to achieve his goal in the game.

11. Could be a good source of energy

When playing the Nintendo Wii, you can actually get a reasonable physical workout playing it! Games like Wii Fit or Just Dance require physical activity and have workout/sweat modes.

12. Could turn into a career.

A career in Video Game Testing could be a dream job, giving one access to the newest, cutting edge video games in production.

Cons of playing Video Games (Disadvantages)

1. can become addictive.

There is a big level of addictiveness in certain video games. People who are unable to deal with their problems might just resort to go to video games in order to escape their problems. It might be rare and uncommon, but some players have actually lost their jobs and lives over video games. In some severe and rare cases, players died because they did not stop playing to go eat or sleep.

2. Promotes violence

  • Most of the bad effects of video games come from the violence they contain. people who play more violent video games are more likely to have aggressive thoughts, feelings, and behaviors. They also could become immune to it, more inclined to act violently themselves, and are less likely to behave emphatically.
  • The player is in control of the violence and experiences the violence in his own eyes (killings, kicking, stabbing and shooting). In many games, the player is rewarded for being more violent. This active participation, repetition and reward are effective tools for learning behavior.
  • The American Psychological Association (APA) also concluded that there is a “consistent correlation” between violent game use and aggression, but finds insufficient evidence to link violent video play to criminal violence.

3. Promotes poor health

Video games may also have bad effects on some children’s health, including obesity, video-induced seizures. and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, carpal tunnel syndrome.

4. Some video games teach kids the wrong values.

Violent behavior and aggression are rewarded. Which is not the case in the real-world. Also, when playing online, the player can pick up bad language and behavior from other people, and may be vulnerable to online dangers.

5. Games can confuse reality and fantasy.

6. affects academic achievement.

Depending on the over-all time spent playing video games, many game players would skip their homework to play games. This could affect their performance in school and would result in poor school grades.

Recommendations for Video Games

Because of the popularity of video games, completely eliminating them from a child’s life might be difficult. However, a parent can decrease the negative impact that they have by following a few tips:

  • Parents can best protect their children by remaining engaged with them to better understand the content, how they react, and providing limits and guidance as necessary
  • Video consoles and computers should be placed in common areas of the home, rather than in children’s bedrooms.
  • Set limits on the amount of time youths can play these games.
  • Encourage participation in sports or school activities in which youths can interact with peers in person rather than online.
  • Know the rating of the video games your child plays.
  • Supervising a child’s Internet use as there are now many “video games” available for playing online.
  • Take the time to discuss with a child the games he is playing or other media he is watching.

The ESRB (Entertainment Software Rating Board) looks at a number of factors when rating games, Similar to the movie industry’s rating system. In particular, it considers the amount of violence, sex, controversial language, and substance abuse found in a game. Based on its developed guidelines, it then gives an age recommendation and content descriptor to each game submitted.

The following are the rating symbols currently in use, according to the ESRB Web site.

Early Childhood (EC)

Content is intended for young children.

Everyone (E)

Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.

Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language.

Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language.

Adults Only (AO)

Content suitable only for adults ages 18 and up. May include prolonged scenes of intense violence, graphic sexual content and/or gambling with real currency.

Rating Pending (RP)

Not yet assigned a final ESRB rating. Appears only in advertising, marketing and promotional materials related to a “boxed” video game that is expected to carry an ESRB rating, and should be replaced by a game’s rating once it has been assigned.

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Essay#3 | Video Games

You should spend about 40 minutes on this task..

  • Analyse the question. (1-2 minutes)
  • Brainstorm as many ideas as you can. (2 minutes)
  • Make a plan for the answer. Decide how many paragraphs you will need and choose ideas from the fist you have fact brainstormed, in your plan, note down examples you want to use as well. (2 minutes)
  • Write your answer following your plan. While writing your answer, try to use some conditional sentences and the type of emphatic language you looked at in Activity 6. Keep the sample answer in front of you as a model. (30 minutes)
  • Check your work carefully for mistakes. (4 minutes)

Write about the following topic:

Nowadays many people have access to computers and a large number of children enjoy playing video games.

What are the advantages and disadvantages of playing video games for children?

Give reasons for your answer and include any relevant examples from your own knowledge or experience.

Write at least 250 words.

Model answer.

In today’s world where we all have access to the internet, more and more children are playing computer games and their popularity is increasing all the time. This essay will look at the positive aspects these games can have and also the negative effects on children.

Firstly, as education is becoming more demanding for many young people, computer games can provide a way of relaxing and reducing stress. Computer games can take us into different worlds where we can escape from reality. In addition to this, computer games today are very advanced and can help children develop their thinking skills. Instructions need to be understood and games often include complicated problems which need to be solved.

However, there are also many problems with the increasing popularity of computer games. Many children become addicted to them and they play for hours, sometimes through the night. In South Korea, the government has banned children from playing games after midnight as the problem was so great and the effect on education was very negative. Furthermore, some children find it difficult to identify what is real and what is virtual. Some people argue that this has led to a rise in crime inspired by video games. This is not proven, but it is undeniable that games today can be very violent.

To sum up, there are both advantages and disadvantages with computer games and it seems that parents need to exercise caution and monitor their children’s activity as some games may be more suitable than others.

(252 words)

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Table of contents

Shifting paradigm of play, bibliography.

  • Reading, Richard. "The Importance of Play in Promoting Healthy Child Development and Maintaining Strong Parent–child Bonds." Child: Care, Health and Development33, no. 6 (2007): 807-08.
  • Maccoby, Eleanor E. "Parenting and Its Effects on Children: On Reading and Misreading Behavior Genetics." Annual Review of Psychology51, no. 1 (2000): 1-27.
  • Hembree-Kigin, Toni L., and Cheryl Bodiford Mcneil. "Foundations for Parent—Child Interaction Therapy." Parent—Child Interaction Therapy, 1995, 1-13.
  • Yelland, N. Early Childhood Education Journal (1999) 26: 217. Gehlbach, Roger D. "Children's Play and Self-Education." Curriculum Inquiry 16, no. 2 (1986): 203-13.
  • Uhlmann, Eric, and Jane Swanson. "Exposure to Violent Video Games Increases Automatic Aggressiveness." Journal of Adolescence, February 2004.
  • Blumenthal-Barby, J S. "Psychiatry's New Manual (DSM-5): Ethical and Conceptual Dimensions." Journal of Medical Ethics40, no. 8 (2014): 531-36.
  • Mitchell, Alice, and Carol Savill-Smith. The Use of Computer and Video Games for Learning: A Review of the Literature. London: Learning and Skills Development Agency, 2004.

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Teens and Video Games Today

85% of u.s. teens say they play video games, and about four-in-ten do so daily. teens see both positive and negative sides of video games – from problem-solving and making friends to harassment and sleep loss, table of contents.

  • Who plays video games?
  • How often do teens play video games?
  • What devices do teens play video games on?
  • Social media use among gamers
  • Teen views on how much they play video games and efforts to cut back
  • Are teens social with others through video games?
  • Do teens think video games positively or negatively impact their lives?
  • Why do teens play video games?
  • Bullying and violence in video games
  • Appendix A: Detailed charts
  • Acknowledgments
  • Methodology

An image of teens competing in a video game tournament at the Portland Public Library in Maine in 2018. (Ben McCanna/Portland Press Herald via Getty Images)

Pew Research Center conducted this analysis to better understand teens’ use of and experiences with video games.

The Center conducted an online survey of 1,453 U.S. teens from Sept. 26 to Oct. 23, 2023, through Ipsos. Ipsos recruited the teens via their parents, who were part of its KnowledgePanel . The KnowledgePanel is a probability-based web panel recruited primarily through national, random sampling of residential addresses. The survey was weighted to be representative of U.S. teens ages 13 to 17 who live with their parents by age, gender, race and ethnicity, household income, and other categories.

This research was reviewed and approved by an external institutional review board (IRB), Advarra, an independent committee of experts specializing in helping to protect the rights of research participants.

Here are the questions used for this analysis , along with responses, and  its methodology .

There are long-standing debates about the impact of video games on youth. Some credit them for helping young people form friendships and teaching them about teamwork and problem-solving . Others say video games expose teenagers to violent content, negatively impact their sleep and can even lead to addiction.

With this in mind, Pew Research Center surveyed 1,423 U.S. teens ages 13 to 17 about their own video game habits – from how often they play to the friends they’ve made and whether it gets in the way of them doing well in school or getting a good night’s sleep. 1

Key findings from the survey

  • Video games as a part of daily teen life: 85% of U.S. teens report playing video games, and 41% say they play them at least once a day. Four-in-ten identify as a gamer.
  • Gaming as a social experience: 72% of teens who play video games say that a reason why they play them is to spend time with others. And some have even made a friend online from playing them – 47% of teen video game players say they’ve done this.
  • Helpful with problem-solving, less so for sleep: Over half of teens who play video games say it has helped their problem-solving skills, but 41% also say it has hurt their sleep.
  • Bullying is a problem: 80% of all teens think harassment over video games is a problem for people their age. And 41% of those who play them say they’ve been called an offensive name when playing.
  • Boys’ and girls’ experiences differ: Most teen boys and girls play video games, but larger shares of boys identify as gamers (62% vs. 17%) and play every day (61% vs. 22%). Boys who play them are also more likely to experience positive things from it, like making friends, and more troubling things like harassment.

Jump to read about: Who plays video games | Socializing over video games | Views about video games’ impact | Harassment and violence in video games      

A bar chart showing that 85% of teens play video games, and 4 in 10 identify as gamers

Playing video games is widespread among teens. The vast majority of U.S. teens (85%) say they play them. Just 15% say they never do, according to the survey conducted Sept. 26-Oct. 23, 2023.

In addition to asking whether teens play video games, we also wanted to learn whether they consider themselves gamers. Overall, four-in-ten U.S. teens think of themselves as gamers. Just under half of teens (45%) play video games but do not think of themselves as gamers.

A bar chart showing that Most teen boys and girls play video games, but boys are far more likely to identify as gamers

Nearly all boys (97%) say they play video games, compared with about three-quarters of teen girls. There is a substantial gap by gender in whether teens identify as gamers: 62% of teen boys do, compared with 17% of girls. 2

By gender and age

Younger teen girls are more likely than older girls to say they play video games: 81% of girls ages 13 to 14 compared with 67% of those ages 15 to 17. But among boys, nearly all play video games regardless of age. 

Similar shares of teens play video games across different racial and ethnic groups and among those who live in households with different annual incomes. Go to Appendix A for more detail on which teens play video games and which teens identify as gamers.

A flow chart showing How we asked teens in our survey if they play video games and identify as gamers by first asking who plays video games and then who identifies as a gamer

We also asked teens how often they play video games. About four-in-ten U.S. teens say they play video games daily, including 23% who do so several times a day.

A bar chart showing that About 6 in 10 teen boys play video games daily

Another 22% say they play several times a week, while 21% play them about once a week or less.

Teen boys are far more likely than girls to say they play video games daily (61% vs. 22%). They are also much more likely to say they play them several times a day (36% vs. 11%).

By whether someone identifies as a gamer

About seven-in-ten teens who identify as gamers (71%) say they play video games daily. This drops to 30% among those who play them but aren’t gamers.

By household income

Roughly half of teens living in households with an annual income of less than $30,000 (53%) say they play video games at least daily. This is higher than those in households with an annual income of $30,000 to $74,999 (42%) and $75,000 or more (39%).

Go to Appendix A to see more details about who plays video games and identifies as a gamer by gender, age, race and ethnicity, and household income.

A bar chart showing that Most teens play video games on a console or smartphone, 24% do so on a virtual reality headset

Most teens play video games on a gaming console or a smartphone. When asked about five devices, most teens report playing video games on a gaming console (73%), such as PlayStation, Switch or Xbox. And 70% do so on a smartphone. Fewer – though still sizable shares – play them on each of the following:

  • 49% say they play them on a desktop or laptop computer
  • 33% do so on a tablet  
  • 24% play them on a virtual reality (VR) headset such as Oculus, Meta Quest or PlayStation VR

Many teens play video games on multiple devices. About a quarter of teens (27%) do so on at least four of the five devices asked about, and about half (49%) play on two or three of them. Just 8% play video games on one device.

A dot plot showing that Teen boys are more likely than girls to play video games on all devices except tablets

Teen boys are more likely than girls to play video games on four of the five devices asked about – all expect tablets. For instance, roughly nine-in-ten teen boys say they ever play video games on a gaming console, compared with 57% of girls. Equal shares of teen boys and girls play them on tablets.  

Teens who consider themselves gamers are more likely than those who play video games but aren’t gamers to play on a gaming console (95% vs. 78%), desktop or laptop computer (72% vs. 45%) or a virtual reality (VR) headset (39% vs. 19%). Similar shares of both groups play them on smartphones and tablets.

A dot plot showing that Teen gamers are far more likely to use Discord and Twitch than other teens

One way that teens engage with others about video games is through online platforms. And our survey findings show that teen gamers stand out for their use of two online platforms that are known for their gaming communities – Discord and Twitch :

  • 44% of teen gamers say they use Discord, far higher than video game players who don’t identify as gamers or those who use the platform but do not play video games at all. About three-in-ten teens overall (28%) use Discord.
  • 30% of teens gamers say they use Twitch. About one-in-ten other teens or fewer say the same; 17% of teens overall use the platform.

Previous Center research shows that U.S. teens use online platforms at high rates .

A bar chart showing that Teens most commonly say they spend the right amount of time playing video games

Teens largely say they spend the right amount of time playing video games. When asked about how much time they spend playing them, the largest share of teens (58%) say they spend the right amount of time. Far fewer feel they spend too much (14%) or too little (13%) time playing them.

Teen boys are more likely than girls to say they spend too much time playing video games (22% vs. 6%).

By race and ethnicity

Black (17%) and Hispanic (18%) teens are about twice as likely than White teens (8%) to say they spend too little time playing video games. 3

A quarter of teens who consider themselves gamers say they spend too much time playing video games, compared with 9% of those who play video games but don’t identify as gamers. Teen gamers are also less likely to think they spend too little time playing them (19% vs. 10%).

A bar chart showing that About 4 in 10 teens have cut back on how much they play video games

Fewer than half of teens have reduced how much they play video games. About four-in-ten (38%) say they have ever chosen to cut back on the amount of time they spend playing them. A majority (61%) report that they have not cut back at all.

This share is on par with findings about whether teenagers have cut back with their screen time – on social media or their smartphone.

Although boys are more likely to say they play video games too much, boys and girls are on par for whether they have ever cut back. About four-in-ten teen boys (39%) and girls (38%) say that they have ever cut back.

And gamers are as likely to say they have cut back as those who play video games but don’t identify as gamers (39% and 41%).

A chart showing that 89% of teens who play video games do so with others; about half or 47% made a friend through them

A main goal of our survey was to ask teens about their own experiences playing video games. For this section of the report, we focus on teens who say they play video games.

Socializing with others is a key part of the video game experience. Most teens who play video games do so with others, and some have developed friendships through them.

About nine-in-ten teen video game players (89%) say they play them with other people, in person or online. Far fewer (11%) play them only on their own.

Additionally, about half (47%) report that they have ever made a friend online because of a video game they both play. This equals 40% of all U.S. teens who have made a friend online because of a video game.

These experiences vary by:  

A bar chart showing that Teen boys who play video games are more likely than girls to make friends over video games

  • Gender: Most teen boy and girl video game players play them with others, though it’s more common among boys (94% vs. 82%). Boys who play video games are much more likely to say they have made a friend online because of a video game (56% vs. 35%).
  • Race and ethnicity: Black (55%) and Hispanic (53%) teen video game players are more likely than White teen video game players (43%) to say they have made a friend online because of them.
  • Whether someone identifies as a gamer: Nearly all teen gamers report playing video games with others (98%). Fewer – though still most – of those who play video games but aren’t gamers (81%) also play them with others. And about seven-in-ten (68%) say they have made a friend online because of a video game, compared with 29% of those who play them but don’t identify as gamers.

A bar chart showing that More than half of teens who play video games say it helps their problem-solving skills, but many say it negatively impacts the amount of sleep they get

Teens who play video games are particularly likely to say video games help their problem-solving skills. More than half of teens who play video games (56%) say this.

Additionally, more think that video games help, rather than hurt, three other parts of their lives that the survey asked about. Among teens who play video games:

  • Roughly half (47%) say it has helped their friendships
  • 41% say it has helped how they work with others
  • 32% say it has helped their mental health

No more than 7% say playing video games has hurt any of these.

More teens who play video games say it hurts, rather than helps, their sleep. Among these teens, 41% say it has hurt how much sleep they get, while just 5% say it helps. And small shares say playing video games has impacted how well they do in school in either a positive or a negative way.

Still, many teens who play video games think playing them doesn’t have much an impact in any of these areas. For instance, at least six-in-ten teens who play video games say it has neither a positive nor a negative impact on their mental health (60%) or their school performance (72%). Fewer (41%) say this of their problem-solving skills.

A dot plot showing that Boys who play video games are more likely than girls to think it helps friendships, problem-solving, ability to work with others

Teen boys who play video games are more likely than girls to think playing them has helped their problem-solving skills, friendships and ability to work with others. For instance, 55% of teen boys who play video games say this has helped their friendships, compared with 35% of teen girls.

As for ways that it may hurt their lives, boys who play them are more likely than girls to say that it has hurt the amount of sleep they get (45% vs. 37%) and how well they do in school (21% vs. 11%). 

Teens who consider themselves gamers are more likely than those who aren’t gamers but play video games to say video games have helped their friendships (60% vs. 35%), ability to work with others (52% vs. 32%), problem-solving skills (66% vs. 47%) and mental health (41% vs. 24%).

Gamers, though, are somewhat more likely to say playing them hurt their sleep (48% vs. 36%) and how well they do in school (20% vs. 14%).

By whether teens play too much, too little or the right amount

Teens who report playing video games too much stand out for thinking video games have hurt their sleep and school performance. Two-thirds of these teens say it has hurt the amount of sleep they get, and 39% say it hurt their schoolwork. Far fewer of those who say they play the right amount (38%) or too little (32%) say it has hurt their sleep, or say it hurt their schoolwork (12% and 16%).

A bar chart showing that Most common reason teens play video games is entertainment

Teens who play video games say they largely do so to be entertained. And many also play them to be social with and interact with others. Teens who play video games were asked about four reasons why they play video games. Among those who play video games:

  • Nearly all say fun or entertainment is a major or minor reason why they play video games – with a large majority (87%) saying it’s a major reason.
  • Roughly three-quarters say spending time with others is a reason, and two-thirds say this of competing with others. Roughly three-in-ten say each is a major reason.
  • Fewer – 50% – see learning something as a reason, with just 13% saying it’s a major reason.

While entertainment is by far the most common reason given by teens who play video games, differences emerge across groups in why they play video games.

A bar chart showing that Teen gamers are especially likely to say spending time and competing with others are reasons why they play

Teens who identify as gamers are particularly likely to say each is major reason, especially when it comes to competing against others. About four-in-ten gamers (43%) say this is a major reason, compared with 13% of those who play video games but aren’t gamers.

Teen boys who play video games are more likely than girls to say competing (36% vs. 15%), spending time with others (36% vs. 27%) and entertainment (90% vs. 83%) are major reasons they play video games.

Black and Hispanic teens who play video games are more likely than White teens to say that learning new things and competing against others are major reasons they play them. For instance, 29% of Black teen video game players say learning something new is a major reason, higher than 17% of Hispanic teen video game players. Both are higher than the 7% of White teen video game players who say the same.

Teens who play video games and live in lower-income households are especially likely to say competing against others and learning new things are major reasons. For instance, four-in-ten teen video game players who live in households with an annual income of less than $30,000 say competing against others is a major reason they play. This is higher than among those in households with annual incomes of $30,000 to $74,999 (29%) and $75,000 or more (23%).

Cyberbullying can happen in many online environments, but many teens encounter this in the video game world.

Our survey finds that name-calling is a relatively common feature of video game life – especially for boys. Roughly four-in-ten teen video game players (43%) say they have been harassed or bullied while playing a video game in one of three ways: 

A bar chart showing that About half of teen boys who play video games say they have been called an offensive name while playing

  • 41% have been called an offensive name
  • 12% have been physically threatened
  • 8% have been sent unwanted sexually explicit things

Teen boys are particularly likely to say they have been called an offensive name. About half of teen boys who play video games (48%) say this has happened while playing them, compared with about a third of girls (32%). And they are somewhat more likely than girls to have been physically threatened (15% vs. 9%).

Teen gamers are more likely than those who play video games but aren’t gamers to say they been called and offensive name (53% vs. 30%), been physically threatened (17% vs. 8%) and sent unwanted sexually explicit things (10% vs. 6%).

A pie chart showing that Most teens say that bullying while playing video games is a problem for people their age

Teens – regardless of whether they’ve had these experiences – think bullying is a problem in gaming. Eight-in-ten U.S. teens say that when it comes to video games, harassment and bullying is a problem for people their age. This includes 29% who say it is a major problem.

It’s common for teens to think harassment while playing video games is a problem, but girls are somewhat more likely than boys to say it’s a major problem (33% vs. 25%).

There have also been decades-long debates about how violent video games can influence youth behavior , if at all – such as by encouraging or desensitizing them to violence. We wanted to get a sense of how commonly violence shows up in the video games teens are playing.

A bar chart showing that About 7 in 10 teen boys who play video games say there is violence in at least some of the games they play

Just over half of teens who play video games (56%) say at least some of the games they play contain violence. This includes 16% who say it’s in all or most of the games they play.

Teen boys who play video games are far more likely than girls to say that at least some of the games they play contain violence (69% vs. 37%).

About three-quarters of teen gamers (73%) say that at least some of the games they play contain violence, compared with 40% among video game players who aren’t gamers.   

  • Throughout this report, “teens” refers to those ages 13 to 17. ↩
  • Previous Center research of U.S. adults shows that men are more likely than women to identify as gamers – especially the youngest adults. ↩
  • There were not enough Asian American respondents in the sample to be broken out into a separate analysis. As always, their responses are incorporated into the general population figures throughout the report. ↩

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IELTS essay about the advantages and disadvantages of computer games

by Manjusha Nambiar · Published November 1, 2015 · Updated April 20, 2024

IELTS essay

Some people think that computer games are bad for children, while others believe that they are useful. Discuss the advantages and disadvantages of computer games and give your own opinion.

Sample response

Computer games are addictive. That is the main reason children play them for hours on end. There are several disadvantages to spending a lot of time in front of the computer.

Computer games merely provide entertainment. Children who are addicted to computer games tend to have poor grades because they do not get enough time to focus on their studies. Also, they have reduced social skills. They are constantly glued to their screens and show hardly any interest in interacting with their family members or peers. This can lead to social isolation and serious behavioural problems.

Some popular computer games glorify violence and crime. Children who grow up playing these games may get into anti-social activities. Even if they don’t become criminals in the future, they may still exhibit a disregard for values. Computer games also cause vision problems in children. Children are not supposed to stare at the computer screen for hours on end. If they do, they will develop serious eye strain which may also affect their studies.

On the bright side, computer games make children competitive. Games that require them to play against virtual or real opponents living in another part of the world improve their concentration and ability to take decisions quickly. These are definitely positive aspects but a child does not have to play computer games to develop these skills.

To conclude, after analysing the advantages and disadvantages of playing computer games it is not hard to see that the disadvantages outweigh the advantages. In my opinion, parents should restrict the amount of time their children spend in front of the computers. That said, there is no harm in playing a game or two every now and then, but addiction is definitely a problem.

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disadvantages of playing video games essay

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disadvantages of playing video games essay

GameSpot may receive revenue from affiliate and advertising partnerships for sharing this content and from purchases through links.

New Study Reveals The Main Reasons People Want To Play Games

Why do you play games?

By Eddie Makuch on May 20, 2024 at 7:40AM PDT

GameSpot parent company Fandom has released its fourth annual Inside Gaming report, and one of the key takeaways is that personal expression within games is increasingly important to players. The Inside Gaming report is based on data from Fandom's 350 million monthly unique visitors, 45 million pages of content, and 250,000 wikis.

The report found that the main reason people play games is to unwind and relieve stress (54%), but a close second was "creation, imagination, and self-expression" (46%). This is up 10% from 2023, demonstrating a growing trend. Within games, the top five in-game customization players seek out to express themselves include character personalization (76%), Gamertags and usernames (48%), communication (35%), signatures and emblems (31%), and emotions and gestures (30%).

Why do you play games?

The report also found that there is a significant gap between how people express themselves in real life versus online. 80% of respondents said their "gamer personality" is different than their real-life personality. And then 64% said it's easier to be themselves online rather than in person.

The Inside Gaming report went on to say that 60% of people believe self-expression in gaming is more important than ever before, with the study specifically calling out titles like Fortnite, Minecraft, and Roblox for offering extensive options to personalize their characters. Anyone who has played those games knows very well the depth and scope of what kinds of items, skins, and other in-game wares players can acquire to deck their character out as they see fit.

Additionally, the report touched on how 64% of respondents said gaming communities represent "vital safe spaces" where they feel free to express themselves, unlike how they might be able to in real life.

"From character customization to cosplay and content creation, video games have empowered gamers to explore, express and enhance their identity--nearly two thirds of gamers claim it’s easier to be themselves with a controller in their hands," Fandom CMO Stephanie Fried said. "With the growing significance of gaming as a means for self-expression and personal evolution, it's crucial for brands to connect to these motivators to help players bring their gaming personas to life in the real world."

For more, check out the full study .

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disadvantages of playing video games essay

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  1. Advantages and Disadvantages of Video Games

    Video games: advantages and disadvantages. Firstly, it is argued by many that video games can cause a lot of health problems. For instance, looking at the screen for long hours can harm eyes and cause vision impairment because the cornea and iris of the eyes are not intended for viewing electronic devices for a long time. Moreover, using video games for too long may also cause headaches ...

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    There are many significant disadvantages of playing video games. First, electronic games might have a negative impact over personal physical health. Gamers become lazy because they do not exercise every day. For example, they often eat only junk foods while playing, so they can become obese. Don't use plagiarized sources. Get your custom essay on.

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    Advantages of Video Games. Video games stimulate the mind, keeping it active during game sessions to solve riddles, logic problems or different types of situations. This also improves concentration and reflexes, all this being useful for some jobs in life. When it comes to decision-making, they also take relevance when elections are held in a ...

  4. What Are the Pros and Cons of Video Games?

    Video games have become one of the world's favorite pastimes. There are almost 3 billion gamers worldwide in 2021, with gaming prevalence continuing to grow every year. Gaming is not without controversy, though. Critics of video games will stress that the cons of video games outweigh the pros, while those who support video games will say the opposite.

  5. Pros and Cons of Video Games

    The pros and cons of video games are two sides of the same coin. The extent of their effects ultimately depends on the gamer. Gaming has amazing advantages for players. It helps improve life skills and reflexes but too much playing defeats the purpose and leads to ill effects.

  6. (PDF) Negative Effects of Video Game Play

    8 and 18 reported playing video games at least occasionally with an average time spent per week . at 13.2 h (Gentile). The amount of time spent on video games continues to increase, though .

  7. Are Video Games Good for You?

    Essentially, the more you learn, the more your brain can adapt. "Like stimulants, video gaming can increase gray matter in the brain," says Dr. Manos. "Gray matter provides interconnectivity ...

  8. Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic

    The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16-90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.

  9. 10 Negative Effects of Video Games

    Poor mental health. Relationship issues. Social disconnection. Exposure to toxic gaming environments. Poor academic or professional performance. Escapism and getting stuck in life. Let's explore each of these effects in more detail and look at how we can combat the negative effects of video games.

  10. Advantages and Disadvantages of Video Games Free Essay Example

    Another advantage of playing video games is improving computer skills. Sometimes you have to set some options to play your game better. While doing that you learn about your computer's hardware too. For example:there is a part in options called 'graphics'. You have to use a better graphic card to see better images.

  11. The Video Games Your Child Plays Has an Effect on Their Behavior

    More and more research is emerging with evidence of the negative effects violent video games have on children. The most popular video games are also some of the most violent, and pediatrician Dr. Cindy Gellner speaks about the numerous effects they have on kids. If you notice behavioral problems and other issues with your child, video games with violence and other adult themes may be to blame.

  12. Are video games bad for kids' mental health? The answer might ...

    Games probably won't rot your kid's brain. But kids do need guidance in using them wisely. Here's how to help them, starting with spending some of your own time in the games your kids can't put down.

  13. IELTS Writing Task 2: 'video games' essay

    People have different views about playing video games. Some regard it as handy tool for education while others, believe that it put disastrous effects on the player. I believe that there are more disadvantages of playing video games as compared to advantages. People have different views about playing video games.

  14. Advantage and Disadvantage essay sample #2 ielts writing task 2

    Advantage and Disadvantage essay sample #2 ielts writing task 2. 2419. By IELTS Practice Online. Some people regard video games as harmless fun, or even as a useful educational tool. Others, however, believe that videos games are having an adverse effect on the people who play them. In your opinion, do the drawbacks of video games outweigh the ...

  15. Essay: Advantages and disadvantages of video games

    Pros of playing Video Games (Advantages) 1. Of course video games are fun! 2. Promotes problem solving skills, logical and quick thinking. A lot of video games require the player to solve a puzzle or other problems in a short amount of time without loosing accuracy. This helps the development of his ability of problem solving and logical ...

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    Firstly, as education is becoming more demanding for many young people, computer games can provide a way of relaxing and reducing stress. Computer games can take us into different worlds where we can escape from reality. In addition to this, computer games today are very advanced and can help children develop their thinking skills.

  17. Advantages and Disadvantages of Video Games

    Sports games such as football, tennis, and many others teach children the lesson of win and lose and improve themselves by acquiring certain skills. Cognitive games such as chess or jigsaw puzzles help improve the memory and thinking process of the child. But video games teach children to propagate violence and obsessions.

  18. Teens and Video Games Today

    Key findings from the survey. Video games as a part of daily teen life: 85% of U.S. teens report playing video games, and 41% say they play them at least once a day. Four-in-ten identify as a gamer. Gaming as a social experience: 72% of teens who play video games say that a reason why they play them is to spend time with others.And some have even made a friend online from playing them - 47% ...

  19. IELTS essay about the advantages and disadvantages of computer games

    IELTS essay. Some people think that computer games are bad for children, while others believe that they are useful. Discuss the advantages and disadvantages of computer games and give your own opinion. Sample response. Computer games are addictive. That is the main reason children play them for hours on end.

  20. Advantages and Disadvantages of Online Games

    People can spend some leisure time with their family on weekends by playing video games together for a while. Disadvantages of Online Games. 1. Addiction: One of the major disadvantages of online games is their addictive tendencies. People can potentially spend excessive time in these games and center their daily lives around them, which can ...

  21. How to Write an Effective Essay on Video Games

    Here are some tips to help you craft a compelling essay on video games. Choosing a Focused Topic. The video game industry is vast, covering a wide range of genres, platforms, and themes. Rather than attempting to write about video games in general, narrow your focus to a specific aspect or angle.

  22. Video games can have a positive impact on children—if designed ...

    New research finds that digital games can contribute to the well-being of children, but game producers must design games to support positive outcomes. Getty images/DjelicS Video games can contribute to and support the well-being of children if they are designed with the needs of children in mind, according to new research from UNICEF Innocenti ...

  23. IELTS Daily Essay Topic: Most teenagers today own a smartphone

    2. Disadvantages of Smartphones: Over-reliance on smartphones. Spending excessive time on social media or playing games. Constant internet exposure can subject teenagers to inappropriate content and cyberbullying. It causes physical health issues and impacts their social skills and relationships with others. Q. Most teenagers today own a ...

  24. Friendships, problem-solving: How video games are helping U.S ...

    Most teens play games on consoles (73%) or smartphones (70%), though nearly a quarter are using virtual reality headsets. Zoom in: 56% of teens say video games have boosted their problem-solving skills, 47% say they've helped them build friendships, 41% say they've made it easier to work with others, and 32% say they're good for their mental ...

  25. New Study Reveals The Main Reasons People Want To Play Games

    The report found that the main reason people play games is to unwind and relieve stress (54%), but a close second was "creation, imagination, and self-expression" (46%). This is up 10% from 2023 ...