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Pros and Cons of Video Games

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Published: Apr 29, 2022

Words: 987 | Pages: 2 | 5 min read

Works Cited

  • Ferguson, C. J., & Colwell, J. (2018). Not worth the fuss after all? Cross-sectional and prospective data on violent video game influences on aggression, visuospatial cognition and mathematics ability in a sample of youth. Journal of Youth and Adolescence, 47(3), 605-617.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78.
  • Green, C. S., & Bavelier, D. (2006). Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Human Perception and Performance, 32(6), 1465-1478.
  • Griffiths, M. D., Kuss, D. J., & Ortiz de Gortari, A. B. (2017). Videogames as therapy: An updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management , 5(2), 71-96.
  • Kowert, R., & Oldmeadow, J. A. (2015). Playing for social comfort: Online video game play as a social accommodator for the insecurely attached. Computers in Human Behavior, 53, 556-566.
  • Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. Simon and Schuster.
  • Przybylski, A. K., & Weinstein, N. (2017). A large-scale test of the gaming-enhancement hypothesis. Psychological Science, 28(7), 947-961.
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360.
  • Subrahmanyam, K., Greenfield, P., & Gross, E. (2001). The impact of computer use on children's and adolescents' development. Journal of Applied Developmental Psychology, 22(1), 7-30.
  • Van Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., ... & Bean, A. M. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 7(1), 1-9.

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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

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The Pros and Cons of Video Games: Exploring the Positive and Negative Effects

Dive into the advantages and disadvantages of gaming.

Video games have become an integral part of modern entertainment and leisure activities. With the advancement of technology , video games have evolved into complex and immersive experiences that attract people of all ages. However, like many activities, video games have their own set of advantages and disadvantages that are important to consider. In this article, we will explore the positive and negative effects of gaming , allowing you to gain a comprehensive understanding of this popular pastime.

From improving cognitive abilities to potential addiction risks, video games have a wide range of impacts on individuals and society as a whole. By examining both the benefits and drawbacks, we can form a balanced perspective on the role of video games in our lives.

The world of video games offers numerous advantages that go beyond mere entertainment. From enhancing cognitive skills to fostering social connections, the benefits of playing video games are diverse and impactful.

Missing a pro?

While video games offer various benefits, excessive gaming can lead to negative consequences. Understanding the potential drawbacks is crucial in maintaining a healthy balance between gaming and other aspects of life.

Missing a con?

As with many forms of entertainment and recreation, video games offer both advantages and disadvantages. Balancing the enjoyment and benefits of gaming with a mindful approach to potential drawbacks is essential. By understanding and acknowledging the impacts of video games, individuals can make informed choices that promote a healthy and fulfilling gaming experience.

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13 Video Games Pros and Cons

Kids who grew up in the 1970s and 1980s were the first to really have the chance to embrace video games. That love has never really gone away for them, but other generations have come to embrace video games too. With social and mobile gaming added to the mix, we can play video games today almost anywhere and play virtually anything.

Video games may provide several benefits, but only if they are enjoyed in moderation. Because many games require long periods of sitting, there is a real health danger that must be considered. Keith Diaz, an associate research scientist at the Columbia University Department of Medicine, found a direct correlation between sedentary behaviors and early death. Diaz and his team’s research was published in the Annals of Internal Medicine in September 2017.

Here are some of the key pros and cons of video games to think about and discuss.

List of the Pros of Video Games

1. A person’s vision may improve. With moderation, video games have been shown to improve a person’s vision. For the average person, just 10 weeks of playing video games in moderation offers the opportunity to be able to distinguish between multiple shades of the same color with greater regularity. For those with a “lazy” eye, using it without the aid of the “normal” eye while playing video games helped to normalize the affected eye.

2. It builds social networks. Games like Destiny 2 from Bungie may not require social interaction to play, but those interactions are strongly encouraged. This encourages people to build online social networks to help them complete game goals. This is the same skill that is required for people to build career networks so that their careers can advance as well.

3. It sparks an interest in specific subjects. Games create interest through their characters, plot lines, and general storytelling, much like books did for the generations before. By putting a player into a specific world, video games can spark an interest in players for the subject matter covered in the game. That might involve a specific historical era, such as World War II, or a vocational skill, such as computer coding.

4. Not every video game is sedentary. Many video games require players to move so that goals can be accomplished within the game. Interactive video games can even encourage fitness. Wii Fit U, when it was introduced in 2014, may not have caused gamers to lose lots of weight. What it did do was introduce gamers to concepts like daily Yoga and embrace an online gym community. Those ideas could then translate into the real world.

5. It could slow the aging process for the brain. Video games are so effective at retaining the sharpness and clarity of brain functionality that just 10 hours of playing can create a lifetime of difference. As people age, the importance of playing games increases. Playing can reduce the risks for depression, help with arthritis, and even be a therapeutic option for aphasia. It also helps people find social connections when traditionally, their age might limit those interactions.

6. It improves decision-making speed. Making a decision is a skill. Video games require players to practice that skill over and over. That makes it possible for the decision-making speed of some individuals to be improved. Compared to non-players, gamers who spend time daily with fast-paced games can react to questions or situations up to 25% faster.

7. It can replace a vice. Just about everyone has some sort of vice that bothers them. It could be smoking, drinking, eating too much, or plenty of other activities or decisions. Video games can even be a vice for some. Games can also replace unhealthy vices with an activity that promotes better health. People who play video games, especially puzzle-based games, can experience fewer cravings when they play on a regular basis.

List of the Cons of Video Games

1. It can create psychological stress. Video games can become an addiction. If that occurs, other levels of psychological stress may also appear. Gamers may suffer from low self-esteem, have social anxieties, or even suffer from depression. Excessive gaming can also inspire feelings of guilt and shame. Uncontrolled gaming can also enhance the signs and symptoms of other mental disorders that may be present.

2. Long-term gaming can compromise personal health. Gamers must be conscious about the amount of time they sit to play. Physical activities, exercise, and personal hygiene are all important components of good health. Gamers may also find their sleep habits become disrupted when they’re using screens on a regular basis. If long gaming sessions are being played, unhealthy foods may be chosen to enhance the concerns that are experienced here.

3. It isolates people from their families. Parents who find themselves playing hours upon hours of video games may find themselves losing touch with the relationships they’ve built with their children. Kids and teens who play video games over long periods may find themselves at odds with their parents over their behavior. Although families can and do play video games together, it can also create arguments over who gets to use what console or system and for how long.

4. There are financial considerations to think about. A 1 TB PS4 Pro console retails for $399.99. The Xbox One X costs another $100 on top of that. For a good gaming computer, the Alienware Aurora R6 with an Intel i7 core retails for over $1,200. Then there is the cost of each video game, with AAA games retailing for $60 and deluxe or platinum editions often retailing around $100. Subscription services, expansion packs, and micro-purchases all add to the final tally too.

5. It can limit academic process. Video games can improve the decision-making process, but they can also deteriorate them. Kids and college/university students who use their free time to play video games can struggle to keep their grades up. Gamers might procrastinate on their studying, rush through their homework, or simply ignore a deadline in favor of playing their favorite game.

6. It may limit social connections. Talking to a person while playing a game in the comforts of home is a very different skill than talking to a stranger face-to-face. Gamers often play by themselves and that can lead to feelings of social isolation. It can even lead to having a gamer disconnect from the real world so they can focus on the gaming world.

The pros and cons of video games show us that there can be great benefits and devastating consequences. As with everything we do, moderation with gaming is the key. If you know someone who is struggling with video game addiction, encourage them to join a group like Computer Gaming Addicts Anonymous so they can begin to reclaim what they may have lost.

To Play or Not to Play: The Great Debate About Video Games

Two recent studies shed light on whether video games are good or bad for kids.

With more than 90 percent of American kids playing video games for an average of two hours a day, whether that's a good idea is a valid question for parents to ask. Video games, violent ones especially, have caused such concern that the issue of whether the sale or rental of such games to children should be prohibited was brought before the Supreme Court. 

In 2011, the Supreme Court ruled that video games, like plays, movies and books, qualify for First Amendment protection. “Video games,” the court declared, “communicate ideas – and even social messages.” But that didn’t stop the debate. Real-life tragedies continue to bring attention to the subject, like the revelation that the Sandy Hook Elementary School gunman was an avid video game player . Parents seeking an easy answer to whether video games are good or bad won’t find one, and two recent studies illustrate why. 

While many studies have made a connection between violent video games and aggression in adolescents, research published in August in the Journal of Personality and Social Psychology found that teens who played mature-rated violent video games were also more likely to engage in drug and alcohol use, dangerous driving and risky sexual behavior. 

[Read:  Read More, Play More: Simple Steps to Success for Today’s Children .]

Researchers evaluated more than 5,000 male and female teenagers between ages 13 and 18 over the course of four years and discovered that those who played violent video games were more rebellious and eager to take risks. The effect was greatest among those who played the most as well as those who played games with antisocial main characters. 

But a study published in August in Pediatrics of nearly 5,000 girls and boys ages 10 to 15 revealed that children who played video games for less than an hour a day were better adjusted than children who either played no video games or played for three or more hours a day. These children were found to have fewer emotional problems and less hyperactivity, and they were more sociable overall. Video games, the study suggests, play a very small part in children’s lives when compared to such influences as a child’s family, school relationships and economic background. 

So are video games harmful to children? “It depends on the content of the game and the outcome of interest,” says Marina Krcmar, an associate professor of communication at Wake Forest University. “Violent games have been found to be associated with aggressive outcomes, increases in hostility and aggressive cognitions.” There are several factors that may explain this. 

[Read:  7 Facts About Child Life Specialists .]

First, there are no negative consequences for bad behavior. Players are rewarded for violence with points, reaching a higher level or obtaining more weapons. And, Krcmar adds, players actively commit violence rather than passively watch it, as they may do through other mediums such as movies and television. 

“Another issue is that our daily behaviors and interactions actually change our brains – that’s why we encourage kids to study and read," Krcmar says. Research presented at the annual meeting of the Radiological Society of North America in 2011 examined the neurological activity of a group of men who did not typically play violent video games but did so for the study over the course of one week, while a control group played none. MRI scans revealed that those who played the violent video games had less activity in the brain areas involved in controlling emotion and aggressive behavior. The control group showed no brain changes at all. “Keep in mind that these were players randomly assigned to play the games, not players who actively chose to do so,” Krcmar says. “We can’t argue here that people who seek out violent games are more aggressive to begin with.” 

The disadvantage of video games, other experts point out, is the simple fact that time spent playing them is time not spent doing such activities as reading a book, playing outside or engaging with friends. But that’s not to say all video games are bad. There are positives to consider, too. 

“Video game play is associated with improvements in hand-eye coordination, faster reaction times, improved visuospatial skill and peripheral awareness, while some educational games can also improve math, spelling and reading skills,” Krcmar says. 

[Read:  How Your TV Is Making You Sick .]

A report published in the January issue of American Psychologist points out that shooter games, where split-second decision-making and attention to rapid change is necessary, can improve cognitive performance, while all genres of video games enhance problem-solving skills. And despite the belief that it’s a socially isolating activity, one survey found that more than 70 percent of people who play video games do so with a friend, either cooperatively or competitively. 

“Video games are a wonderful teaching tool,” says Brad Bushman, professor of communication and psychology at The Ohio State University. Computer scientists from the University of California–San Diego recently revealed that children ages 8 to 12 who played a video game they developed that teaches how to code – for either four hours over four weeks or 10 hours over seven days – were successfully able to write code by hand in Java. 

So what should parents do? Monitor content and the amount of time spent on video games, Krcmar advises. And Bushman warns that you shouldn't let your children play age-inappropriate video games. “Video games rated M for 'mature audience 17 and older' should not be played by children under 17," he says. And remember: “The American Academy of Pediatrics recommends no more than two hours of entertainment screen time per day for children 2 to 17, and no screen time for children under 2," Bushman says. This applies to video games as well.

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11 Advantages and Disadvantages of Video Games

Video Games

Often based on fantasy, they also reflect both history and current events. But whether it’s a good or bad thing is up for debate. Even though video games are a household name today, they were born in the research labs of scientists.

Advantages and Disadvantages of Video Games

It all started in 1952 when British professor A.S. Douglas created OXO, better known as tic-tac-toe at the University of Cambridge. Then Spacewar! came out in 1962, which was the first video game that could be played on multiple computer installations.

In 1972, Atari introduced Pong, the first truly successful commercial arcade video game. Since then, video games have evolved from arcade systems to home consoles, handheld consoles, and mobile devices. Today, video games make up a massive $100 billion global industry.

Video games are often at the forefront of computer technology and they have been a part of our culture since the past few decades . But let’s face it, they have their share of Pros and Cons. Let’s take a further look at the pros and cons of video games.

Advantages of Video Games

Even though video games are demonized by most non-players, many scientists and psychologists find that video games can have many benefits. Some of them are explained below.

1. Improved Vision

Studies suggest that video game players may get an unexpected benefit from them; better vision. They have been shown to increase players’ ability to distinguish subtle differences in shades of gray.

They may also help players increase their ability to visually detect the direction of movement. It was found that gamers spotted targets on a cluttered screen 80% of the time, while non-gamers managed this only 30% of the time.

2. Brain Booster

Playing video games directly impacts regions of the brain responsible for memory, spatial orientation, information organizations, and fine motor skills. As people age, the importance of playing games tends to increase.

It could improve decision-making skills; compared to non-players, gamers who spend time daily with fast-paced games can react to questions or situations up to 25% faster.

3. Improved Life Skills

Video games involve taking risks, and the ability to strategize. It teaches patience, perseverance, and the right judgment. It also helps people find new friends and social connections. Besides, gamers become better at critical analysis and learn to concentrate on tasks at hand to completion.

4. May Ease Anxiety and Depression

It has been found that people are more confident, energetic and emotionally positive when they play video games, which is exactly the opposite of what depression brings about.

People who feel depressed lack physical energy, find it difficult to carry out daily tasks and are generally pessimistic. Thus, playing can reduce the risks for depression, help with arthritis, and even be a therapeutic option for aphasia.

5. Painkiller

According to a study from the American Pain Society, video games, and more specifically 3D ones, could help reduce the brain’s response to physical pain.

Playing an attention-grabbing video game may distract one away from a painful activity and help them with chronic pain conditions, especially children.

Disadvantages of Video Games

Video games can teach us high-level thinking skills, but too much of anything can be bad. Some consequences of playing these games are listed below.

1. Addiction

Video games are designed to be addictive, so it is essential to have some self-control. Especially people with poor impulse control or who have a hard time fitting in are most vulnerable to game addiction.

It could be because people tend to play games to fill the void that real-world problems leave behind. It is better to watch out for this form of addiction because it might eventually end up costing you a lot.

2. Social Replacement

Video games often act as a replacement for real-time human connections. People who find themselves playing hours upon hours of video games may find themselves losing touch with the relationships they’ve built with other people.

People argue that with internet -connected games, they can easily hang out with friends and families without ever leaving home, but this type of virtual get together is no replacement for actual face-to-face interaction.

New studies show that the risk of being overweight increases with every hour people spend on virtual play. Lack of motion and overplaying lead to muscle pain as well. Moreover, the addiction to these games leads to sleep deprivation which contributes to obesity.

Video game addiction could lead to other levels of psychological stress as well. Gamers may suffer from low self-esteem, have social anxieties, or even suffer from depression.

Excessive gaming can also inspire feelings of guilt and shame. It is possible that uncontrolled gaming could enhance the signs and symptoms of other mental disorders.

5. Could Limit Academic Process

Although video games can improve the strategic thinking decision-making process, they can also deteriorate them.

Students who use their free time to play video games can struggle to keep up with school/college. Most gamers have been seen to procrastinate on their studying, or they simply ignore a deadline just to play their favorite game.

6. Violence

Often, children playing violent video games depict a lack of self-control and an increase in emotional arousal. While violent video games could have different effects on different people, they are all concerning. So, it is better to choose games you feel are appropriate for both you and your children.

To Conclude

Video games aren’t bad for you as long as you aren’t overdoing. So, enjoy your downtime and relax with your games but get out there and keep your life as diverse as possible as well, because eventually, you have got to win the game of life.

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I am Ila Adhikari from Chauni, Kathmandu. I’m currently pursuing my Bachelors Degree in Computer Engineering from Kathmandu Engineering College, Kathmandu. I’m also a fellow at Women Leaders in Technology. I enjoy reading, gardening and doing cool DIYs. I have worked as a tech content writer for eSatya, a blockchain initiative in Nepal in the past. At present, I’m working on a blockchain based research project. As time flies, I want to listen to my heart in doing what I love and continue learning new stuff.

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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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Pros and cons of video games: Should kids play them?

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We debate the pros and cons of video games and to what extent kids should play them. We discuss the effects of  violent video games and gaming as an education tool

Should kids play video games?

Electronic games or video games involve human interaction with a computer monitor or a TV screen. The popularity of video games has reached unprecedented levels. In 2015, the video game industry generated $74 billion in revenues worldwide. In the UK, 8 to 15 year-old gamers spend in average 20 hours a week  playing video games either on PC, consoles, tablets or smartphones. Video games have evolved enormously since the first video games such as Atari's Pong and Taito's Space Invaders. Video games today are much more complex and require greater attention and intellectual engagement from the player.

Since they have become a central element of children's and adults' lives we need to understand better the pros and cons of video games and their potential positive and negative effects on our children. On one hand they help develop not only psychomotor skills but also other intellectual abilities. Many educators are starting to use games to teaching and learning tools. However, many parents are sceptical and fear the effects of video games on kids' development. They are not sure if they should or not let their kids play video games or for how long. Here we outline the main benefits and dangers liked to gaming and open the debate so you can share your thoughts and experiences with us on the discussion forum below.

Pros and cons of video games

Pros of video games

Playing video games has many benefits for the player.

  • Learning: video games can help children learn math, spelling, manage resources, understand problems of the world, learn about animals and countries, etc. There are many educational games meant to contribute to our kids development. Through video games educators and parents can get the attention of the children and help them to supplement what they learn in class. Some studies also show that games are a good way to mitigate the effects of dyslexia .
  • Problem-solving: there is a growing body of academic literature on the benefits of game-based learning . The potential of games as a teaching and learning tool is an evident opportunity. Video games do not have to be "educational" to help children and adults to develop some problem-solving skills. A variety of studies have shown that playing video games help exercising some mental abilities. They often face also puzzles and problems which become gradually tougher during games, helping the player to understand the logic behind these problems and learn how to solve them.
  • Decision-making : video game players face often difficult decisions.  Role-play games and graphic adventure games in particular force players to make tough choices, often involving a cost benefit analysis and ethics. Would you save that person if that means a potential danger for the entire realm? 
  • Memory :   Players need to memorize the movements of their characters and their opponents, where things appear on screen, how to avoid dangers, etc. All that stimulates their memory. For instance, researchers form the University of California, Irvine (UCI) found out that students who played Super Mario 3D World improved their scores on memory test designed to engage the brain's hippocampus.
  • Spatial intelligence: Video games enhance children's spatial reasoning. 3D shoot-em-up and sandbox games contribute to developing a sense of orientation, and the ability to visualize three dimensional objects. Games such as Tetris, Portal and Minecraft can be particularly good to practice spatial reasoning and creativity. Spatial intelligence is strongly correlated with mathematical abilities and is extremely valuable in engineering and science occupations.
  • History and culture: many video games inspire kids' interesests in history and culture. Video games and movies are often one of the first points of contacts with past cultures and civilizations for many children. Video games such as Age of Empires, Civilization, Assassin's Creed or Call of Duty can push children to become interested and read more about different epochs in history.
  • Social interaction: although many people think that video games hinder social life and social skills some studies show the contrary. For instance researchers of North Carolina State University observed more than twenty public gaming events and found out  that video gamers spend much time engaged in social behavior online and offline. Gaming did not eliminate social interaction but supplemented it. Moreover, m any children make new friends playing video games online or in arcades.

​Cons of video games

These are the most commons criticisms or risks associated to video games:

  • Violence: do video games cause violence? What are the effects of violent video games? Video games have been accused of glorifying violence. In most games players fight and kill enemies. Children are exposed the extreme levels of fictional violence in video games, such as Grand Theft Auto, Dead Island, and  Mortal Kombat . The video game industry has adopted the movie industry parental guidance rating system. However, in practice it is very difficult to prevent children from accessing violent content. Some children may want to imitate the, usually violent, protagonists of games. Not everyone manages to disentangle very clearly what is fiction from what is real life. 
  • Real-life risks: video games may generate addiction . According to the University of New Mexico, 6 to 15% of all gamers display signs which can be characterized as addiction. Some children develop an excessive and compulsive pattern of use of video games which may interefere with their normal life and negatively affect their psychological development and personality . Moreover, according to a study published in the Psychological Bulletin based on more than 80,000 people, short-term and long-term risks of substance abuse, reckless driving, gambling and risky sexual behavior were more severe the longer they were exposed to video games and other media glorifying these practices.
  • Cognitive functions:  playing video games may affect the way children use their brain. A  study from the University of Montreal shows that playing video games may increase in the risk of developing Alzheimer's disease . According to this study on which people have to move in a virtual maze, gamers use navigation strategies which rely on the caudate nucleus to a much greater degree than non gamers. Past research has shown that people who rely on caudate nucleus based strategies have lower functional brain activity in the hypoccampus and increased risk for nurological diseases such as Alzheimer's.
  • Obesity: a study found out that young gamers burned in average 21 extra calories and hour than non players. However, gamers also consume nearly 80 extra calories and usually spend less time doing other physical activities. The World Health Organization blames video games as one of the main causes of childhood obesity.
  • Less time to study: children who spend much time playing video games may not have time to do their homework and chores .
  • Social consequences: the lack of social interaction is one of the most commonly argued cons of video games. Playing video games a few hours a week would not have a negative effect in kids behavior. However, obsessive gaming can have long-term social consequences. Isolationsim linked to gaming addictions is usually correlated with social awkwardness, which in term incentivizes futher insulation of the gamer.

What do you think, are video games overall good or bad for children? Do video games cause more violence than other modes of entertainment? Are the new generations smarter or more competent than previous ones, and if so, do video games play an important role on this? 

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Home » Topics » Video Games for Kid: Pros and Cons

Video Games for Kid: Pros and Cons

How to use video games for good and prevent addiction..

Article at a Glance • Video games can be used to help improve test scores, teach life and job skills, improve brain function, and encourage physical exercise. • Most popular video games and apps are addictive by design • Because video game addiction can negatively impact social and physical health, parents should be aware of the symptoms.

Kids have been wild about video games for decades. But the introduction of mobile game systems and smartphone apps took that to new heights.

Mobility brought gaming into the car, the bedroom, and even to the bus stop. With roughly 95% of U.S. teens owning smartphones, it’s hard to find a kid who isn’t playing some kind of game.

Although video games get a lot of bad press, they do have some benefits. The trick is to strike the right balance of good content and appropriate limits. After all, video games should enhance your child’s life, not take it over.

Video Game Pros:

Studies have found that video games can improve learning. When video games have been used in the classroom, teachers see improved test scores. Games also allow students to learn and then apply what they have learned in a real-life situation. Medical and military training programs both use simulation-style games to teach tools and strategy.

Life Skills

Many video games teach kids how to delegate, work as a team, and prioritize. Internet-enabled games that let kids play with their real-life friends often require collaboration and division of tasks to beat the level.

Improved Brain Function

Video games have been shown to help us improve our ability to reason and solve problems. They help us make split-second decisions, process information more quickly, and multitask effectively. Games can also improve hand-eye coordination and boost auditory perception.

Motion-controlled games like the Nintendo Wii were once thought to be the answer to parental concerns about video games leading to obesity. But studies have shown these video games alone don’t increase kids’ overall activity level.

However, there is some hope in the form of smartphone games that encourage kids to leave the house. Pokemon Go is one example, but your kids may also enjoy the real-life treasure hunt appeal of activities like Geocaching. Some apps like The Walk , blend storytelling and exercise to get players moving.

The Federation of American Scientists (FAS) argues that kids need to play more video games in order to be competitive in the current job market. In a report they released in 2010, the FAS said games helped teach higher-order thinking skills like problem-solving, interpretive analysis, and more.

Video Game Cons:

While every other study seems to draw opposite conclusions about the social effects of playing violent video games,  studies involving brain scans are concerning.

Simply put, children playing violent video games show decreased activity in areas of the brain dedicated to self-control and an increase in emotional arousal.

Even though the debate continues, be aware of how violent games affect your children. If you notice a problem, go with your gut.

Help your children choose games you feel are appropriate. Many console game ratings include detailed information about the contents of the game’s violence level, language, topics, etc.

England’s National Health Service began treating video game addiction this year, after the World Health Organization listed “gaming disorder” in its International Classification of Disease .

What makes video games addictive? Playing releases dopamine into our systems, which gives us a feeling of pleasure and tells our brain to “do it again.”

As a matter of fact, video games are designed to be addictive. John Hopson, a games researcher at Microsoft Game Studios is also a doctor of behavioral and brain sciences who writes about game design.

In “Behavioral Game Design” he explained how game designers can control behavior by providing simple stimulus and rewards at strategic times and places.

Children with poor impulse control or who have a hard time fitting in are most vulnerable to game addiction. This may be because video games offer an easy way to fill the void created when real-world relationships are hard to form.

Social Replacement

Be aware of how much your children are playing video games and if it’s replacing or negatively impacting other aspects of their lives.

Internet-connected games make it easy to “hang out” with friends after school without ever leaving home. But this type of virtual get-together is no replacement for actual face-to-face interaction.

Setting aside the potential problems of online predators and cyber-bullying, virtual hangouts rob kids of the opportunity to practice their social skills and to move their bodies from one house to another.

Our Role in Video Games

Video games can play a positive role in our children’s lives, but we need to be there to help set limits.

If you’re worried that your child is becoming too obsessed with games, then it is time to sit down and talk. Be sensitive and nonjudgmental. Try to agree on a reasonable amount of space for video games to occupy in your family life.

Enlist the help of your pediatrician if you have concerns. He or she may have great tips and can even recommend a therapist who specializes in tweens or teens.

Remember, even though video games have their place, they should occupy less time than what kids need to devote to exercising, socializing, studying, and sleeping. In our ever-more-connected world, we could all use a little more practice just being unplugged.

Signs and Symptoms of Video Game Abuse:

  • Falling grades
  • Not sleeping enough, feelings of fatigue
  • Free time is used almost exclusively for playing video games
  • Irritability when not playing video games
  • Neglect of hygiene
  • Disinterest in other activities
  • Increased anxiety

Jonathen Bartholomew, D.O.

As a pediatrician and father of six kids, Dr. Bartholomew has a lot of experience with twins and premature infants. In addition to getting to know his patient families, he enjoys the great outdoors, Dr. Seuss, and BYU football.

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A Review of Video Game Effects and Uses

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Author David Corso

Video games are versatile in their form and function. Whether they’re training doctors or offsetting Alzheimer’s disease, video games can exercise both mental and physical features, train specific skills for a number of jobs, educate players about events and phenomenon in our world, research and understand natural human processes, and they can be designed for a number of other purposes. Multiple studies have demonstrated the effects of video games on physiological and cognitive levels—positive, negative, and everything in between. This paper identifies various physical and psychological effects that video games produce, and it suggests ways in which video games can be used as research and measurement tools, as prevention and treatment strategies, and as a way to facilitate education.

The Psychological and Physical Effects of Video Game Play

From light and food to singing and dancing, our world is characterized by phenomena, events, and processes that have a physical and psychological effect on us. Our environment and our experience shape us—physically and mentally. Games work in a similar fashion. A game is any mental and/or physical activity that is defined by goals, rules, challenges, a feedback system, and voluntary participation (Game, n.d.; McGonigal, 2011; Prensky, 2001). A video game is a complex form of digital media that incorporates these gamic properties, and it requires the active interaction between a human and computer (Galloway, 2006; Wardrip-Fruin, 2009). Both games and video games train intellectual skills as well as improve physical skills, and through learning in a meaningful context, i.e. skills learned and applied in the game’s world, games utilize play and situated cognition on practical and relevant levels to affect and develop their players (Van Eck, 2006).

As Salen and Zimmerman (2004) state, a game is a system that results in quantifiable outcomes. Video games are the popularized, digital form of games, and through their inherent properties, video games are a perfect tool to quantifiably measure a number of physical and mental capacities, capabilities, and characteristics. Video games are instruments that simulate how we process the world, i.e. tools testing problem solving and decision-making skills. We have to understand the cognitive and physiological effects of video game play in order to understand how these processes can be utilized to help us interpret and navigate our world. By understanding these effects, we can begin to develop games that facilitate our lives, e.g. constructing beneficial stratagems for education and public health.

Cognitive Effects

Video games exercise and train cognitive skills. Cognition is defined as the mental processes associated with memory, language, perception, attention, problem solving, decision-making, and reasoning (Goldstein, 2011). Video games create engaging environments that allow for cognitive growth and development in mental rotational skills, object location ability, attention, visual attention, targeting, iconic and verbal representation of processes, verbal fluency, executive control, and both short and long-term memory skills (Boyan & Sherry, 2011). Cognition develops through bottom-up and top-down processes. The bottom-up process is input and data driven, which involves perceiving the world, remembering features and characteristics about it, and navigating the environment. The top-down process utilizes previously learned knowledge to affect perception, memory, problem solving, decision-making, and the like (Goldstein, 2011).  Similarly, video games incorporate and challenge various cognitive processes through a cyclical flow of bottom-up and top-down processing. A player perceives and interacts with the video game environment—processing bottom-up—and in order to succeed in the game, he or she must solve problems and utilize several cognitive skills to overcome obstacles and challenges—processing top-down. Through their intrinsic qualities, video games promote cognitive growth and development.

A 2003 study by Green and Bavelier demonstrated cognitive growth through video game play. These researchers examined a range of visual skills affected after playing an action video game. They conducted five experiments: four demonstrated greater improvements in different aspects of visual attention, i.e. the rapid and accurate processing of visual information, in habitual video game players compared to non-video game players, and the fifth experiment, which tested only non-video game players, revealed attentional improvement over time through video game play. In all instances of the first four experiments, video game players out performed non-video game players (Figures 1-4). The first experiment examined an overall increase in attentional capacity using the Flank Compatibility effect, which measures a subject’s ability to ignore a distractor. Results revealed an increase in attentional resources in video game players over non-video game players (Figure 1) because they had more attentional resources to process the distractor and ignore it. The second experiment confirmed an increase in video game players’ attentional capacity, which is reflected by the number of items one can attend to, i.e. subitizing (Figure 2), over non-video game players. The third experiment looked at visual processing outside of the standard video game play area using the ‘Useful Field of View’ task, which involves locating a target amongst distracters at various spatial locations. Video game players far outperformed non-video game players at all variations, distractor levels, and different distractor pairs, which indicates an enhanced distribution of spatial attention over the visual field, even in untrained locations (Figure 3). The fourth experiment measured the ability to process items over time using the Attentional Blink task, which measures a subject’s temporal attentional abilities by having him/her report a second target within milliseconds. The results revealed that video game players possess an increased ability to process information over time, as well as an enhancement in task-switching abilities (Figure 4). Finally, the fifth experiment tested two groups of non-video game players after ten days of playing Tetris and Medal of Honor. They found that ten days of training on an action game, i.e. Medal of Honor, was sufficient to increase visual attentional capacity, spatial distribution, and temporal resolution. Green and Bavelier reported that “ is capable of radically altering visual attentional processing” (p. 536).

These 5 experiments reveal cognitive improvements, specifically visual-attention processes, through video game play. Additional studies by Green and Bavelier (2012; 2006) indicate that spatial skills, executive function, task-switching, multi-tasking, and visual short-term memory are being affected and enhanced by video game play as well as a plethora of other cognitive skills (Boyan & Sherry, 2011). Further research suggests that intense, consistent cognitive training can greatly enhance memory, language, attention, executive function, and visuo-spatial skills (Croisile, 2007), and by actively exercising specific cognitive skills, this training can produce both short- and long-term benefits that generalize to everyday life, such as driving, managing money, and solving problems (Banks, 2007). However, recent research indicates that video games possess limits on what can be transferred because human learning is specific to task, content, and context (Green & Bavelier, 2012). These collective findings indicate that a number of cognitive processes, such as memory, attention, and language, are being affected through video game play. Once we are able to understand the extent of these effects, we can utilize video games to increase human memory, language, attention, perception, problem solving, decision-making, and reasoning skills. The brain-mind relationship suggests that physical changes are occurring in parallel to these psychological phenomena (Gazzaniga et al., 2009).

Physiological Effects

Video games impact human physiology in various physical ways. For example, video games act as powerful catalysts: They can affect stress levels through increased heart rate and heightened cortisol production as well as produce pleasurable stimulation in the form of dopamine and opioid release (Boyan & Sherry, 2011; Koepp et al., 1998). Furthermore, traditional video games, such as Ms. Pac-Man, have been shown to increase heart rate, blood pressure, oxygen consumption, and energy expenditure (Segal, 1991).   More physically intensive video games such as exergames, e.g. Dance Dance Revolution and Wii Sports, are being used as health tools to increase caloric expenditure and heart rate (Staiano & Calvert, 2011). Additionally, Staiano and Calvert (2011) have shown that utilizing aerobic exercise through video game play affects the structure and function of the brain in a number of ways: It increases cerebral circulation via enhanced cardiorespiratory functioning, and it also decreases the risk of disease by providing an enriched environment of increased neurotransmittters, enhanced physiological and neurological mechanisms, and healthy molecular and neurochemical changes. These physiological effects can lead to improved physical and cognitive performance, social interaction, and academic performance (Staiano & Calvert, 2011). This is only the tip of the iceberg; it is still unclear how video games affect human physiology in a comprehensive and temporal manner, i.e. neuronal communication, hormone interaction, and other physiological changes over different periods of time.

In a 2000 study, Skosnik et al. looked at the effects of moderate stress on attention. Using video games, they exhibited effects on physical and physiological process in the body. Twenty subjects were given an attention task where they had to locate one object and ignore another. After the attention task, they played a 15-min video game stressor and then took another attention task. The researchers took samples of the test subjects’ saliva before the experiment, one minute after the video game stressor, and 20-min post-stressor to measure cortisol and norepinephrine levels, which indicate both early and late stress mechanisms. Norepinephrine and cortisol levels were higher after the video game stressor, and reaction time during the attention task decreased after the video game stressor. These findings support an increase in attentional capabilities from video game play, which implies that neurochemical-hormonal stress-response systems can modulate the cognitive process of selective attention, and furthermore, stress may affect various subtypes of attentional processes (Skosnik et al., 2000). These results indicate that video games affect biological systems, such as the endocrine system and stress hormones, as well as our attentional processes through neurobiological pathways, and this suggests that we can regulate these effects for productive means, e.g. increase attention for the acquisition of new material or to understand and cope with stress more effectively. Moreover, these findings suggest that other cognitive processes, such as mental rotational skills and memory, might be affected by neurobiological interactions in the brain, and if so, we can attempt to modify and modulate these using video games.

The State of Video Game Research: Problems and Solutions

Our lives and our world are characterized by complexity—the workings of a cell, law, quantum physics, etc.—and video games reflect these intricacies. Through genetic and environmental factors, video game play affects people in various ways, and it is difficult to establish a one to one ratio collating video game elements and effects—most results are correlated with several factors (Gentile et al., 2012; Gentile et al., 2004). On the one hand, video games and video game play are a preferred method of learning (Morgan et al., 2002), challenge cognitive skills, e.g. visual attention (Green & Bavelier, 2003), provide neurological benefits (Staiano & Calvert, 2011), and have great utility in a number of areas, such as academia, research, and healthcare (Astle et al., 2011; Griffiths, 2002; Van Eck, 2006). On the other hand, video games and video game play create a number of problems that must be understood and resolved in order to utilize their full potential.

Through surveys, models, experimental tests, and correlational studies, video games have been shown to produce a number of negative effects (Carnagey et al., 2007; Gentile et al., 2012; Gentile et al., 2004; Wang et al., 2011). In 2000, the American Academy of Pediatrics, American Psychological Association, American Academy of Child Adolescent Psychiatry, and American Medical Association issued a statement that revealed a “casual connection” between media violence and aggressive behavior; however, it is a complex effect (Gentile et al., 2004).  Several studies have found correlation effects between aggressive behavior and video game habits (Gentile et al., 2004). Further research reveals video games inducing impulsivity and an inhibition on attention abilities, i.e. the ability to sustain adaptive, goal-oriented behavior or mental processes in effortful or boring contexts, e.g. school work, and equally, if not more, when those games have a violent element attached to them (Gentile et al, 2012). As well, Carnagey et al. (2007) found that violent video games increased desensitization, i.e. a reduction in emotion-related physiological reactivity to real violence. Two hundred and fifty seven college students’ heart rates and galvanic skin responses—an indication of physiological arousal—were monitored for twenty minutes while they played a violent game or nonviolent video game and then again while they watched a 10 minute video of real life violence. Subjects that played the violent video game showed a lower physiological arousal to real life violence than subjects that played a nonviolent video game. This effect might be efficacious for surgeons and soldiers, but it is discouraged for children and civilians. Throughout these studies, researchers reported mixed results, concerns with methodology, i.e. child self-reports, and requests for more research, specifically on content (Carnagey et al., 2007; Gentile et al, 2012).

The major factor in a number of these studies is the nature of video game play: the content of the game, i.e. fighting and death, the context in which people play, i.e. a lack of supervision, and the amount of time spent playing. A person’s environment is a large factor in how they develop, and while these results are perturbing, there is a silver lining. Since we know that video games will create this effect under specific environmental influences, i.e. violent video games producing aggression and desensitization, then specific environmental influences on the other spectrum should be able to produce a different response, e.g. construction games producing cooperation and collaboration (Ito, 2009). As well, if video games are designed with specific elements and features that inhibit attention or cause aggression, then video games can be designed with specific characteristics that help players focus their attention, e.g. practice self-control, or make the player aware of these effects. There are steps we can take right now that can help correct these problems; for example, parental involvement in video game habits reduce aggressive behaviors in adolescents (Gentile et al., 2004). However, the most fruitful endeavors will involve more research and purposeful design (Carnagey et al., 2007; Dignan, 2011; Gentile et al., 2012; Szczurek, 1982).

A more developed understanding of video game play and its affect on players will allow video game design and research to excel. As Green and Bavelier indicate, “characterizing game play factors” and dissecting the components of games will reveal physical and cognitive changes that can be controlled and understood, i.e. elements A, B, and C cause effect X, Y, and Z (2012, p. 204). One way to go about this is trial-and-error testing, i.e. reducing a game to one element and testing that effect. Another method incorporates existing cognitive and physical tests that produce effective results with video games and video game play, such as neurofeedback utilizing video game play (Aart et al., 2007). A third way would be to identify target areas, i.e. working-memory or other cognitive domains, for improvement, and then experimentally testing the effectiveness or ineffectiveness of certain video games, i.e. pre-testing a subject with the Working Memory Battery (WOMBAT) or the Woodcock Johnson Tests of Cognitive Abilities, playing video game X for Y time, and then re-testing the subject with the same test (Englund, 2013; Schrank et al., 2001). However, cognitive training possesses a number of difficulties, such as maintaining blind recruitment and active controls groups, and future research needs to be carefully planned out and rationalized (Green & Bavelier, 2012). While pros and cons exist for any method, the most lucrative advancements are likely to be predicated by experiments and research that are center around cognitive neuroscience. This research can yield intelligible and instrumental results given significant time, energy, effort, and experimental analysis (Dear, 2006)

The Potential Uses for Video Games

Video games have enormous potential as tools to study human growth and development, as training simulators for various jobs and skills, for education at primary, secondary, and collegiate institutions, and so much more. Imagine a world where you could ask someone a question and through his or her answer, you could identify if he or she had a neurological problem, and that the procedure for this process is nothing more than playing a game. This may be a future for video game play. As Griffiths (2002) states, “Videogames can be used as research and/or measurement tools. Furthermore, as research tools, they have great diversity” (p. 47). As assessment tools, video games can measure individual performance over a variety of tasks, which can be changed, standardized, and understood (Griffiths, 2002). Whether their underlying designs test for reading comprehension or measure neuronal activity in a particular region of the brain, video games have great potential in analyzing human behaviors and characteristics. Since video games produce a number of cognitive, physical, and physiological effects, we can develop and utilize these tools to help facilitate our growth and success.

   

Research Tools

As a research tool, video games can reveal cognitive and physical effects produced by video game play, and they can provide insight into the specific actions, processes, characteristics, and behaviors that cause these effects. In a 2011 Chicago press release, an fMRI analysis found lasting effects of violent video game play on brain regions in young adult men after one week of game play (Wang et al.). They formed two groups: a control group that didn’t play violent video games and a test group that played 10 hours of a first person shooter for 1 week. Subjects took an emotional Stroop test under fMRI. Compared to baseline results from the control group, researchers found less activation in the left inferior frontal lobe of the test group, which plays a role in emotion, and there was less activation in the anterior cingulate cortex, which plays a role in emotion, anger, and monitoring social interaction (Gazzaniga et al., 2009). After a week without play, these changes diminished; however, the results indicate that violent video games can be detrimental to brain function, i.e. attention, inhibition, decision-making, and executive function (Wang et al., 2011). These results reveal that video games have an affect on us—in this case negative. If we maintain a holistic approach when dealing with video game play, we can investigate these effects and provide instruction on their implementation, i.e. incorporate less violence in video games while maintaining competition or making the player cognizant of these violent effects (Corso, 2013).

Video games inherently possess characteristics that make them ideal for researching their own effects. In a 2010 study by Erickson et al., a connection was found between striatal volume and video game acquisition and improvement. The striatum relays input from the cortex to the basal ganglia, which plays a role in the initiation of actions as well as shifting between actions that offer the greatest reward (Gazzaniga, 2009). Using the video game Space Fortress, both ventral (lower) and dorsal (upper) striatal volumes indicated more initial processing and learning of the game. Furthermore, the upper striatal volume predicted improvements in overall performance, i.e. larger dorsal striatal volumes equated to higher scores. The Space Fortress game was measured off a Total score that was composed of sub-scores each with specific, individual game mechanics, i.e. a Control score based on flying the ship in a target area, a Velocity score based on ship speed, a Speed score for killing mines, and a Points score for destroying the fortress (Figure 5). The study had 42 participants split up into two groups: a variable priority group that focused on segments of the game, i.e. obtaining high sub-scores on different aspects of the game, and a fixed priority group that focused on always obtaining the highest Total score possible (Figure 6). In both groups, lower and upper striatal volumes revealed growth, i.e. learning, during early training sessions. However, higher overall performance scores and some sub-scores were associated with larger dorsal striatal volumes, and this shows greater growth and learning during variable priority training sessions (Figure 7). Through playing Space Fortress, subjects revealed an increase in cortical involvement and processing, and this provides a direct link between brain neurology and video game performance; regions in the brain responsible for learning grew in relation to video game play. These results suggest that other physical and cognitive changes are occurring through video game play as well. Once a multitude of video game effects are understood, we can design video games with specific features and for specific purposes, e.g. to identify if feedback in the form of progress and percentages vs. points and grades contributes more towards the player achieving success and accomplishing missions (Dignan, 2011). Intrinsically, video games are valuable instruments that allow us to study various changes and developments in human psychology and physiology.

Prevention and Treatment Strategies

Video games provide an effective prevention and treatment strategy for a variety of problems, such as with Alzheimer’s and ADHD. Cognitive activities, such as playing games, have shown a reduction in the age at onset of Alzheimer’s disease (Hertzog et al., 2009), which can be reflected in changes at a neurobiological level (Croisile, 2006). These cognitive changes might be influenced by top-down processing, i.e. problem solving and decision making in games, or through bottom-up processing, i.e. learning and remembering rules, pieces, etc., attending to new points of interest, visually and mentally modeling the environment, and so on. Aart et al. (2007) report a number of problems that video game neurofeedback can be applied to as medication; these include alleviating attention and hyperactivity disorders, muscular tonicity recovery for cardiovascular patients, relaxation and meditation to cope with mental stress, and improvements in weight loss and overall fitness. By utilizing the intrinsic motivation within video games, video game neurofeedback is effective in training and facilitating patient progress.

Video games serve as effective tools in treating a number of physical problems because they provide results that address the cause as well as the symptoms. For instance, video games provide an effective treatment option to amblyopia patients who have difficulty in visual processing. Amblyopia is a visual problem that results in reduced vision during early development (Astle et al, 2011). Amblyopia treatment utilizes a process—perceptual learning—to help correct neurological problems. Astle et al. (2011) define perceptual learning as the “permanent and consistent improvements in performance on sensory tasks as a result of experience or practice” (p. 566), and this process parallels video game play. For example, many shooting based games involve detecting a target and the precise placement of a pointer on that target, which develops contrast sensitivity; they require the player to work through several elements of the game, such as spatial frequencies, contrasts, colors, and degrees of crowding, which are all aspects of perceptual learning. Video games provide an engaging task, immediate feedback with rewards for good performance, and changes in difficulty to challenge the player—just like perceptual learning. Both processes present most stimuli and thresholds close to the limits of the subject’s capabilities, and improvements are typically exponential and then plateau; however, longer training periods lead to greater improvements (Astle, 2011). Like perceptual learning, video games intrinsically support the treatment of patients with amblyopia by reconstructing neurological connections and perception mechanisms.

Video games can provide treatment for other physical problems. A Stroke Outcome Research Unit conducted a study on video game and virtual reality improvements on arm strength and function after a stroke. Using 195 subjects, 7 observational trails showed 14.7% improvement in their arm, and 5 randomized trails revealed a 4.89% improvement (Saposnik & Levin, 2011). While these results aren’t dramatic, they provide positive evidence of virtual reality gaming as a useful, alternative treatment compared to traditional methods. As Saposnik and Levin (2011) state, “VR and video game applications may be promising strategies to increase the intensity of treatment and to promote motor recovery after stroke” (p. 1385). Video games are a relatively cheap and abundant source for alternative treatment, and they can be customizable for a number of patients and conditions.

Educational Value

Video games are excellent pedagogical tools. As Gentile (2011) reports, video games can provide immediate feedback, motivate players, set specific goals, promote mastery, encourage distributed learning, teach for transfer, adapt themselves to the level of the learner, and provide various other teaching techniques. Whether it’s promoting long-term learning through distributed practice or increasing a player’s mastery of educational content, various elements of game-based learning intrinsically provide challenges that develop their students (Boyan & Sherry, 2011; Gentile et al., 2011). Additionally, video games train a variety of cognitive skills, such as memory recall and problem solving, that can be implemented in a number of ways; for example, a video game that teaches players about the immune system can help solidify immunology-specific information and can potentially help improve general healthcare practices and behaviors. There have been a number of video game genres, i.e. edutainment, children’s software, and learning games, that have entwined interactive gaming and entertainment elements to help K-12 students explore the complex dynamics of microworlds, e.g. Sid Meier’s   Civilization ,   SimEarth , and   Railroad Tycoon   (Ito, 2009; Squire, 2003). More recently, digital game-based learning (DGBL) is being incorporated into classrooms to provide specific content, e.g. teaching history with   Civilization , to practice specific skills, e.g. engineering and management tasks in   RollerCoaster Tycoon , and for a number of other purposes (Van Eck, 2006).

As Boyan and Sherry (2011) reveal, game play increases strategic thinking, cognitive skills, and kinesthetic skills. A 1982 meta-analysis found that simulation games produce a moderately positive effect on cognitive learning (Szczurek), and more recent reports indicate that video game play affects and enhances a number of cognitive skills (Boyan & Sherry, 2011; Green & Bavelier, 2012; Green & Bavelier, 2006). Through increased hand-eye coordination from kinesthetic skills, video game playing surgeons perform significantly better in laparoscopic surgical skills than non-video game playing surgeons (Boyan & Sherry, 2011). Laparoscopic surgeons aren’t the only medical professionals that could benefit from video game training; other surgeons, as well as the patients they operate on, could benefit from exercising and honing specific surgical skills, e.g. operating the da Vinci Surgical System, neurosurgeons working in the brain, and other disciplines. Through rigorous training on a video game with similar controls and actions, doctors could reduce operation time, patient injuries, and patient fatalities as well as lower overall healthcare costs for the hospital. Additionally, the military and other instructional institutions utilize video game simulators to drill and practice specific skills, such as training jet pilots (Hays, 1992).

As technology develops, the use of video games in educational settings occurs more frequently; video games are being utilized as educational tools to teach students about a particular field using a “hands-on” approach. In a study by Morgan et al. (2002), researchers compared the success of video-assisted learning and simulator-assisted learning. Using final-year medical students, scientists measured differences in pretest and posttest scores between the two groups studying anesthesia techniques. No significant differences were found between the two educational methods, meaning both are equal in their educational benefit; however, students enjoyed the simulator more, which could be attributed to the application of knowledge in a “hands-on approach” (Morgan et al., 2002, p. 14). In that same study, Morgan et al. refer to a 1994 study, Chopra et al., that evaluated the success of simulator education 4 months after the educational session. It revealed that anesthesia residents and faculty performed better in a simulated emergency case than those without simulator training (Chopra et al., 1994). These results suggest that video game simulators prepare individuals to face real world problems better than traditional means through a combination of faculty, volition, and enjoyability. By training and learning real world skills through video games and simulations, we can provide ourselves with better medical, professional, and cultural care.

Video games have measurable effects—physically and cognitively. Video games produce cognitive improvements, e.g. visual attention processes, as well as physical changes, such as the brain areas responsible for processing and learning. However, video games also produce impairments that cause psychological deficits, e.g. inhibition and decision-making skills, from physical effects, i.e. prolonged stress mechanisms. As long as we approach video games in a holistic sense, we can design them to make us smarter and stronger while minimizing negative effects. There are no limits to the cognitive training and learning opportunities created by video games, and they can be developed to improve cognitive resources, such as memory, language, and problem-solving skills. If we can better understand the psychological and physiological effects video games have on humans, then we can design video games that assess players, educate students, and increase the overall quality of our lives.

We can design and create video games that serve a number of purposes. They can be designed to prevent the onset of neurological disorders, impairments, and behaviors as well as to treat physical problems brought about by accidents and illnesses. Depending on the condition, video games can be designed for a specific circumstance or individual. They serve as useful tools to educate and train professionals. Whether medical, military, or anywhere in between, individuals can benefit from video game simulator training on various levels. For example, video game simulations can provide da Vinci surgeons with operational skills and no medical content, medical content with no kinesthetic training, or both skills and content. As well, future video games can serve as powerful pedagogical tools to teach a process, phenomenon, or any particular interest, e.g. an immune response and the immune system. Whether they’re teaching an elementary or college student about history, these video games can be scaled in content, difficulty, and components. These differences could address a range of characteristics, such as age or IQ, and hone in on individual experiences and problems, such as changing a game’s resistance to focus less on competition and more on teamwork. Ultimately, we can study the effects of these games and modulate them to produce the most desirable results.

This work was supported in part by the South Carolina Honors College Undergraduate Research Fellowship Program

About the Author

David corso.

Spartanburg, South Carolina 5th Year, Spring 2013 Biology Major, Psychology Minor, Educational Gaming Focus

A majority of my undergraduate experience has revolved around video games. During my sophomore year, I received a Magellan Scholar for my project “Learning About Learning: Cognitive Gaming as a Technology of the Self.” During my junior year, I worked on an Exploration Scholars project, and we designed an educational game—Immunis. During my senior year, I started to develop Immunis through the University of South Carolina’s Student Incubator Center program, i.e. the Columbia Technology Incubator. Currently, I am working in the Applied Cognitive Neuropsychology Lab at USC doing research on video games, and I’m presenting my Honors College Senior Thesis on Holistic Gaming.

These collective experiences have allowed me to gain a better idea as to what skills I possess, how I can best utilize my skills, and how I can most effectively help others. I will obtain a MEd in Educational Technology from the University of South Carolina’s College of Education, and I plan on continuing my studies by getting a PhD in Educational Psychology and Research. I want to design and develop educational games, and I want to research the effects of these games.

I’ve always appreciated games for a number of reasons, and thanks to a couple of classes during my freshman year, I began to look at video games in a new light. My interest in the cognitive and meta-cognitive effects of video games has helped progress me to where I am now. My two most influential mentors—Randall Cream and Simon Tarr—have facilitated this fascination. Along with the help and guidance of various USC faculty—Briana Timmerman, Heidi Rae Cooley, William Morris, and Scott Decker—I’m blessed doing something I love and find value in. Thank y’all so very, very much.

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Koepp, M., Gun, R., Lawrence, A., Cunningham, V., Dagher, A., Jones, T., & Grasby, P. (1998). Evidence for striatal dopamine release during a video game.  Letters to  Nature, 393 , 266-268. doi: 10.1038/30498

McGonigal, J. (2011).  Reality is broken: Why games make us better and how they can change  the world.  New York, NY: The Penguin Group.

Morgan, P., Cleave-Hogg, D., McIlroy, J., & Hugh Devitt, J. (2002). Simulation technology:  A comparison of experiential and visual learning for undergraduate medical students.  American Society of Anesthesiologists .  96 (1) ,  10-16. Retrieved from http://journals.lww.com/anesthesiology/Abstract/2002/01000/Simulation_Technology__A_Comparison_of.8.aspx

Prensky, M. (2001).  Digital game-based learning . New York: McGraw Hill.

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Schrank, F., McGrew, K., & Woodcock, R. (2001).  Technical abstract . Woodcock-Johnson® III Assessment Service Bulletin No. 2. Itasca, IL: The Riverside Publishing Group. Retrieved from http://www.riversidepublishing.com/clinical/pdf/WJIII_ASB2.pdf

Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game.  American  Journal of Diseases of Children .  145 , 1034-1036. doi: 10.1001/archpedi.1991.02160090086030

Saposnik, G., & Levin, M. (2011). Virtual reality in stroke rehabilitation : A meta-analysis and implications for clinicians.  Stroke , 1380-1385. doi: 10.1161/STROKEAHA.110.605451

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Staiano, A., & Calvert, S. (2011). Exergames for physical education courses: Physical, social, and cognitive benefits.  Child Development Perspectives ,  5,  93-98.

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Reprinted by permission from Macmillian Publishers Ltd: Nature, Green & Bavelier, (2003)

Figure 1 – Flank Compatibility Results

Video game players reveal a higher level of cognitive resources than non-video game players.

Figure 2 – Enumeration Task Results

Video game players could subitize more items than non-video game players.

Figure 3 – Useful Field of View Task Results

Video game players exhibited an enhanced distribution of spatial attention over the visual field.

Figure 4 – Attentional Blink Task Results

Video game players are less affected by two distinct attentional bottlenecks: attentional blink and cost of switching tasks.

Erickson, K., et al., Striatal volume predicts level of video game skill acquisition, Cerebral Cortex, 2010, 20, 11, 2522-2530, by permission of Oxford University Press.

Figure 5 – Space Fortress Game

Different aspects, such as mines, affect different scores.

Erickson, K., et al., Striatal volume predicts level of video game skill acquisition. Cerebral Cortex, 2010, 20, 11, 2522-2530, by permission of Oxford University Press.

Figure 6 – Total Scores in Space Fortress Game

Variable priority training subjects outperformed fixed priority training subjects.

Erickson, K., et al., Striatal volume predicts level of video game skill acquisition. Cerebral Cortex, 2010, 20, 11, 2522- 2530, by permission of Oxford University Press.

Figure 7 – Striatal Volumes, Game Performance, and Training Strategy

Dorsal structures (putamen & C.N.) reveal a connection between volume and improvement.

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Introduction, the impact of video games on physical health, the impact of video games on cognitive development, the impact of video games on mental health, the impact of video games on social health, cyberbullying in video games, how parents can make games safer, acknowledgment, the health effects of video games in children and adolescents.

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Daniel Alanko; The Health Effects of Video Games in Children and Adolescents. Pediatr Rev January 2023; 44 (1): 23–32. https://doi.org/10.1542/pir.2022-005666

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Play has always been an essential part of childhood, but it looks different for modern children, who increasingly engage in virtual play. More than 90% of children older than 2 years play video games, and three-quarters of American households own a video game console. Children 8 to 17 years of age spend an average of 1.5 to 2 hours daily playing video games. Recent developments framed by decades of research have provided insight into how games influence children’s physical health, mental health, social behaviors, and cognitive development. Anticipatory guidance surrounding media use is often centered on screen time, but pediatricians should have some knowledge of the unique benefits and risks associated with this nearly ubiquitous activity. In light of the recent addition of gaming disorder to the International Classification of Diseases, 11th Revision , this review includes a discussion of the epidemiology, clinical features, and diagnosis of gaming disorder, including the use of existing screening tools. As games become more popular while ever-increasing in scope and complexity, this review aims to educate the modern pediatric provider about what is known, what is uncertain, and how to use this knowledge in the management of both healthy and unhealthy video gaming in children.

During the past several decades, video games have played an ever-larger role in the lives of children; however, quality research on the health effects of video game use has lagged. Recent high-quality studies have refined our understanding of this association. Clinicians should have a basic understanding of the effects of video game use on the health of children and adolescents and should be able to guide patients and caregivers on appropriate use. With the recent addition of gaming disorder to the International Classification of Diseases, 11th Revision, clinicians should know how to identify and screen for pathologic gaming.

Identify the major benefits and risks of video game use on child health and development.

List the symptoms of the International Classification of Diseases, 11th Revision ’s newly added gaming disorder and distinguish between healthy and pathologic gaming.

Gain comfort in addressing the role that video games play on physical, cognitive, mental, and social health when engaging with patients and their caregivers.

During the past few decades, video games have become a favorite pastime for many children, and their use continues to increase. ( 1 ) The percentage of American children who play video games is estimated to be more than 90%, increasing to 97% among those ages 12 to 17 years. ( 2 ) In 2021, the average 8- to 12-year-old played approximately 1.5 hours of video games daily, and the average 13- to 17-year-old played for almost 2 hours. ( 3 ) Video games occupy a significant portion of children’s days, making them a potential driver of child health and development in both positive and negative ways. As researchers find new connections between gameplay and well-being, it is important for pediatricians to have some familiarity with the effects of this almost-ubiquitous activity. Several articles in the past few years have reviewed the literature surrounding screen time and social media use in children. ( 4 )( 5 )( 6 ) This review summarizes the expansive topic of childhood video game use and its unique implications for health and development with the purpose of pediatrician education. Some facets of this topic are politicized and highly debated, with parents, researchers, game producers, and policy makers having different, sometimes competing, opinions. ( 7 ) However, high-quality research during the past decade has clarified our understanding of some of these effects. Note that most research in children has focused on adolescents, with less robust literature on preadolescents. In addition, some of the research discussed in this article was performed in adults and is discussed if relevant in the absence of reliable studies in children.

Researchers have long known about the adverse effects that screen time can have on child and adolescent health. The relationship between excessive screen time and obesity itself is well-documented. ( 8 ) Spending time in front of screens has the potential to increase BMI by several mechanisms, including increased sedentary time, increased snacking and decreased satiety cues, disrupted sleep, and exposure to food marketing. ( 9 ) Although the data on media use such as television and video viewing is clear, data are more mixed for video games. A 2020 review found 26 articles concerning the association between video games and obesity. ( 10 ) The authors concluded that there was inconsistent evidence of the relationship between video games and obesity, with 14 articles finding no association and 12 articles finding a positive association between video game use and weight gain. Compared with resting in a sitting position, gaming increases heart rate, blood pressure, and overall caloric expenditure. ( 11 ) However, this is likely mitigated by findings in several studies that video gamers consume more snacks, more fatty foods, and more sugary beverages than nongamers. ( 11 )( 12 )( 13 ) Gamers are exposed to less food and product promotion than traditional media, although mobile phone and tablet games frequently contain advertisements. Overall, the association between playing video games and obesity is less clear than for more passive media use such as television viewing, but the net effect is likely a slight tendency toward weight gain and unhealthy eating.

This does not include newer physically active games, or “exergames,” which have shown promise in promoting a range of healthier behaviors. ( 10 ) One example most people have heard of is Pokémon Go , a game that relies on the player’s movement through the real world via walking or running to progress. By coupling exercise (something children should do) with an appealing activity such as achievement in a video game (something children want to do), enjoyment of the less-preferable activity is increased. As of 2019, players of Pokémon Go had walked an astounding 14 billion miles catching and hatching the small animated creatures known as Pokémon. ( 14 ) A 2021 systematic review found that playing Pokémon Go had measurable positive effects on physical, mental, and social health. ( 15 ) There are many exergames now available, from Pokémon Go to the ever-popular Dance Dance Revolution series to newer, accessible virtual reality systems; all have the potential to increase activity in previously sedentary patients. When used regularly, exergames have been shown to have beneficial effects for weight loss, exercise program adherence, and even depression. ( 16 )( 17 )( 18 )

It is also known that the use of screens close to bedtime decreases both quantity and quality of sleep. Playing video games in the evening is associated with longer time to fall asleep, decreased total sleep, and architectural changes in rapid eye movement and slow-wave sleep in children. There may also be an association between playing games in the evening and next-day attention and memory. These effects may be mediated by several mechanisms, including disruption of normal melatonin secretion due to light exposure, psychomotor stimulation by more exciting games, or displacement of sleep by gameplay. ( 19 )( 20 )( 21 )( 22 ) Several small studies have found that playing fast-paced, violent games and playing for a prolonged period (>2.5 hours) are associated with significant disruptions in sleep compared with shorter, more relaxed gameplay. ( 23 )( 24 ) Sleep deprivation has been associated with a multitude of undesirable health effects, including decreased executive functioning skills and academic performance, irritability and mood disorders, and physical inactivity. ( 25 ) Having a screen in the child’s bedroom, in addition to effects on sleep, decreases parents’ ability to monitor gaming activities and has been shown independently to be linked to obesity and to decreased academic performance. ( 26 )( 27 )

Physical play has distinct advantages over virtual play, including the development of fine and gross motor skills and reduced screen time. Young children show deficits in learning from screens compared with direct interaction with other humans. ( 28 ) The dangers of excess media use in young children are well-known, and the benefits of hands-on play cannot be understated. ( 4 )

Not all screen time is equal, and the active attention and participation asked of the player make video games more cognitively stimulating than television watching. Virtual play cannot replace physical play, although there is some value in solving puzzles and overcoming obstacles even through a screen. There is experimental evidence in older children and adolescents that consistent video gameplay can enhance a variety of cognitive domains, including problem solving, working memory, information processing, and flexibility. ( 29 ) Action games may improve visual processing and reaction times. ( 30 )( 31 )( 32 ) Puzzle games, memory games, and strategy games may improve other aspects of executive functioning. ( 33 )( 34 )( 35 ) Much like playing a sport, playing video games strengthens connections through repetition. There is evidence that some of these skills transfer to the real world, as a small study found that training with action games improved reading abilities in children with dyslexia. ( 36 )

The ability of games to promote cognitive development depends on the context of the gaming and the age of the child. Many principles from the American Academy of Pediatrics’ (AAP’s) Media and Young Minds 2016 policy statement can be applied to video game use. ( 4 ) Parents should monitor children’s gaming activities, keep video games away from eating and sleeping spaces, and avoid fast-paced and violent games in young children. When possible, games should be enjoyed together to promote learning. For example, open-ended games such as Minecraft and Roblox are great for encouraging creativity, but as with physical play, learners may derive the greatest benefit when co-playing with an adult who can provide direction, context, and opportunity for socialization. The most recent screen time guidelines from the AAP recommend against most screen use for children younger than 2 years; this should apply to video games as well. Children between 3 and 5 years of age should be limited to 1 hour per day of media use, including video games.

Limit setting is important for school-age children and adolescents as well, and more liberal gameplay time must be balanced with other essential needs. Families should create and consistently follow plans for video game use that ensure adequate sleep (8–12 hours nightly depending on age), physical activity (1 hour daily), time for schoolwork, and in-person interaction with family and friends. ( 37 ) Sensible limits on gaming may be different between children depending on their ability to meet these needs.

The relationship between video game use and attention problems has been much studied. A 2018 systematic review found a statistically small relationship between screen media use and attention-deficit/hyperactivity disorder (ADHD)–related behaviors. ( 38 ) This association is theorized to be stronger for video games than traditional media due to higher levels of engagement and arousal. Most studies have been cross-sectional, making causation difficult to establish. A recent longitudinal study did find that video game use predicted ADHD symptoms in adolescents, but existing ADHD symptoms did not predict future video game use, suggesting a causal link. ( 39 ) Children with ADHD are also more likely to use video games excessively, with longer play times on average and more addictive behavior. ( 40 )( 41 ) Therefore, children with ADHD and their guardians may benefit from education about appropriate play, particularly limit setting to ensure that video games do not interfere with other necessary activities.

The link between gaming and mental health is complex. The overall effect on emotional well-being seems to be related to many factors, including time spent gaming, motivations for gaming, and whether gaming is done alone or socially. Many studies have found associations between excessive gameplay and negative psychosocial outcomes. ( 42 ) “Excessive play” is used generally to represent a state of addiction that affects other aspects of a player’s life, which will be discussed more later. People who engage in moderate video game use have improved affective symptoms compared with those who play video games excessively or not at all. ( 43 )( 44 ) One study in college-age men found that they played more video games when stressed, lonely, or bored, without significant effects on BMI or grade point average, suggesting a healthy means of socialization and relaxation. ( 45 ) A variety of commercial video games have shown efficacy in reducing stress and anxiety in both adolescents and young adults, even with brief play sessions. ( 46 ) In 1 study, gamers cited feelings of stress relief, reduced anxiety, and a “sense of purpose” from accomplishment in games. ( 1 ) In addition to the amount of gameplay, motivations for gameplay are important. Playing for enjoyment or for social purposes improves psychological symptoms compared with playing purely for escapism or achievement. ( 47 ) Overall, playing video games can have positive effects on children’s mental health, but they must be enjoyed in a healthy way. This is to say that one must consider not only the amount of time spent playing but also why they are playing the game and whether they are truly enjoying their experience.

Video games also offer a way for children to explore new identities. For example, a child assigned a certain gender at birth can play a video game as a character with a different gender expression. They can then explore this identity in an environment that they may consider safer. Some games even offer romantic relationships with characters of the same sex, which can offer a unique opportunity to LGBTQ adolescents who may not be ready or able to express their sexuality in the real world.

The potential for negative psychological effects must be considered as well. A central question of gaming research during the past 4 decades has been whether violent video games can make children more aggressive. This issue is often at the forefront of media and policy maker discussions about video games, and it came to a head in the late 1990s and early 2000s after a string of mass shootings and the popularity of the Grand Theft Auto series, with the first title being banned in Britain, Germany, and France due to its “extreme violence.” A violent game is one that allows players to kill or inflict serious harm against human or humanlike characters. This definition is broad and applies to games depicting intense violence, blood, and gore such as the Grand Theft Auto and Call of Duty series. ( 48 ) It can also apply to more child-friendly games such as Minecraft , which has a content warning for “fantasy violence,” and Fortnite , which contains violence but not blood and gore. Video-game content warnings and age ratings will be discussed more later herein.

Several meta-analyses have found a significant relationship between violence in video games and aggressive behavior in players. ( 49 )( 50 ) In their 2020 updated resolution on the topic, the American Psychological Association (APA) does recognize a link between violent video games and increased aggression (using insults, making threats, yelling, pushing), decreased sensitization, and decreased empathy but not actual violence or criminal behavior. ( 51 ) This report has come under criticism from some experts. One 3-year-long longitudinal study found that violent video games had no effect on aggression when controlling for other factors, such as depression, exposure to family and peer violence, and antisocial personality traits. ( 52 ) There are concerns about publication bias; more recent studies with preregistered hypotheses have found weaker associations between violent video games and aggressive behavior than previous work. Despite the controversy, the APA maintains that this association has been shown consistently over time. The style of game seems to matter, as self-reports of aggression have been shown in several studies to be lower when playing video games with social aspects such as multiplayer games with cooperative play. ( 53 )( 54 ) Postgame aggression may also be influenced by the context in which the violence occurs, as players enacting violence through a moral character (against “bad” people) experienced lower levels of aggression than players enacting violence through an immoral character (against “good” or “innocent” people). ( 55 )( 56 ) More quality studies are needed to further explore this relationship. Enough evidence exists to suggest that playing violent video games can contribute to aggression, but the APA resolution states that “attributing violence to violent video gaming is not scientifically sound and draws attention away from other factors [which contribute to violence].”

Video games also have a strong potential for addiction. For many, they offer a tempting escape from real life, along with engaging design and satisfying reward systems. Problems arise when players game excessively and compulsively. Proposed symptoms of gaming disorder (or Internet gaming disorder) lean heavily on criteria for substance use disorder and include a preoccupation with games, mood symptoms such as irritability and sadness when the game is taken away (withdrawal), increasing amounts of time spent gaming (tolerance), and unsuccessful attempts to quit. ( 57 ) The International Classification of Diseases, 11th Revision ( ICD-11 ), which is published by the World Health Organization and took effect on January 1, 2022, includes gaming disorder for the first time, and the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (published by the APA in 2013) includes Internet gaming disorder simply as a “condition for further study.” ( 58 ) The ICD-11 requires “marked distress or significant impairment in personal, family, social, educational or occupational functioning” for gaming disorder to be diagnosed. Gaming disorder is a type of behavioral addiction and can be compared clinically to gambling disorder. There remains a lack of consensus on the assessment and symptoms of problematic gaming, making prevalence estimates difficult. ( 59 ) A recent study of more than 100,000 gamers found that approximtely 2% had disordered gaming behavior when assessed with the new World Health Organization framework. ( 60 ) The best estimates of prevalence among adolescents are even higher at 3.3% to 4.6%, with boys affected at a rate of 5:1 compared with girls. ( 61 )( 62 ) Problematic gaming behavior is more prevalent in male adolescents and those with ADHD, and other coexisting disorders such as depression and anxiety should be considered. ( 40 )( 63 )( 64 )

Providers should be aware of gaming disorder as an entity, and at the same time should be thoughtful about assigning the diagnosis and referring to treatment. False-positive cases in healthy gamers can cause tensions in the parent-child relationship, inappropriate treatment, and stigma. The association between time spent gaming and severity of disordered gaming behavior is not perfectly linear, and someone who plays for 30 hours per week may have a healthier relationship with video games than someone who plays for 20 hours per week. ( 60 ) Patients meeting the criteria for gaming disorder play for an average of 35 to 40 hours per week. Treatment centers have been established in some East Asian countries, ( 65 ) but at this time patients in the United States should be referred to cognitive behavioral therapy or family therapy services with the understanding that there is a lack of randomized controlled research concerning the efficacy of treatment options. ( 66 )( 67 ) In-office strategies such as motivational interviewing and Screening, Brief Intervention, and Referral to Treatment may also be used. There currently exist several screening tools for gaming disorder that have been validated in preliminary studies, examples of which are the Ten-Item Internet Gaming Disorder Test (IGDT-10) and the Gaming Disorder Scale (GADIS), with versions for adolescents and for parents. ( 68 )( 69 )( 70 ) The IGDT-10 is based on the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition framework, and the GADIS is based on the ICD-11 framework. The IGDT-10 can be administered more rapidly and has a simpler scoring system. Advantages of the GADIS include a stronger emphasis on negative consequences and availability of a caregiver questionnaire for patients who may have unreliable self-ratings. A version of the GADIS was also developed specifically for adolescents (ages 10–17 years). Both are screening tools and should be used in conjunction with clinical interviews for diagnosis. The questions contained in the English versions of both tools can be found in Tables 1 and 2 .

Ten-Item Internet Gaming Disorder Test

Answer choices include never, sometimes, or often. If at least 5 criteria are met (with answers of “often”), the screen is considered positive. Of note, items 9 and 10 belong to the same criterion, and a positive response on either or both counts as 1 criterion met.

Reprinted with permission from Orsolya Király, PhD, Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.

Gaming Disorder Scale for Adolescents

Items 1 through 9 are Likert-type responses ranging from strongly disagree to strongly agree. If positive for both cognitive behavioral symptoms (items 1, 2, 4, and 5) and negative consequences (items 3, 6, 7, 8, and 9) and the time criterion is met (item 10), then the screen is indicative of gaming disorder.

Reprinted with permission from Kerstin Paschke, MD, Center for Psychosocial Medicine, German Center for Addiction Research in Childhood and Adolescence, University Medical Center Hamburg-Eppendorf, Hamburg, Germany.

In our increasingly digital, globalized world we rely on technology to stay close to people. This shift has accelerated during the past 2 years during the coronavirus disease 2019 pandemic, with more people using social media and online video games to communicate with friends and family. ( 1 ) Many children use video games as a tool to build and maintain relationships with their peers. A 2021 online poll found that more than half of teens prefer video games as a way to keep in touch with friends over video calling or social media. ( 71 ) Cooperating in a game environment to achieve objectives can be more stimulating than other forms of online socialization. In the Journal of Cyberpsychology, Behavior, and Social Networking, psychologist Brenda Wiederhold compared this “virtual meeting place” to a mall or a playground during prepandemic times. ( 72 ) As more traditional types of in-person play became less feasible, children engaged in more social gaming with friends and family to fill the gap. Online video games provide an accessible tool that can help children meet their social needs. Playing video games with friends may be a normal part of social development for today’s children, just as playing tag on the playground was for previous generations.

Compared with playing alone, being socially active in games has been associated with lower levels of depression and addiction even in those who play heavily. ( 63 ) Other benefits include increased prosocial behaviors such as cooperation and empathy, and decreased aggression after playing violent video games with social components. ( 53 )( 73 )( 74 )( 75 ) There are clear benefits to playing with others, and cooperative play (working with others toward a common objective) has emotional and social advantages over competitive play (trying to defeat others). ( 76 ) There is no strong evidence that certain levels of gaming negatively affect family closeness, activity involvement, or school engagement. ( 44 ) However, online games should not completely replace in-person interaction; 1 study found that social connections were strongest when friends had both online and offline interaction. ( 77 ) Families can also benefit from playing video games together. Parents who take an active interest in their child’s gaming have more opportunities for co-play, which has known social and developmental benefits over playing alone. ( 78 )

Social gaming exists in many forms. It can be 2 people playing together in the same room, which is known as “couch co-op,” or it can be 2 people far from each other who have never met. Social video games can also serve more specific roles. Cooperation in games can help build social behaviors that may be difficult to develop for some children in real life, such as those with autism spectrum disorder, social anxiety, or other socialization disorders/avoidant behaviors. People who have trouble finding friends in real life can find others with shared interest in a game.

Cooperative games (playing with others): Minecraft, Animal Crossing, Stardew Valley, Farming Simulator series, Lego series, Overcooked series, Cuphead

Competitive games (playing against others): Super Smash Bros. series, Mario Kart series, Mario Party series, Wii Sports, Fall Guys, Rec Room

Cooperative and competitive elements (can play with others and against others): Roblox, Rocket League, Among Us, Pokémon series, Fortnite *, Overwatch *, League of Legends *, Sea of Thieves *, Valorant *, Apex Legends *, Call of Duty series*, Halo series*

Massive multiplayer online role-playing games (cooperative and competitive elements): MapleStory, Wizard101, World of Warcraft *, RuneScape *, Sea of Thieves *, The Elder Scrolls Online *

Socialization/chat games: VRChat *, Second Life *, Avakin Life *

*These games contain content that may not be appropriate for children younger than 13 years.

Online experiences with other real players do have the potential for more harmful interactions. Although traditionally more of an issue on social media platforms, cyberbullying also exists in online video games. According to the Centers for Disease Control and Prevention (CDC), more than 15% of high school students report being bullied online in the past year, and cyberbullying (similar to traditional bullying) can have negative psychological and social effects. ( 79 )( 80 ) Cyberbullying has been associated with higher rates of depression and suicidality, social isolation, and difficulty trusting peers. Bullying in online games takes several forms: exclusion from playing with others, targeting a single player and intentionally causing them to lose the game, and verbal harassment, which can range from generally offensive language to personal attacks to bigoted slurs targeting sexuality, race, or gender.

Cyberbullying in games can come from people the victim knows or does not know in real life, can be completely anonymous due to aliases, can occur at any time of day, and can invade safe spaces at home that in-person bullying cannot. Certain video games are infamous for having a “toxic” player community; that is, one that is more exclusionary and less friendly, and other games have friendlier communities. ( 81 ) In addition to cyberbullying, online multiplayer games have the potential to expose children to strangers with malicious intent who could exploit younger players sexually or financially.

The 2011 AAP report on “The Impact of Social Media on Children, Adolescents, and Families” provides recommendations around Internet safety and cyberbullying. Several actions are recommended for pediatricians, including encouraging parents to talk with their children about online use and active participation in monitoring their child’s online activities. Parents should know who their children are playing with, and children should be educated about online safety, including what bullying looks like. Cyberbullying in online games is harder to track than on social media because there is often no record of conversations or of in-game activities. Parents with children younger than 13 years should be more vigilant, including keeping gaming devices in family areas and encouraging children to play without headphones. Older adolescents may want more privacy while gaming with peers, but parents should engage them in regular conversation about their experiences. Many online games have processes for reporting and banning players who engage in inappropriate behavior. Certain kinds of behavior should be reported to the child’s school or to the authorities in the case of criminal behavior.

As discussed, it is beneficial for parents to take an interested and active role in their child’s video gaming because this can strengthen family connections, enrich learning, and make games safer. It is also important because children, particularly preadolescents, lack the ability to contextualize mature gaming content. Games may include violence, strong language, or suggestive themes such as substance use, gambling, and sexual content. Younger children may have trouble enjoying these games in a safe way, leading to problems with personal development and socialization. ( 82 ) In addition to these adult themes, female representation in video games remains a problem. As is the case with media in general, female characters in games are frequently subject to subordination to male characters, objectification, and hypersexualization. With repeated exposure, this can lead to sexist beliefs in men and low self-efficacy and self-objectification in women. ( 83 ) A caregiver can help by being present while the child plays to give context about fictitious depictions compared with real-life social expectations, and the importance of respect and consent.

In addition to this more active role, there exist tools to help parents make informed decisions about which games their children are exposed to. The Entertainment Software Rating Board (ESRB) is a self-regulatory organization established by the video game industry in 1994 to assign content ratings to all consumer video games in the United States. The 3-part rating system informs parents about age-appropriateness, specific content warnings, and interactive elements such as communication with others online, sharing location data, or in-game purchases. ( 48 ) The ESRB has several ratings: E (everyone), all ages; E 10+ (everyone 10+), everyone older than 10 years; T (teen), everyone older than 13 years; M (mature), everyone older than 17 years; and Ao (adults only), everyone older than 18 years.

This is the most widely used rating system for commercially available games, and parents should be aware of this system and how to use it. However, independent game creators do not necessarily need to have a rating assigned to their game to sell it, particularly on mobile phone and tablet platforms, so awareness of game content is still important. Most gaming devices now come with parental control features, and even those with cursory knowledge of technology can set restrictions on mature content, unauthorized purchases, and the ability to communicate online with others. In addition to official rating bodies such as the ESRB, websites such as commonsensemedia.org and askaboutgames.com offer parent-focused reviews and ratings to help in determining appropriateness.

Video games have become a major part of many children’s lives, and their use has significant effects on various aspects of health and well-being. They can be a normal part of modern childhood development and recreation when used in a healthy way.

Providers and parents should use recommendations from the American Academy of Pediatrics concerning media use, such as setting consistent limits based on the child’s age and ensuring that gaming does not interfere with adequate physical activity, sleep, and other behaviors essential to health ( https://www.aap.org/en/patient-care/media-and-children/policies-on- children-and-media and healthychildren.org).

Based on some research evidence, playing video games is a risk factor for obesity. Based on some research evidence, physically active video games (exergames) can be an effective weight loss tool for some patients.

Based on some research evidence, playing video games in the evening reduces sleep quality and quantity. Providers should stress the importance of playing early and of removing screens from bedrooms.

Based on some research evidence, video games can reduce anxiety and stress when enjoyed in moderation. In addition, playing with others provides mental health benefits compared with playing games alone.

Based on some research evidence and consensus, violent video games should be considered a risk factor for increased aggressive behavior. However, the effect is likely influenced by other risk factors for aggression, and no clear link with actual violence has been demonstrated.

Based on some research evidence and consensus, gaming disorder is a discrete diagnosis added to the International Classification of Diseases, 11th Revision describing addictive behavior around video game use. Providers should be able to identify potentially problematic gaming, which shares features with substance use disorders (preoccupation, withdrawal, tolerance, etc). Male adolescents and those with attention-deficit/hyperactivity disorder are at increased risk. Formal screening with a validated screening tool and referral to cognitive behavioral therapy are potential next steps.

Online multiplayer games can expose children to cyberbullying, which can have adverse effects on mental health, and to strangers with unknown intent. Parents should know who their child is interacting with online and should educate their children about online citizenship and safety.

Providers should encourage parents to look at Entertainment Software Rating Board ratings or a similar rating system before purchasing video games for their children to determine whether the game is age- and content-appropriate. Co-play with caregivers should be encouraged because it can strengthen family connections, make games safer, and help children derive the greatest developmental benefits from their play.

Special acknowledgment to Dr Allison Heinly, who helped with editing this manuscript and with citation management software. Dr Heinly specializes in pediatric primary care and is an assistant professor of pediatrics at the Alpert School of Medicine at Brown University.

AUTHOR DISCLOSURE:

Dr Alanko has disclosed no financial relationships relevant to this article. Dr Alanko’s current affiliation is Department of Pediatric Emergency Medicine at Newark Beth Israel Medical Center, Newark, New Jersey. This commentary does not contain a discussion of an unapproved/investigative use of a commercial product/device.

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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

Shots - Health News

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

Join The Game

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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