Literature DB >> 24295515

The benefits of playing video games.

Isabela Granic1, Adam Lobel1, Rutger C M E Engels1.   

Abstract

Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

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Mesh:

Year:  2013        PMID: 24295515     DOI: 10.1037/a0034857

Source DB:  PubMed          Journal:  Am Psychol        ISSN: 0003-066X


  156 in total

1.  Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD.

Authors:  Amy D Spriggs; David L Gast; Victoria F Knight
Journal:  J Autism Dev Disord       Date:  2016-09

2.  Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?

Authors:  Paul J C Adachi; Teena Willoughby
Journal:  J Youth Adolesc       Date:  2015-06-02

3.  Media Use Is Linked to Lower Psychological Well-Being: Evidence from Three Datasets.

Authors:  Jean M Twenge; W Keith Campbell
Journal:  Psychiatr Q       Date:  2019-06

4.  Variety Is the Spice of Late Life: Social Integration and Daily Activity.

Authors:  Karen L Fingerman; Meng Huo; Susan T Charles; Debra J Umberson
Journal:  J Gerontol B Psychol Sci Soc Sci       Date:  2020-01-14       Impact factor: 4.077

5.  Smartphone and video game use and perceived effects in a community mental health service.

Authors:  Roberta Rowntree; Larkin Feeney
Journal:  Ir J Med Sci       Date:  2019-04-17       Impact factor: 1.568

6.  Familiarity increases the number of remembered Pokémon in visual short-term memory.

Authors:  Weizhen Xie; Weiwei Zhang
Journal:  Mem Cognit       Date:  2017-05

Review 7.  Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.

Authors:  Tom Baranowski; Elizabeth J Lyons
Journal:  Games Health J       Date:  2019-08-06

Review 8.  Better Together: Outcomes of Cooperation Versus Competition in Social Exergaming.

Authors:  Arwen M Marker; Amanda E Staiano
Journal:  Games Health J       Date:  2014-10-17

Review 9.  The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders.

Authors:  Tahireh A Shams; George Foussias; John A Zawadzki; Victoria S Marshe; Ishraq Siddiqui; Daniel J Müller; Albert H C Wong
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

Review 10.  Internet Gaming Disorder in the DSM-5.

Authors:  Nancy M Petry; Florian Rehbein; Chih-Hung Ko; Charles P O'Brien
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

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