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Video games are a ubiquitous part of almost all children’s pulses out urgent warnings against the perils of addiction
and adolescents’ lives, with 97% playing for at least one to these games and their inevitable link to violence and ag-
hour per day in the United States. The vast majority of gression, especially in children and adolescents. Indeed,
research by psychologists on the effects of “gaming” has the vast majority of psychological research on the effects
been on its negative impact: the potential harm related to of “gaming” has been focused on its negative impact: the
violence, addiction, and depression. We recognize the potential harm related to aggression, addiction, and depres-
value of that research; however, we argue that a more sion (e.g., Anderson et al., 2010; Ferguson, 2013; Lemola
balanced perspective is needed, one that considers not et al., 2011). It is likely that this focus will not diminish in
only the possible negative effects but also the benefits of the near future, in part because of the enormous media
playing these games. Considering these potential benefits attention garnered when mass killings (e.g., the Columbine
is impor- tant, in part, because the nature of these games High School slayings in 1999) are associated with youth
has changed dramatically in the last decade, becoming in- who play violent video games (Ferguson, 2007). Most
creasingly complex, diverse, realistic, and social in nature. recently (December 2012), the revelation that the Sandy
A small but significant body of research has begun to Hook Elementary School gunman played shooter games
emerge, mostly in the last five years, documenting these directly resulted in President Obama requesting Congress
benefits. In this article, we summarize the research on the to allocate $10 million for research on the effects of
positive effects of playing video games, focusing on four violent media, especially video games (Obama & Biden,
main domains: cognitive, motivational, emotional, and so- 2013).
cial. By integrating insights from developmental, positive, Decades of valuable research on the effects of violent
and social psychology, as well as media psychology, we video games on children’s and adolescents’ aggressive
propose some candidate mechanisms by which playing behavior already exists, and this is indeed an important
video games may foster real-world psychosocial benefits. body of work to consider. However, we argue that in order
Our aim is to provide strong enough evidence and a the- to understand the impact of video games on children’s and
oretical rationale to inspire new programs of research on adolescents’ development, a more balanced perspective is
the largely unexplored mental health benefits of gaming. needed, one that considers not only the possible negative
Finally, we end with a call to intervention researchers and effects but also the benefits of playing these games. Con-
practitioners to test the positive uses of video games, and sidering these potential benefits is important, in part, be-
we suggest several promising directions for doing so. cause the nature of these games has changed dramatically
Keywords: video games, mental health, adolescents, in the last decade, becoming increasingly complex,
social, motivation diverse, realistic and social in nature (Ferguson & Olson,
2013). A small but significant body of research has begun
The game of Chess is not merely an idle amusement. Several to emerge, mostly in the last five years, documenting these
very valuable qualities of the mind, useful in the course of human
benefits. We propose that, taken together, these findings
life, are to be acquired or strengthened by it, so as to become
habits, ready on all occasions . . . we learn by Chess the habit of
suggest that video games provide youth with immersive
not being discouraged by present bad appearances in the state of and compelling social, cognitive, and emotional
our affairs, the habit of hoping for a favourable change, and that experiences. Further, these experiences may have the
of persever- ing in the search of resources. potential to enhance mental health and well-being in
—Benjamin Franklin, “The Morals of Chess” children and adolescents.
T
In this article, we summarize the research on the
oday, in the United States, 91% of children between benefits of playing video games, focusing on four main
the ages of 2 and 17 play video games (NPD Group, domains: cognitive (e.g., attention), motivational (e.g., re-
2011), and a nationally representative study of U.S. silience in the face of failure), emotional (e.g., mood man-
teenagers found that up to 99% of boys and 94% of girls agement), and social (e.g., prosocial behavior) benefits. By
play these games (Lenhart et al., 2008). In the United
States alone, video games brought in over $25 billion in
This article was published Online First December 2, 2013.
2010, more than doubling Hollywood’s 2010 box office Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels, Developmental
sales of Psychopathology Department, Behavioural Science Institute, Radboud
$10.8 billion in the United States and Canada (Motion University Nijmegen, Nijmegen, The Netherlands.
Picture Association of America, 2011). Against this back- Correspondence concerning this article should be addressed to Isa-
bela Granic, Developmental Psychopathology Department, Behavioural
drop of nearly ubiquitous play, the popular press regularly Science Institute, Radboud University Nijmegen, Montessorilaan 3, 6525
HR Nijmegen, The Netherlands. E-mail: i.granic@pwo.ru.nl
Rutger
C. M.
E.
Engels
Note. The figure is not empirical but conceptual and is intended to demonstrate the variety of ways video games engage their users. Some genres have been
necessarily excluded. The same game (Halo 4) was intentionally repeated to illustrate that many games have the option of being played in either a single- or
a multiplayer mode. *MMORPG = massive multiplayer online role-playing game.
to identify a rapid solution of the crystal structure for a tangle. Thus, research programs in these latter areas are
monkey virus related to AIDS. The structure had eluded
only now beginning to gather steam. As a result, our
researchers for over 10 years; however, the nonlinear,
claims about these latter benefits are more speculative, but
cooperative, and creative problem-solving techniques used
by these gamers seemed to be precisely the skills needed the nascent research suggests immense promise for both
to finally solve this elusive problem. theory development and practice.
In summary, specific types of video games seem to
enhance a suite of cognitive functions, some of which
Motivational Benefits of Gaming
appear to generalize to real-world contexts. These data Game designers are wizards of engagement. They have
suggest that agendas to ban shooter games may be too mastered the art of pulling people of all ages into virtual
simplistic. At the very least, the research on the negative environments, having them work toward meaningful goals,
impact of these games needs to be balanced with evidence persevere in the face of multiple failures, and celebrate the
for the cognitive benefits of these same games. rare moments of triumph after successfully completing
We now turn to the motivational, emotional, and so- challenging tasks. In this section, we do not focus on the
cial benefits of playing video games. It is important to motivations children and youth have for playing video
highlight an across-the-board difference in the amount, games (see Ferguson & Olson, 2013). Instead, we aim to
breadth, and quality of research that can be found on these identify several characteristics of video games that seem to
topics. Whereas cognitive mechanisms may be more easily promote an effective motivational style both in and outside
isolated and tested, the motivational, emotional, and social gaming contexts. Specifically, decades of research in de-
effects of gaming are more complex and harder to disen- velopmental and educational psychology suggest that mo-