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.
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.