Cited by 2,456Digital Games and MediaEducational Games and GamificationImpact of Technology on Adolescents

The benefits of playing video games.

Granic, Isabela, Lobel, Adam, Engels, Rutger C. M. E.·2014·American Psychologist

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.

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Written from the paper’s full text.

TL;DR

This review argues that psychological research on video games has been overwhelmingly focused on harms (aggression, addiction, depression) and that a balanced perspective should also consider documented cognitive, motivational, emotional, and social benefits. The authors synthesize existing evidence across these four domains and call for intervention researchers to test video games as mental health tools.

Key findings

  • Cognitive: training studies show shooter/"action" game players have faster and more accurate attention allocation, higher spatial resolution, and enhanced mental rotation; a meta-analysis (Uttal et al., 2013) found these spatial-skill gains comparable to formal high school/university courses and that they transfer to non-game spatial tasks. Effects are robust for shooter games but not for puzzle or role-playing games.
  • Motivational: games provide immediate, concrete feedback and dynamically calibrated difficulty, which the authors propose trains an incremental theory of intelligence and persistence; Ventura et al. (2013) found extent of game use predicted how long participants persisted on difficult anagrams outside gaming.
  • Emotional: puzzle games (e.g., *Angry Birds*, *Bejeweled II*) have been shown to improve mood, promote relaxation, and ward off anxiety; the authors propose games reward adaptive emotion-regulation strategies such as reappraisal, though they call this speculative.
  • Social: over 70% of gamers play with a friend (ESA, 2012); prosocial games predict prosocial behavior (Gentile et al., 2009), and cooperative (vs. competitive) play of violent games is linked to increased helping and reduced aggressive cognitions. In health applications, the *Re-Mission* RCT across 34 medical centers found significantly greater treatment adherence, self-efficacy, and cancer knowledge in the intervention group, and the game has been distributed to over 200,000 patients; the *SPARX* CBT-based game RCT was as effective as therapist-administered CBT for depression.
  • Harms acknowledged: 3% of Dutch and about 8% of U.S. youth who play games show pathological addiction symptoms; two meta-analyses on violent games and aggression reached conflicting conclusions.

Methods

Narrative review/integrative synthesis, not an original empirical study; no new data are collected. The authors summarize existing correlational, longitudinal, experimental, training, fMRI, and meta-analytic work across four domains (cognitive, motivational, emotional, social) and integrate developmental, positive, social, and media psychology theory to propose candidate mechanisms. They also review "serious games" in health and education (e.g., *Re-Mission*, *SPARX*) and outline future research and intervention directions.

Limitations

Stated by the authors: very few well-designed studies examine both positive and negative effects of the same games; most studies rely on survey/self-report rather than objective, psychophysiological, or neural measures; the field focuses almost exclusively on short-term effects with few longitudinal or diary studies; and most work examines single-player games despite over 70% of play being social. The authors explicitly note that claims about motivational, emotional, and social benefits are more speculative than cognitive ones, and that causal direction (selection vs. influence) remains unresolved. Evident from the text: as a narrative review it presents no systematic search or effect-size synthesis of its own, and several proposed mechanisms (e.g., reappraisal training, flow transferring to real-world outcomes) are described as untested hypotheses.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1037/a0034857

Cites

71 of 71 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

0 of 76 cited sources checked · 0 supported · 0 flagged

  • Premisecitation
    § Cognitive Benefits of Gaming · p. 4

    Enhanced cognitive performance is not documented for all video game genres.

    “It is important to stress that enhanced cognitive performance is not documented for all video game genres.”
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  • Premisenone given
    § Cognitive Benefits of Gaming · p. 4

    Problem solving seems central to all genres of video games, including those with violent content.

    “Indeed, problem solving seems central to all genres of video games (including those with violent content).”
    Quote in the paperSubstantial claim
  • Premisecitation
    § Cognitive Benefits of Gaming · p. 4

    Playing any kind of video game, regardless of whether it is violent, enhances children's creative capacities.

    “New evidence is emerging that playing any kind of video game, regardless of whether or not it is violent, enhances children's creative capacities.”
    Quote in the paperSubstantial claim
  • Premisecitation
    § Cognitive Benefits of Gaming · p. 3

    Training benefits for spatial skills from video games last over an extended period of time.

    “Further, this recent meta-analysis showed that spatial skills can be trained with video games in a relatively brief period, that these training benefits last over an extended period of time, and crucially, that these skills transfer to other spatial tasks outside the video game context.”
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  • Study design and conductreasoning
    § Cognitive Benefits of Gaming · p. 4

    It is virtually impossible to choose an appropriate control condition wherein all aspects of a game are kept constant across conditions and only one cognitive challenge is manipulated.

    “Moreover, it is virtually impossible to choose an appropriate control condition wherein all aspects of a game (e.g., visual stimulation, arousal induction, gameplay) are kept constant across conditions and only one cognitive challenge is manipulated (e.g., navigating three-dimensional space efficiently vs. inhibiting prepotent responses).”
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    Premisecitation
    § The Function of Play · p. 2

    Play is an emotionally significant context through which themes of power, dominance, aggression, nurturance, anxiety, pain, loss, growth, and joy can be enacted productively.

    “Beyond social cognition, developmentalists have emphasized that play constitutes an emotionally significant context through which themes of power and dominance, aggression, nurturance, anxiety, pain, loss, growth, and joy can be enacted productively (e.g., Gottman, 1986).”
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    Interpretationreasoning
    § The Function of Play · p. 2

    The same emotional themes identified in children's play in general are also explored in video games, allowing cognitive, emotional, and social competencies to be acquired.

    “We propose that, in addition to several unique factors, the same emotional themes identified in children's play experiences in general (e.g., dominance, nurturance, anxiety, and growth) are also explored in video games, allowing for important cognitive, emotional, and social competencies to be acquired.”
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    Premisenone given
    § Cognitive Benefits of Gaming · p. 4

    Only two studies have explicitly tested the relation between playing video games and problem-solving abilities; in both, problem-solving was defined in the reflective sense.

    “Only two studies have explicitly tested the relation between playing video games and problem-solving abilities; in both, problemsolving was defined in the reflective sense (e.g., taking time to gather information, evaluate various options, formulate a plan, and consider changing strategies and/or goals before proceeding further).”
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    Premisecitation
    § Cognitive Benefits of Gaming · p. 4

    Playing strategic games predicted higher self-reported problem-solving skills, which in turn predicted better academic grades.

    “Moreover, this latter study showed an indirect mediation effect such that playing strategic games predicted higher selfreported problem-solving skills, which, in turn, predicted better academic grades.”
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    Premisecitation
    § The Function of Play · p. 2

    Make-believe play provides children opportunities to reproduce real-life conflicts, work out ideal resolutions, and ameliorate negative feelings.

    “Similarly, Piaget (1962) theorized that make-believe play provides children opportunities to reproduce real-life conflicts, to work out ideal resolutions for their own pleasure, and to ameliorate negative feelings.”
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    Interpretationcitation
    § Cognitive Benefits of Gaming · p. 3

    Shooter game players allocate attentional resources more efficiently and filter out irrelevant information more effectively.

    “For example, a recent functional magnetic resonance imaging (fMRI) study found that the mechanisms that control attention allocation (e.g., the fronto-parietal network) were less active during a challenging pattern-detection task in regular gamers than in nongamers, leading the researchers to suggest that shooter game players allocate their attentional resources more efficiently and filter out Irr”
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    Premisecitation
    § The Function of Play · p. 2

    Play contexts allow children to experiment with social experiences and simulate alternative emotional consequences, which can bring about feelings of resolution outside the play context.

    “Erikson (1977) proposed that play contexts allow children to experiment with social experiences and simulate alternative emotional consequences, which can then bring about feelings of resolution outside the play context.”
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    Premisecitation
    § Emotional Benefits of Gaming · p. 7

    Experiencing positive emotions may help broaden the number of behaviors one perceives as both possible and motivating and may build social relationships that provide support for goal pursuit and coping with failure.

    “She demonstrates that experiencing positive emotions may help broaden the number of behaviors one perceives as both possible and motivating and may build social relationships that provide support for goal pursuit and coping with failure.”
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    Premisecitation
    § Emotional Benefits of Gaming · p. 7

    Positive emotions help undo the detrimental and de-motivating results of negative emotions.

    “Further, Fredrickson and colleagues propose that positive emotions help undo the detrimental and de-motivating results of negative emotions.”
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    Premisecitation
    § Emotional Benefits of Gaming · p. 6

    Some of the most intense positive emotional experiences are triggered in the context of playing video games.

    “It has further been suggested that some of the most intense positive emotional experiences are triggered in the context of playing video games (McGonigal, 2011).”
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    Interpretationreasoning
    § Cognitive Benefits of Gaming · p. 5

    Specific types of video games seem to enhance a suite of cognitive functions, some of which appear to generalize to real-world contexts.

    “In summary, specific types of video games seem to enhance a suite of cognitive functions, some of which appear to generalize to real-world contexts.”
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    Interpretationreasoning
    § Emotional Benefits of Gaming · p. 7

    Game playing may promote the ability to flexibly and efficiently reappraise emotional experiences, teaching players the benefits of dealing with frustration and anxiety in adaptive ways.

    “Thus, game playing may promote the ability to flexibly and efficiently reappraise emotional experiences, teaching players the benefits of dealing with frustration and anxiety in adaptive ways.”
    Quote in the paperSubstantial claim
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    Interpretationreasoning
    § Cognitive Benefits of Gaming · p. 4

    The structure had eluded researchers for over 10 years, and the nonlinear, cooperative, creative problem-solving techniques used by gamers seemed to be precisely the skills needed to solve it.

    “The structure had eluded researchers for over 10 years; however, the nonlinear, cooperative, and creative problem-solving techniques used by these gamers seemed to be precisely the skills needed to finally solve this elusive problem.”
    Quote in the paperSubstantial claim
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    Interpretationreasoning
    § Motivational Benefits of Gaming · p. 6

    This motivational style may generalize to school and work contexts.

    “This motivational style, in turn, may generalize to school and work contexts.”
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    Premisereasoning
    § Social Benefits of Gaming · p. 7

    In virtual social communities, decisions need to be made on the fly about whom to trust, whom to reject, and how to most effectively lead a group.

    “In these virtual social communities, decisions need to be made on the fly about whom to trust, whom to reject, and how to most effectively lead a group.”
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    Premisecitation
    § Emotional Benefits of Gaming · p. 7

    Correlational studies suggest that individuals consciously turn to video games to regulate their emotions.

    “Further, although correlational studies suggest that individuals consciously turn to these games to regulate their emotions (Olson, 2010), it may simply be that positive moods and game playing co-occur, and players report retrospectively that experiencing positive emotions was a conscious motivation that preceded play.”
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    § Emotional Benefits of Gaming · p. 7

    The type of contexts that most often pull for effective emotion-regulation strategies such as reappraisal are social in nature.

    “Importantly, the type of contexts that most often pull for effective emotionregulation strategies-such as reappraisal-are social in nature.”
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    Premisecitation
    § Emotional Benefits of Gaming · p. 6

    Playing puzzle video games can improve players' moods, promote relaxation, and ward off anxiety.

    “For example, studies suggest that playing puzzle video games-games with minimal interfaces, short-term commitments, and a high degree of accessibility (e.g., Angry Birds , Bejewled II )-can improve players' moods, promote relaxation, and ward off anxiety (Russoniello et al., 2009).”
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    Interpretationcitation
    § Motivational Benefits of Gaming · p. 6

    Immediate and concrete feedback in video games rewards continual effort and keeps players within the zone of proximal development.

    “Immediate and concrete feedback in video games (e.g., through points, coins, dead ends in puzzles) serves to reward continual effort and keep players within what Vygotsky (1978, p. 86) coined the 'zone of proximal development.'”
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    Premisenone given
    § Emotional Benefits of Gaming · p. 7

    Video games trigger a range of negative emotions, including frustration, anger, anxiety, and sadness.

    “Games do not elicit only positive emotions; video games also trigger a range of negative ones, including frustration, anger, anxiety, and sadness.”
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    Premisecitation
    § Motivational Benefits of Gaming · p. 6

    Experiences of failure in video games do not lead to anger, frustration, or sadness, although players often feel these negative emotions intermittently.

    “Moreover, contrary to what we might expect, these experiences of failure do not lead to anger, frustration, or sadness, although players often do feel these negative emotions intermittently.”
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    Premisecitation
    § Motivational Benefits of Gaming · p. 6

    When faced with failure, players are highly motivated to return to the task of winning and are relentlessly optimistic about reaching their goals.

    “When faced with failure, players are highly motivated to return to the task of winning, and they are 'relentlessly optimistic' about reaching their goals (McGonigal, 2011).”
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    Premisecitation
    § Emotional Benefits of Gaming · p. 6

    Flow or transportation is a positive emotional experience described by gamers, during which they are immersed in an intrinsically rewarding activity that elicits a high sense of control while evoking a loss of self-consciousness.

    “Flow or transportation is another positive emotional experience described by gamers, during which they are immersed in an intrinsically rewarding activity that elicits a high sense of control while simultaneously evoking a loss of self-consciousness (Sherry, 2004).”
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    Premisecitation
    § Challenges and Future Research Directions · p. 9

    3% of Dutch youth who play video games exhibit pathological symptoms of addiction.

    “two large-scale survey studies have found that 3% of Dutch (van Rooij, Schoenmakers, Vermulst, van den Eijnden, & van de Mheen, 2011) and about 8% of U.S. youth (Gentile, 2009) who play video games exhibit pathological symptoms of addiction”
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    Interpretationnone given
    § Challenges and Future Research Directions · p. 10

    The suitability ratings ascribed to games by the entertainment industry are based on little to no scientific evidence regarding potential harms or benefits.

    “the suitability ratings ascribed to games by the entertainment industry (e.g., E for 'everyone,' M for 'not appropriate for children under the age of 18') are based on little to no scientific evidence regarding potential harms or benefits.”
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    § Challenges and Future Research Directions · p. 9

    Games that are fundamentally social and rely on varied social partners provide a large amount of variability in game experiences depending on who the player encounters each time.

    “Games that are fundamentally social and rely on varied social partners also provide a large amount of variability in game experiences, depending on who the player encounters each time she or he enters the gaming world.”
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    Interpretationreasoning
    § Implications for Mental Health Intervention · p. 10

    Video games can have a particularly large impact in the area of developmental psychopathology.

    “Our expertise is in the area of developmental psychopathology, where we contend video games can have a particularly large impact.”
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    Premisecitation
    § Challenges and Future Research Directions · p. 9

    Most popularly played games today are complex and change dynamically, so that players' in-game behaviors change how the game progresses, feeding back to and constraining how the player adapts in subsequently updated game contexts.

    “most popularly played games today are complex and change dynamically (see the top half of Figure 1), which means that players' in-game behaviors change how the game itself progresses, feeding back to, and constraining, how the player continues to adapt to these changes in subsequently updated game contexts (Klimmt, Vorderer, & Ritterfeld, 2007).”
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    § Implications for Mental Health Intervention · p. 10

    Video games hold immense potential to teach new forms of thought and behavior.

    “there is one point that both sides are advocating with which we fervently agree: Video games hold immense potential to teach new forms of thought and behavior.”
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    § Implications for Mental Health Intervention · p. 10

    The cost-effectiveness of delivering mental health interventions is often a barrier to treatment delivery.

    “Finally, the cost-effectiveness of delivering mental health interventions is often a barrier to treatment delivery.”
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    Interpretationnone given
    § Implications for Mental Health Intervention · p. 10

    Many children and families cannot afford individual or group therapy, and schools worldwide are facing funding cuts that have significantly decreased the number of programs offered as part of the curriculum.

    “Many children and families cannot afford individual or group therapy, and schools worldwide are facing cuts in funding that have significantly decreased the number of programs that can be offered as part of the curriculum.”
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    § Challenges and Future Research Directions · p. 9

    There are very few, if any, well-designed published studies that examine both the positive and negative effects of the same games and the conditions under which these effects are most likely manifested.

    “there are very few, if any, well-designed published studies that examine both the positive and negative effects of the same games and the conditions under which these effects are most likely manifested, whether they are violent in nature or otherwise.”
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    Interpretationnone given
    § Implications for Mental Health Intervention · p. 10

    These role-playing, problem-solving, and homework exercises are mostly de-contextualized and rarely involve the authentic emotional experiences during which most conflicts arise.

    “But these are mostly de-contextualized exercises that rarely involve the authentic emotional experiences during which most conflicts arise.”
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    § Conclusion · p. 11

    Both traditional and video games are fundamentally voluntary in nature.

    “Both traditional and video games are fundamentally voluntary in nature”
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    Interpretationreasoning
    § Challenges and Future Research Directions · p. 9

    By dichotomizing video games into 'good' or 'bad,' 'violent' or 'prosocial,' psychologists are largely overlooking the complex new playground of contemporary video games and the varied landscape of virtual interactions taking place in those games.

    “By dichotomizing video games into either 'good' or 'bad,' 'violent' or 'prosocial,' psychologists are largely (with the exception of media psychologists) overlooking the complex new playground of contemporary video games and the varied landscape of virtual interactions taking place in those games.”
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    Interpretationreasoning
    § 'Serious' Games in Health and Education · p. 9

    Medical practitioners, teachers, and researchers are not game designers and often develop products that miss the most essential mechanism of engagement in games, the fun.

    “The second shortcoming is that medical practitioners, teachers, and researchers are not game designers, and as a result, they often develop products that miss the most essential mechanism of engagement in games-the fun.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The most essential mechanism of engagement in games is fun.
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    § Challenges and Future Research Directions · p. 10

    Past approaches have focused almost exclusively on the short-term impact of games, and very few longitudinal studies have been conducted in this area.

    “Another limitation of past approaches is the almost exclusive focus on the short-term impact of games; very few longitudinal studies have been conducted in this area.”
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    Premisecitation
    § Implications for Mental Health Intervention · p. 10

    The gap between knowledge and behavior has long been recognized as a problem in the field, and many interventions therefore incorporate role-playing, problem-solving exercises, and homework assignments.

    “This gap between knowledge and behavior has long been recognized as a problem in the field, and thus many interventions incorporate role-playing, problem-solving exercises and homework assignments (e.g., P. C. Kendall, 2011 ).”
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    § 'Serious' Games in Health and Education · p. 9

    Very few of the games developed to improve health and learning outcomes are ever scientifically evaluated.

    “The most important reason is that very few of the games developed to improve health and learning outcomes are ever scientifically evaluated.”
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    § Implications for Mental Health Intervention · p. 10

    Video games have permeated almost all households across almost all countries, yet little attention has been paid to using the medium for purposes beyond entertainment and beyond demonstrated benefits for education and health care.

    “Given that video games have permeated almost all households, across almost all countries, it is striking how little attention has been paid to using this medium for purposes that go beyond entertainment and beyond demonstrated benefits for education and health care.”
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    Premisecitation
    § Challenges and Future Research Directions · p. 9

    About 8% of U.S. youth who play video games exhibit pathological symptoms of addiction.

    “about 8% of U.S. youth (Gentile, 2009) who play video games exhibit pathological symptoms of addiction”
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    Interpretationreasoning
    § Implications for Mental Health Intervention · p. 10

    Video games can uniquely and significantly address the limitations of CBT-based interventions and improve intervention effects across a broad spectrum of disorders.

    “We propose that video games can uniquely and significantly address these limitations and, in turn, improve intervention effects across a broad spectrum of disorders.”
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    Premisecitation
    § 'Serious' Games in Health and Education · p. 8

    In an international randomized controlled study in 34 medical centers, adherence to treatment protocol, self-efficacy, and cancer-related knowledge were all significantly greater in the Re-Mission intervention group than in the control group.

    “Adherence to treatment protocol, self-efficacy, and cancer-related knowledge were all significantly greater in the intervention group.”
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    Interpretationreasoning
    § Implications for Mental Health Intervention · p. 10

    The learning potential of video games has been left largely untapped in the mental health arena, and addressing this gap holds promise for a radical new approach to intervention.

    “We argue that this learning potential has been left largely untapped in the mental health arena, and addressing this gap holds a great deal of promise for a radical new approach to intervention.”
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    Premisecitation
    § 'Serious' Games in Health and Education · p. 8

    A meta-analysis concluded that games can make important advances in the educational reform necessary to deal with the learning challenges of the next century.

    “a meta-analysis concluded that games can make important advances in the educational reform necessary to deal with the learning challenges of the next century (Vogel et al., 2006).”
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    § Challenges and Future Research Directions · p. 10

    No studies have assessed the daily patterns of gaming and the function that these patterns of use may serve.

    “Moreover, no studies have assessed the daily patterns of gaming and the function that these patterns of use may serve.”
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    § Implications for Mental Health Intervention · p. 10

    Games are likely associated with less stigma than conventional therapy.

    “Moreover, it is likely that games are associated with less stigma than conventional therapy, addressing another barrier.”
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    Interpretationcitation
    § Challenges and Future Research Directions · p. 9

    The picture of video game effects is much more complex than popular press headlines suggest.

    “perhaps the most important lesson from these conflicting meta-analyses is that the picture is much more complex than popular press headlines suggest (Ferguson, 2013).”
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    Interpretationreasoning
    § Conclusion · p. 11

    Video games share many similarities with traditional games and likely provide benefits similar to those provided by play more generally.

    “Video games share many similarities with traditional games and likely provide benefits similar to those provided by play more generally.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § Conclusion · p. 11

    There are very few video games that have been developed with the aim of promoting well-being or treating mental health problems.

    “Remarkably, there are very few video games that have been developed with these aims in mind.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § Conclusion · p. 11

    Video games are socially interactive in a way never before afforded.

    “Video games are socially interactive in a way never before afforded.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § Conclusion · p. 11

    Video games hold particular potential for interventions that promote well-being, including the prevention and treatment of mental health problems in youth.

    “we have become particularly inspired by the potential that these games hold for interventions that promote well-being, including the prevention and treatment of mental health problems in youth.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § Conclusion · p. 11

    The large amount of time invested in playing video games may mean that they provide qualitatively different experiences than conventional games.

    “The large amount of time invested in playing video games may also mean that they provide qualitatively different experiences than conventional games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § Conclusion · p. 11

    Players immerse themselves in pretend worlds that are safe contexts in which negative emotions can be worked out.

    “players immerse themselves in pretend worlds that are safe contexts in which negative emotions can be worked out”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § Conclusion · p. 11

    These differences in space and time likely hold wholly new benefits and risks that have yet to be conceptualized.

    “These differences in space and time likely hold wholly new benefits and risks that have yet to be conceptualized.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given
    § Conclusion · p. 11

    Games allow a sense of control with just enough unpredictability to feel deep satisfaction and intense pride when formidable goals are finally reached.

    “games allow a sense of control with just enough unpredictability to feel deep satisfaction and intense pride when formidable goals are finally reached”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § Conclusion · p. 11

    Increasingly, players are gaming online with friends, family, and complete strangers, crossing geographical distances and blurring cultural boundaries, age and generation gaps, socioeconomic differences, and language barriers.

    “Increasingly, players are gaming online, with friends, family, and complete strangers, crossing vast geographical distances and blurring not only cultural boundaries but also age and generation gaps, socioeconomic differences, and language barriers.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § Conclusion · p. 11

    Both traditional and video games can include competitive and cooperative objectives.

    “they can include competitive and cooperative objectives”
    Quote in the paperNot a substantial claim
58 of 58
  • The paper relies on this without support.

    Most children and adolescents are enthralled with video games.

    “Given how enthralled most children and adolescents are with video games, we believe that a multidisciplinary team of psychologists, clinicians, and game designers can work together to develop genuinely innovative approaches to mental health interventions.”
  • The paper relies on this without support.

    The most essential mechanism of engagement in games is fun.

    “they often develop products that miss the most essential mechanism of engagement in games-the fun.”
2 of 2

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

Cites

Flagged first, then by citations

1 of the 72 references couldn’t be matched to a known paper.

Research works printed but not linked: 4

  1. Csikszentmihalyi, M., Rathunde, K., & Whalen, S. (1993). Talented teenagers . Cambridge, England: Cambridge University Press.
  2. Kendall, P. C. (2011). Child and adolescent therapy: Cognitive-behavioral procedures . New York, NY: Guilford Press.
  3. Kendall, S. B. (1974). Preference for intermittent reinforcement. Journal of the Experimental Analysis of Behavior, 21, 463-473. doi:10.1901/ jeab.1974.21-463
  4. Piaget, J. (1962). Play, dreams and imitation (Vol. 24). New York, NY: Norton.

Cited by

Sorted by citations

Authors
Granic, I., Lobel, A., & Engels, R. C. M. E.
Affiliations
Radboud University Nijmegen (NL)
Venue
American Psychologist
Published
2014-01
Volume
69
Issue
1
Pages
66-78
ISSN
  • 0003-066X (ISSN-L)
  • 1935-990X
OpenAlex
W2063077274
Cited by
2,456
References
72
Citations by year
2026: 181 · 2025: 245 · 2024: 240 · 2023: 277 · 2022: 225 · 2021: 229 · 2020: 206 · 2019: 239 · 2018: 168 · 2017: 154 · 2016: 120 · 2015: 118 · 2014: 51
FWCI
298.40
Type
journal article
Language
en
Open access
closed
Locations
  • American Psychologist (publishedVersion)
  • PubMed (publishedVersion)
  • Radboud Repository (Radboud University) (submittedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
Keywords
video games, children and adolescents, cognitive benefits, motivation, emotional benefits, social benefits, mental health, psychosocial development, media psychology, positive psychology, game-based intervention
MeSH terms
Adolescent, Adolescent Behavior, Child, Child Behavior, Cognition, Emotions, Humans, Mental Health, Motivation, Social Behavior, Video Games

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