When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being
Open accessAbstract
Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an “optimal gaming profile” that can be used in the future for both academic- and industry-related research.
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There may be certain characteristics, such as an optimal gaming profile, that make an individual more likely to benefit from playing video games.
“as such, there may be certain characteristics (e.g., an “optimal gaming profile”) that make an individual more likely to benefit from playing video games [17].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [17]
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“First, in our consideration of the social aspects of video games, we argued and demonstrated that this social activity in all types of video games positively influences prosocial behavior and aspects of social well-being (Gitter et al., 2013; Kowert & Oldmeadow, 2015; Martoncik & Loksa, 2016).”
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BackgroundFailure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior
Tear, M. J., & Nielsen, M. (2013) · PLoS ONE · doi:10.1371/journal.pone.0068382 · Cited by 90 · cited 2× · see citing works
“Some study findings indicate that VVGs themselves have little to no relationship to prosocial behavior (Ferguson, 2015; Tear & Nielsen, 2013), whereas others demonstrate that VVGs are associated with lower prosocial behavior (Anderson & Bushman, 2001; Coyne, Warburton, Essig, & Stockdale, 2018).”
BackgroundAngry Birds, Angry Children, and Angry Meta-Analysts
Furuya‐Kanamori, L., & Doi, S. A. R. (2016) · Perspectives on Psychological Science · doi:10.1177/1745691616635599 · Cited by 85 · cited 1× · see citing works
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Violent Video Games and Reciprocity
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“, 2015) and indeed, more enjoyable with additional motivations unique to exergames (Monedero et al., 2015; Morford et al., 2014; Strand et al., 2014).”
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Hamama, L., & Arazi, Y. (2011) · Child & Family Social Work · doi:10.1111/j.1365-2206.2011.00779.x · Cited by 49 · cited 1× · see citing works
“In addition, given this broad definition and the focus in previous literature on violence and aggression, high well-being should also be associated with low levels of aggression (Hamama & Arazi, 2012).”
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“Thus, it seems that family and social variables and the motivation behind the violence are more significantly related to an increase in aggression than the violence itself (Ferguson et al., 2015; Gao, Weng, Zhou, & Yu, 2017; Sauer, Drummond, & Nova, 2015).”
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“First, in our consideration of the social aspects of video games, we argued and demonstrated that this social activity in all types of video games positively influences prosocial behavior and aspects of social well-being (Gitter et al., 2013; Kowert & Oldmeadow, 2015; Martoncik & Loksa, 2016).”
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“, 2015) and, indeed, are more enjoyable, with additional motivations unique to exergames (Monedero et al., 2015; Morford et al., 2014; Strand et al., 2014).”
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“For example, when playing alone, prosocial behavior is relatively similar across participants who play ultraviolent, violent, and nonviolent video games (Tear & Nielsen, 2014).”
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“…social components have been shown to have positive benefits on psychological aspects of well-being (e.g., Herodotou, Kambouri, & Winters, 2014; Jin & Li, 2017), though this is even more true for cooperative games, given that they encourage a higher level of positive interaction that leads to…”
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“This is potentially positive because this video-game social interaction might promote enjoyable social contact for those in remote locations, with psychological difficulties, or with other factors that can inhibit in-person interaction (Odrowska & Massar, 2014).”
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“The video-game industry has grown exponentially since the initial development of Tennis for Two in 1958 (Nyitray, 2011).”
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The Health Effects of Video Games in Children and Adolescents
Alanko, D. (2023) · Pediatrics in Review · doi:10.1542/pir.2022-005666 · Cited by 84 · see citing works
Formosa, J., Johnson, D. M., Türkay, S., & Mandryk, R. L. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107232 · Cited by 75 · see citing works
Goh, E., Al‐Tabbaa, O., & Khan, Z. (2023) · Telematics and Informatics Reports · doi:10.1016/j.teler.2023.100100 · Cited by 65 · see citing works
New Social Horizons: Anxiety, Isolation, and Animal Crossing During the COVID-19 Pandemic
Lewis, J. E., Trojovsky, M., & Jameson, M. M. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.627350 · Cited by 52 · see citing works
Marques, L. M., Uchida, P. M., de Aguiar, F. O., Kadri, G., Santos, R. I. M., & Barbosa, S. P. (2023) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2023.1257685 · Cited by 49 · see citing works
Gaming passion contributes to the definition and identification of problematic gaming
Infanti, A., Valls-Serrano, C., Perales, J. C., Vögele, C., & Billieux, J. (2023) · Addictive Behaviors · doi:10.1016/j.addbeh.2023.107805 · Cited by 48 · see citing works
“Some studies have high-lighted the positive impact that video games can have, thanks to some aspects of the game such as socializing, and on well-being and mental health if they are practiced in a balanced way (Barr & Copeland-Stewart, 2021; Giardina et al., 2021; Halbrook et al., 2019).”
Hartanto, A., Lua, V. Y. Q., Quek, F. Y. X., Yong, J. C., & Ng, M. H. S. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100135 · Cited by 45 · see citing works
Hasani, T., Rezania, D., & Mohammadi, M. (2024) · International Journal of Engineering Business Management · doi:10.1177/18479790241257118 · Cited by 46 · see citing works
Stavropoulos, V., Rennie, J., Morcos, M., Gomez, R., & Griffiths, M. D. (2020) · Behaviour and Information Technology · doi:10.1080/0144929x.2020.1729240 · Cited by 36 · see citing works
McDaniel, B. T., Pater, J. A., Cornet, V. P., Mughal, S., Reining, L. E., Schaller, A., Radesky, J. S., & Drouin, M. A. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107907 · Cited by 36 · see citing works
Pavlopoulou, G., Usher, C., & Pearson, A. (2022) · British Journal of Developmental Psychology · doi:10.1111/bjdp.12424 · Cited by 41 · see citing works
“This growth in popularity has led to an emerging focus on the relationship between gaming and well-being (Goh et al., 2019; Halbrook et al., 2019; Lobel et al., 2017), with ongoing debate as to whether online gaming is likely to have a positive or negative impact on young players (Kelly et al.,…”
BackgroundLos videojuegos en la educación: Beneficios y perjuicios
Núñez‐Barriopedro, E., Sanz-Gomez, Y., & Ravina-Ripoll, R. (2020) · Revista Electrónica Educare · doi:10.15359/ree.24-2.12 · Cited by 33 · see citing works
Kim, H. S. A., Vieira, J. L., Parmar, P. K., Hodgins, D. C., Shead, N. W., & Keough, M. T. (2022) · Addictive Behaviors · doi:10.1016/j.addbeh.2022.107473 · Cited by 32 · see citing works
Escaping through video games: Using your avatar to find meaning in life
Fraser, R., Slattery, J., & Yakovenko, I. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107756 · Cited by 31 · see citing works
Schrempf, M. C., Zanker, J., Arndt, T. T., Vlasenko, D., Anthuber, M., Müller, G., Sommer, F., & Wolf, S. (2023) · Games for Health Journal · doi:10.1089/g4h.2023.0004 · Cited by 30 · see citing works
“26,41,42 VR is known to provide a powerful distraction even during medical procedures, and it seems likely that the effect of distraction can contribute to reduction in worries.”
Larrieu, M., Fombouchet, Y., Billieux, J., & Décamps, G. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107824 · Cited by 34 · see citing works
Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis
Martos-Cabrera, M. B., Membrive‐Jiménez, M. J., Suleiman‐Martos, N., Mota‐Romero, E., la Fuente, G. A. C., Gómez‐Urquiza, J. L., & Albendín‐García, L. (2020) · Healthcare · doi:10.3390/healthcare8040399 · Cited by 28 · see citing works
“Several authors affirm that the integration of technology-based exercise programs can have a positive effect on the adherence of the diabetic patient, since they produce an increase in enjoyment and make it easier to perform these programs [49,50].”
BackgroundIt’s Not Just a Game: Virtual Edgework and Subjective Well-Being in E-Sports
Raggiotto, F., & Scarpi, D. (2022) · Journal of Interactive Marketing · doi:10.1177/10949968221127897 · Cited by 30 · see citing works
“In this vein, previous studies suggest that engagement in technology-based environments could positively affect individuals ’ well-being (e.g., Halbrook, O ’ Donnell, and Mset fi 2019).”
BackgroundResultPirrone, D., van den Eijnden, R. J. J. M., & Peeters, M. (2023) · Media Psychology · doi:10.1080/15213269.2023.2242260 · Cited by 29 · see citing works
“Finally, social aspects of playing are important and influence gameplay (Halbrook et al., 2019; Kaye & Bryce, 2012).”
BackgroundBi-directional Long Short-Term Memory model to analyze psychological effects on gamers
Ghosh, L., Saha, S., & Konar, A. (2020) · Applied Soft Computing · doi:10.1016/j.asoc.2020.106573 · Cited by 25 · see citing works
Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2021) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2019.0776 · Cited by 25 · see citing works
“This is a problem, as factors such as aggressive personality and family violence have been associated with both VVE and aggression, 37 and violent media becomes particularly influential when combined with other risk factors.”
Effectiveness of Digital Health Tools to Prevent Bullying among Middle School Students
WILLIAMS, C. R., Griffin, K. W., Botvin, C. M., Sousa, S. M., & Botvin, G. J. (2023) · Adolescents · doi:10.3390/adolescents3010009 · Cited by 33 · see citing works
“…and add to a growing body of research showing that educational video games are effective not only in supporting regular educational objectives, but also effective in improving skills, promoting well-being, and reducing health risk behavior among elementary and secondary school youth [47,72–74].”
BackgroundLaato, S., Islam, A. K. M. N., & Laine, T. H. (2021) · Behaviour and Information Technology · doi:10.1080/0144929x.2021.1905878 · Cited by 24 · see citing works
Playing the video games during COVID-19 pandemic and its effects on player's well-being
Noaman, S. B., Ibrahim, A. M., Ali, L., Iqbal, M. W., Ashraf, A., Haseeb, U., Muneer, S., Almajed, R., & Hamid, K. (2023) · International Conference on Business Analytics for Technology and Security (ICBATS) · doi:10.1109/icbats57792.2023.10111229 · Cited by 24 · see citing works
“The motive of the study, as mentioned at the beginning of the survey, was ‘to discover how people had been playing video games for the duration of coronavirus (COVID-19) lockdown, and especially if playing games has had any impact on gamers’ well-being’ [19].”
BackgroundPsychopathology and Gaming Disorder in Adolescents
Falcione, K., & Weber, R. (2025) · JAMA Network Open · doi:10.1001/jamanetworkopen.2025.28532 · Cited by 21 · see citing works
Razum, J., & Huić, A. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2254856 · Cited by 22 · see citing works
Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games
Cregan, S. C., Toth, A. J., & Campbell, M. J. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1385242 · Cited by 19 · see citing works
Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs)
Gursesli, M. C., Martucci, A., Mattiassi, A. D. A., Duradoni, M., & Guazzini, A. (2024) · Simulation & Gaming · doi:10.1177/10468781241260861 · Cited by 22 · see citing works
“It would be valuable to investigate the relationship between gaming motivations and various outcomes, such as well-being (Halbrook et al., 2019; Johannes et al., 2021), academic performance (Mayer et al., 2019; Zahedi et al., 2021), technological addiction (Kuss, 2013; Kuss & Grif fi ths, 2012) and…”
Comerford, C. (2021) · Persona Studies · doi:10.21153/psj2020vol6no2art970 · Cited by 18 · see citing works
Cauberghe, V., Jans, S. D., Hudders, L., & Vanwesenbeeck, I. (2021) · Journal of Community Psychology · doi:10.1002/jcop.22729 · Cited by 18 · see citing works
Паршаков, П. А., Naidenova, I., Gómez‐González, C., & Nesseler, C. (2022) · Journal of Business Ethics · doi:10.1007/s10551-022-05137-7 · Cited by 18 · see citing works
“Positive effects are associated with better social well-being when playing video games with others (Halbrook et al., 2019).”
The real ethical problem with metaverses
Munn, N., & Weijers, D. (2023) · Frontiers in Human Dynamics · doi:10.3389/fhumd.2023.1226848 · Cited by 16 · see citing works
A twenty-first century of solitude? Time alone and together in the United States
Atalay, E. (2024) · Journal of Population Economics · doi:10.1007/s00148-024-00978-0 · Cited by 18 · see citing works
“Others, including Halbrook et al. (2019), write that researchers’ prognosis of video games has been predominantly and overly negative, and they highlight the pro-social and psychologically beneficial possibilities of playing video games with others.”
Kelly, S., Magor, T. J., & Wright, A. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.651530 · Cited by 12 · see citing works
“The weight of research however, suggests an optimal well-being gamer profile reflecting more recreational, or casual engagement, in contrast to heavy engagement with gaming (e.g., Longman et al., 2009; Halbrook et al., 2019).”
BackgroundSpors, V., & Kaufman, I. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474690 · Cited by 20 · see citing works
“Games have the ability to engage people deeply—on a personal, communal and cultural level, providing the framing and space to create meaning and connection for well-being [70, 98].”
BackgroundInfluentialKemppainen, T., & Paananen, T. (2024) · Journal of Service Theory and Practice · doi:10.1108/jstp-03-2023-0075 · Cited by 18 · see citing works
Seven‐year‐olds' references to internal states when playing with toy figures and a video game
Hashmi, S., Paine, A. L., & Hay, D. F. (2021) · Infant and Child Development · doi:10.1002/icd.2223 · Cited by 16 · see citing works
Mining players’ experience in computer games: Immersion affects flow but not presence
Colombo, S., Hansson, P., & Nyström, M. B. T. (2023) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2023.100334 · Cited by 15 · see citing works
“Given the multidisciplinary nature of this interaction, research in both psychology and computer science has widely investigated the interaction between players and video games (Halbrook et al., 2019; Rienzo & Cubillos, 2020; Tondello & Nacke, 2019).”
BackgroundCroissant, M., & Frister, M. (2021) · PLoS ONE · doi:10.1371/journal.pone.0261328 · Cited by 12 · see citing works
“[59, 60]) and even shed light on important elements with a positive relation to mental health.”
BackgroundInfluence of adaptive video gaming on quality of life and social relationships
Redepenning, D. H., Huss, S. A., & Maddali, S. (2022) · Assistive Technology · doi:10.1080/10400435.2022.2067913 · Cited by 14 · see citing works
“, 2010), there is emerging evidence that it has positive effects on mental health and wellbeing when used appropriately (Christian et al., 2014; Halbrook et al., 2019; Isabela et al., 2014).”
BackgroundWu, Y., Hu, J., & Li, W. (2022) · Behaviour and Information Technology · doi:10.1080/0144929x.2022.2087539 · Cited by 14 · see citing works
“The extant literature examines both positive (Halbrook, O’Donnell, and Msetfi 2019) and negative (Groves and Anderson 2015) effects of gaming, with a great number of studies focusing on negative effects such as aggression and addiction (e.g. Ferguson and Colwell 2017; Greitemeyer and Mügge 2014;…”
BackgroundThornton, E., Petersen, K. J., Marquez, J., & Humphrey, N. (2024) · Journal of Youth and Adolescence · doi:10.1007/s10964-024-01950-7 · Cited by 17 · see citing works
“The motivations behind engaging with videogames is also thought to be an important moderating factor for the effects on wellbeing (Halbrook et al., 2019).”
BackgroundQuest for insights: Leveraging data from the video game ecosystem in marketing
Welden, R., Haenlein, M., Hewett, K., Smith, K. M., & Hulland, J. S. (2025) · Journal of the Academy of Marketing Science · doi:10.1007/s11747-024-01074-1 · Cited by 15 · see citing works
“In the video game ecosystem, textual data can be even more powerful due to the importance of social interactions across multiple ecosystem pillars (Halbrook et al., 2019; Kelly & Leung, 2021; Welden et al., 2023).”
Emotion Recognition and Inhibitory Control in Adolescent Players of Violent Video Games
Międzobrodzka, E., Konijn, E. A., & A, L. K. M. (2021) · Journal of Research on Adolescence · doi:10.1111/jora.12704 · Cited by 14 · see citing works
Tak, S., & Catsambis, S. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11638-3 · Cited by 13 · see citing works
“Consequently, many studies of playing video games focused on overall computer use and adopted a typology that divides computer use into rec - reational and educational activities (Halbrook et al., 2019 ).”
BackgroundEvaluation of consumer usage behavior for interactive entertainment: A Netflix case study
Ong, A. K. S., Josue, N. L., Urbiztondo, A. M. B., German, J. D., & Espeño, P. R. E. (2023) · Entertainment Computing · doi:10.1016/j.entcom.2023.100627 · Cited by 13 · see citing works
Harmful compared to what? The problem of gaming and ambiguous causal questions
Magnusson, K., Johansson, F., & Przybylski, A. K. (2024) · Addiction · doi:10.1111/add.16516 · Cited by 18 · see citing works
Gamesy: How Videogames Serve as a Better Replacement for School?
Waweru, B. W., Yap, H. K., Phan, K. Y., JosephNg, P. S., & Eaw, H. C. (2020) · IEEE Student Conference on Research and Development (SCOReD) · doi:10.1109/scored50371.2020.9250930 · Cited by 13 · see citing works
The Pandemic as a Catalyst for Reimagining the Foundations of Location-Based Games
Bhattacharya, A., Windleharth, T., Lee, C., Paramasivam, A., Kientz, J. A., Yip, J. C., & Lee, J. H. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474707 · Cited by 13 · see citing works
“Halbrook et al. argue for the notion of an optimal gaming profile for players to support positive living and social activity [14].”
BackgroundLischer, S., Jeannot, É., Brülisauer, L., Weber, N., Khazaal, Y., Bendahan, S., & Simon, O. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19159320 · Cited by 13 · see citing works
“While there can be many benefits associated with gaming [18], there are concerns that, in addition to game content (e.”
BackgroundGuimond, F., Smith, J., Vitoroulis, I., Aucoin, P., John, E. S., Gardam, O., & MacLachlan, M. (2021) · Psychiatry International · doi:10.3390/psychiatryint2020014 · Cited by 13 · see citing works
“Depending on the coping strategies used by parents, screen-based activities were either a tool for children to deal with social isolation, boredom, and distress, or they exacerbated children’s worries [17,20].”
BackgroundInmersión y activación de estados emocionales con videojuegos de realidad virtual
Fernández, D. T., Moya, E. B., & Sánchez, R. P. (2021) · Revista de Psicología · doi:10.18800/psico.202102.002 · Cited by 12 · see citing works
Exploring the mental health of individuals who play fantasy football
Wilkins, L., Dowsett, R., Zaborski, Z., Scoles, L. H., & Allen, P. M. (2021) · Human Behavior and Emerging Technologies · doi:10.1002/hbe2.316 · Cited by 12 · see citing works
Chen, S.-Y., & Zhu, S.-M. (2023) · Child and Adolescent Psychiatry and Mental Health · doi:10.1186/s13034-023-00671-2 · Cited by 12 · see citing works
“Internet games for leisure were highly associated with benefits such as relieving negative emotions and improving well-being [17].”
BackgroundGaming motivation and well-being among Norwegian adult gamers: the role of gender and disability
Hygen, B., Wendelborg, C., Solstad, B., Stenseng, F., Øverland, M., & Skalická, V. (2024) · Frontiers in Medical Technology · doi:10.3389/fmedt.2024.1330926 · Cited by 9 · see citing works
“It has been argued that the in fl uence of gaming on well-being is moderated by factors such as social interaction while gaming and the motivation individuals report for gaming (15), and these arguments have been supported empirically.”
BackgroundAbbasi, A. Z., Khan, M. K., Naeem, F., Albashrawi, M. A., Ting, D. H., & Kumar, S. (2023) · Current Psychology · doi:10.1007/s12144-022-04222-4 · Cited by 10 · see citing works
“Therefore, video gaming’s effects on an individual’s subjective wellbe - ing cannot be labeled solely as “good” or “bad” (Halbrook et al., 2019).”
BackgroundMestre‐Bach, G., & Potenza, M. N. (2023) · The Canadian Journal of Addiction · doi:10.1097/cxa.0000000000000178 · Cited by 10 · see citing works
Flayelle, M., Andronicos, M., King, D. L., & Billieux, J. (2025) · Addictive Behaviors Reports · doi:10.1016/j.abrep.2025.100609 · Cited by 9 · see citing works
“For most people, playing video games is associated with a range of benefits — from relaxation and enjoyment to fulfilment of needs related to social belonging or autonomy (Granic et al., 2014; Halbrook et al., 2019).”
Haase, J., & Hanel, P. H. P. (2022) · Frontiers in Education · doi:10.3389/feduc.2022.976459 · Cited by 12 · see citing works
“Usually, the educational impact of complex games that are played for several hours is studied (e.g., Ashinoff, 2014; Halbrook et al., 2019).”
BackgroundLooi, J. C., Wilkes, F., Bastiampillai, T. J., & Allison, S. C. (2023) · Australasian Psychiatry · doi:10.1177/10398562231211137 · Cited by 9 · see citing works
“25 A recent meta-analytic review that adjusted for publication bias found no longitudinal association between violent videogames and youth aggression.”
BackgroundHayotte, M., Martinent, G., Nègre, V., Thérouanne, P., & d’Arripe-Longueville, F. (2021) · International Journal of Obesity · doi:10.1038/s41366-021-00813-6 · Cited by 9 · see citing works
“This is consistent with the observation that game-based interventions usually include rewards [17, 18, 58].”
BackgroundResultAn intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator
Vuorre, M., Magnusson, K., Johannes, N., Butlin, J., & Przybylski, A. K. (2023) · Scientific Data · doi:10.1038/s41597-023-02530-3 · Cited by 9 · see citing works
“Video games offer billions of players 1 , worldwide, opportunities for enjoyment, relaxation, competition, achievement, and socializing 2,3 .”
BackgroundAndré, F., Bore, P., Toresson, T., Andersson, M. J., & Claesdotter‐Knutsson, E. (2024) · Upsala Journal of Medical Sciences · doi:10.48101/ujms.v129.10386 · Cited by 8 · see citing works
Madueño, A. F., Fernández, G. M., Cortés, J. M., & Carnero-Díaz, Á. (2024) · JMIR Serious Games · doi:10.2196/52275 · Cited by 8 · see citing works
“These findings are consistent with those of a previous study [23] that reported improvements in attention execution through software interventions and considered using video games as an interesting tool for improve cognitive variables [35] in this population [36].”
Children's perspectives on health and wellbeing: A concept mapping study
Fortuin, B. B., Chinapaw, M. J. M., Verlinden, E., Brons, A., Kösters, M. P., & Hoogsteder, M. H. H. (2024) · Journal of Pediatric Nursing · doi:10.1016/j.pedn.2024.09.005 · Cited by 8 · see citing works
Psychomotor performance in video games
Horoszkiewicz, K., Horoszkiewicz, B., & Załęski, G. (2022) · Journal of Education Health and Sport · doi:10.12775/jehs.2022.12.07.067 · Cited by 8 · see citing works
“[7] Halbrook YJ, O’Donnell AT, Msetfi RM.”
Values throughout the Game Space
Jerrett, A., & Howell, P. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3549520 · Cited by 8 · see citing works
“Finally, wellbeing is a notable value to explore given the increase in games that address physical, mental and sexual health [9,17,41].”
BackgroundÇetin, M., & Kökalan, Ö. (2021) · Anales de Psicología · doi:10.6018/analesps.446891 · Cited by 7 · see citing works
Dual Diagnosis in Adolescents with Problematic Use of Video Games: Beyond Substances
Esteve, A., Jovani, A., Benito, A., Baquero, A., Haro, G., & Rodríguez-Ruiz, F. (2022) · Brain Sciences · doi:10.3390/brainsci12081110 · Cited by 8 · see citing works
“prior to the COVID-19 pandemic was also related to poor school performance [46], other articles defended the existence of an optimal gaming profile related to well-being, which would have potentially positive effects on these individual’s school environments [47].”
BackgroundHelsby, L., Iacovides, I., & Cairns, P. A. (2023) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3582437.3582454 · Cited by 9 · see citing works
“Halbrook et al also found that violent gameplay had little relationship to prosocial behaviour and that exergames helped improve both physical and psychological wellbeing.”
BackgroundInfluentialRole of media – social, electronic, and print media – in mental health and wellbeing
Ameen, S., & Faye, A. D. (2024) · Indian Journal of Psychiatry · doi:10.4103/indianjpsychiatry.indianjpsychiatry_611_23 · Cited by 7 · see citing works
Prevalence and impact of Internet Gaming Disorder: A population-based study
Razum, J., & Tkalić, R. G. (2025) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2025-1-1 · Cited by 7 · see citing works
Devasia, N., Kenderova, G., Newman, M., Kientz, J. A., & Lee, J. H. (2025) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3748633 · Cited by 7 · see citing works
“Halbrook et al. [65]’s narrative review adds physical health as another benefit of games, especially through exergames such as Just Dance [G57] and Wii Fit [G34].”
Veal, C., Coward-Gibbs, M., Denham, J., & Spokes, M. (2024) · Games and Culture · doi:10.1177/15554120241273873 · Cited by 7 · see citing works
“This is key for individuals who may otherwise encounter dif fi culties in fi nding such experiences, whether that be due to distance, location, or psychological dif fi culties such as shyness, anxiety, or depression (Halbrook et al., 2019; Pierce, 2009; Utz, 2000).”
Bäcklund, C., Sörman, D. E., Gavelin, H. M., Demetrovics, Z., Király, O., & Ljungberg, J. K. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100504 · Cited by 7 · see citing works
Abolfotouh, M., & Barnawi, N. (2024) · Psychology Research and Behavior Management · doi:10.2147/prbm.s493776 · Cited by 7 · see citing works
Development of Virtual Classroom for Hybrid Live Teaching Mode
Soepriyanto, Y., Pratama, C. R., Kuswandi, D., Kurniawan, C., Oktaviani, H. I., & Nurfahrudianto, A. (2022) · doi:10.1109/icet56879.2022.9990710 · Cited by 7 · see citing works
“This has a positive effect on videogame players, especially on cooperation compared to the other way around [18], [19].”
BackgroundPhotogrammetry and GIS in Human-Occupied Digital Landscapes
Reinhard, A. D., & Zaia, S. (2023) · Advances in Archaeological Practice · doi:10.1017/aap.2022.30 · Cited by 7 · see citing works
“…Boell-storff 2008), behavioral science (Braun et al. 2016; Cochrane et al. 2020; Shim and Srivastava 2010; Subhashree et al. 2019), neuroscience (Lamb et al. 2017), psychology (Halbrook et al. 2019; Norman et al. 2005; von der Heiden 2019), and sociology (Seay et al. 2004; Williams et al. 2006).”
BackgroundConfounding analysis with gaming aspects in predicting psychological distress of esports players
Lee, S. L., & Tam, C. L. (2024) · PsyCh Journal · doi:10.1002/pchj.728 · Cited by 7 · see citing works
“Empirical investigations also yield conflicting findings, outlining both the detrimental (e.g., Lin et al., 2019) and adaptive aspects of gaming (e.g., Halbrook et al., 2019).”
ResultRelationship between employment and adaptive video gaming in individuals with physical disabilities
Redepenning, D. H., Bell, M., Adenaiye, O., & Dicianno, B. E. (2024) · Disability and Rehabilitation Assistive Technology · doi:10.1080/17483107.2024.2339427 · Cited by 6 · see citing works
“Though there is often a negative stigma surrounding video gaming, multiple studies have now shown that it can have a positive effect on mental health and wellbeing in the general population [4,5].”
Khalis, A., Ferrari, M. A., Smit, S., Ewell, P. J., & Mikami, A. Y. (2022) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2022-4-9 · Cited by 6 · see citing works
“There is growing recognition of the benefits that can be derived from playing video games (see Granic et al., 2014; Halbrook et al., 2019), such as less stress, better mood, and more positivity (positive affect; Hemenover & Bowman, 2018).”
BackgroundInfluentialBlašković, L., Žužić, A., & Orehovački, T. (2023) · Information · doi:10.3390/info14060350 · Cited by 6 · see citing works
“[5], the role of social interaction in gaming enjoyment, particularly regarding cooperation, competition, and communication, necessitates further exploration to better comprehend its impact on player satisfaction and engagement.”
BackgroundVideo Games as a Complementary Therapy for Schizophrenia: A Systematic Review
Molina‐Madueño, R. M., Díaz-Oliván, I., Girela, B., Moreno, M., Jiménez-Muñoz, L., Delgado-Gómez, D., Peñuelas‐Calvo, I., Baca‐García, E., & Porras-Segovia, A. (2022) · Journal of Psychiatric Practice · doi:10.1097/pra.0000000000000614 · Cited by 6 · see citing works
Farmer, G., & Lloyd, J. (2024) · Healthcare · doi:10.3390/healthcare12070772 · Cited by 7 · see citing works
“On one side, some articles suggest that video games can be utilised for positive psychosocial outcomes such as increasing social connectivity, improving psychological well-being, and encouraging cooperation between players [7–9].”
BackgroundResultGame Boys: Gaming, Esports, and Young Men’s Mental Health
O’Gorman, K. M., Benakovic, R., & Fisher, K. (2024) · Springer eBooks · doi:10.1007/978-3-031-64053-7_4 · Cited by 5 · see citing works
Hu, F., Tai, Z., & Liu, J. (2025) · JMIR Serious Games · doi:10.2196/58857 · Cited by 5 · see citing works
Gregorini, C., Marino, C., Giardina, A., Billieux, J., Bottesi, G., Sacchi, C., Pivetta, E., Vieno, A., & Canale, N. (2025) · Comprehensive Psychiatry · doi:10.1016/j.comppsych.2025.152613 · Cited by 5 · see citing works
Wischert-Zielke, M., & Barke, A. (2023) · Scientific Reports · doi:10.1038/s41598-023-32113-6 · Cited by 5 · see citing works
“107), we would describe ACNH as a “casual game” in that (1) its island utopia theme appeals to a wide audience, (2) as a (mobile) console game it is accessible via easy controls, (3) one can learn its gameplay quickly and without much effort, (4) it does not put pressure on the player-character while still constantly…”
BackgroundPriego-Ojeda, M., Ros‐Morente, A., & Guiu, G. F. (2024) · Journal of Computers in Education · doi:10.1007/s40692-024-00337-8 · Cited by 5 · see citing works
“…of addictive video game usage (Far-chakh et al., 2020; King & Delfabbro, 2020; King et al., 2019), other studies have shown that video game engagement can also wield a favorable sway on users, contributing positively to their overall well-being (Halbrook et al., 2019; Jones et al., 2014).”
Violence, Hate Speech, and Discrimination in Video Games: A Systematic Review
López, R. M., & Argüello‐Gutiérrez, C. (2025) · Social Inclusion · doi:10.17645/si.9401 · Cited by 5 · see citing works
Augmented Reality Technology: A Systematic Review on Gaming Strategy for Medication Adherence
Adetunji, R. O., Strydom, M. A., Herselman, M. E., & Botha, A. (2022) · Studies in computational intelligence · doi:10.1007/978-3-031-14748-7_3 · Cited by 5 · see citing works
- Authors
- Halbrook, Y. J., O’Donnell, A. T., & Msetfi, R. M.
- Affiliations
- University of Limerick (IE)
- Corresponding author
- Halbrook, Yemaya J.
- Venue
- Perspectives on Psychological Science
- Publisher
- SAGE Publications
- Published
- 2019-11
- Volume
- 14
- Issue
- 6
- Pages
- 1096-1104
- ISSN
- 1745-6916 (ISSN-L)
- 1745-6924
- OpenAlex
- W2987291256
- Cited by
- 263
- References
- 67
- Citations by year
- 2026: 28 · 2025: 48 · 2024: 53 · 2023: 55 · 2022: 39 · 2021: 34 · 2020: 6
- FWCI
- 5.07
- Type
- journal article
- Language
- en
- Open access
- green
- hdl.handle.net
- Licence
- Locations
- Perspectives on Psychological Science (publishedVersion)
- PubMed (publishedVersion)
- University of Limerick Institutional Repository (University of Limerick) (acceptedVersion, cc-by-nc-sa)
- University of Limerick Institutional Repository (University of Limerick) (acceptedVersion, other-oa)
- Arrow@dit (Dublin Institute of Technology) (submittedVersion, cc-by-nc-sa)
- Figshare (submittedVersion, cc-by-nc-sa)
- University of Limerick Institutional Repository (University of Limerick)
- 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, well-being, gaming motivation, violent video games, aggression, prosocial behavior, social interaction in games, physical health, enjoyment, adherence, moderating effect
- MeSH terms
- Aggression, Humans, Interpersonal Relations, Personal Satisfaction, Exercise, Video Games
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