Cited by 263Digital Games and MediaEducational Games and GamificationImpact of Technology on Adolescents

When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being

Open access
Halbrook, Yemaya J., O’Donnell, Aisling T., Msetfi, Rachel M.·2019·Perspectives on Psychological Science

Abstract

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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Crossref · 10.1177/1745691619863807

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66 of 66 references verified0 citation errors · 0 not checkable

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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].”

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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
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
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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