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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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“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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Video game play is positively correlated with well-being
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Time spent playing video games is unlikely to impact well-being
Vuorre, M., Johannes, N., Magnusson, K., & Przybylski, A. K. (2022) · Royal Society Open Science · doi:10.1098/rsos.220411 · Cited by 121
Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
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“Video games are increasingly being used in sectors such as education [15-17] and mental health [18-21].”
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Raith, L., Bignill, J., Stavropoulos, V., Millear, P. M. R., Allen, A., Stallman, H. M., Mason, J. S., Regt, T. D., Wood, A. P., & Kannis‐Dymand, L. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.698799 · Cited by 89
“As Internet games, and especially MMOs, may be also played moderately, they can accommodate a series of beneficial effects for the users such as socialization, a sense of achievement, and positive emotion (Halbrook et al., 2019; Zhonggen, 2019; Colder Carras et al., 2020).”
BackgroundDeighan, M. T., Ayobi, A., & O’Kane, A. A. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581103 · Cited by 100
“However, an increasing body of evidence has begun to show that gaming can facilitate social connectedness and promote positive mental health [23, 58–60].”
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The Health Effects of Video Games in Children and Adolescents
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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
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
“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 52
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“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
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“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].”
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Raggiotto, F., & Scarpi, D. (2022) · Journal of Interactive Marketing · doi:10.1177/10949968221127897 · Cited by 30
“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).”
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“Finally, social aspects of playing are important and influence gameplay (Halbrook et al., 2019; Kaye & Bryce, 2012).”
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Ghosh, L., Saha, S., & Konar, A. (2020) · Applied Soft Computing · doi:10.1016/j.asoc.2020.106573 · Cited by 26
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“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
“…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].”
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Playing the video games during COVID-19 pandemic and its effects on player's well-being
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“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
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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 28
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 23
“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…”
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“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
A twenty-first century of solitude? Time alone and together in the United States
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“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. J., Magor, T., & Wright, A. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.651530 · Cited by 18
“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).”
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“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].”
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Seven‐year‐olds' references to internal states when playing with toy figures and a video game
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“[59, 60]) and even shed light on important elements with a positive relation to mental health.”
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The Pandemic as a Catalyst for Reimagining the Foundations of Location-Based Games
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“While there can be many benefits associated with gaming [18], there are concerns that, in addition to game content (e.”
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Exploring the mental health of individuals who play fantasy football
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“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
“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
“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
Flayelle, M., Andronicos, M., King, D. L., & Billieux, J. (2025) · Addictive Behaviors Reports · doi:10.1016/j.abrep.2025.100609 · Cited by 9
“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
“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
“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 12
“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 11
“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
Madueño, A. F., Fernández, G. M., Cortés, J. M., & Carnero-Díaz, Á. (2024) · JMIR Serious Games · doi:10.2196/52275 · Cited by 8
“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
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
“[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 11
“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 11
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
“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
“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
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
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
“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
“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
Abolfotouh, M., & Barnawi, N. (2024) · Psychology Research and Behavior Management · doi:10.2147/prbm.s493776 · Cited by 7
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
“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 8
“…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
“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
“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
“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
“[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 7
Farmer, G., & Lloyd, J. (2024) · Healthcare · doi:10.3390/healthcare12070772 · Cited by 7
“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
Hu, F., Tai, Z., & Liu, J. (2025) · JMIR Serious Games · doi:10.2196/58857 · Cited by 5
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
Wischert-Zielke, M., & Barke, A. (2023) · Scientific Reports · doi:10.1038/s41598-023-32113-6 · Cited by 5
“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
“…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 8
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
Metadata
- 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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