The DOI matches its Crossref record; 66 of the 67 references it cites were found in a registry or an index.
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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Cites
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“…has demonstrated practical value in supporting learning and facilitating the transmission of knowledge (Villani et al., 2018), and several studies have shown that video game-based interventions can have a positive impact in therapeutic and medical contexts (Halbrook et al., 2019; Xu et al., 2020).”
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“However, it is important to emphasize that these activities offer a great opportunity to develop skills and knowledge that are crucial for personal development (49).”
Evaluating the Feasibility of Fast Game Development Using Open Source Tools and AI Algorithms
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Learn Muay Thai Basic Movement in Virtual Reality and Sattolo Shuffle Algorithm
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“More generally, the use of games for children is a topic that has been studied extensively over the past decade [14] and it has been shown that certain attributes of games such as the use of re-wards to demonstrate progress have a significant impact on players’ engagement and motivation [15, 25].”
BackgroundTowards an automated approach for understanding problematic gaming
Afonso, A. P., Fonseca, M. J., Cardoso, J., & Vázquez, B. (2024) · Frontiers in Sports and Active Living · doi:10.3389/fspor.2024.1407848 · Cited by 4
Video Game Feedback Learning and Aggressive or Prosocial Effects
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“Según Jiménez y Araya (2012) y Halbrook et al. (2019), esto se podría explicar gracias a la motivación que se genera en los sujetos en trabajo con el videojuego y esto hace que se interesen más por el juego, el deporte, las reglas y luego lo apliquen con más criterio que cuando hacen práctica…”
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Ageev, N. Y., Dubovik, I. A., & Arakelova, D. A. (2024) · Psychological-Educational Studies · doi:10.17759/psyedu.2024160106 · Cited by 4
The Emotional Experiences of Fantasy Sports Participants
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“A large body of work exists that suggests video games can have a positive effect on emotions (see Halbrook et al., 2019 for a review), though several studies have also shown that video games can bring about negative emotional experiences (Andreassen et al., 2016; Mentzoni et al., 2011; Shao & Wang,…”
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“Halbrook et al. (2019) have illustrated that video games not only yield positive effects but also that each genre of game exerts distinct influences that must be examined as multifaceted phenomena rather than singular entities.”
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Where, when, and to whom gaming motives may be harmful? A systematic review
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“Despite the potential for online gaming to foster prosocial behaviors and lead to long-term cognitive enhancements (Fabio et al., 2022; Halbrook et al., 2019), it is important to recognize that it can also have negative impacts on players’ psychological well-being.”
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Normative Values for Adolescent Quality of Life in Plastic Surgery: A Longitudinal, Cohort Study
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Understanding the Social Dividends and Risks for Female Gamers in Online Spaces
O'Keeffe, E., Riordan, E., Loudoun, F. M., & Boyle, B. (2022) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3505270.3558347 · Cited by 3
“…has often been criticized for the negative effects it has on players’ mental health and wellbeing however, there is a growing amount of research that highlights the benefits experienced by players such as entertainment, a platform for socializing and creating a sense of belongingness [13, 14].”
BackgroundBobrowski, K., & Ostaszewski, K. (2022) · Psychiatria Polska · doi:10.12740/pp/139519 · Cited by 4
“However, we also have reports that indicate possible beneficial effects of such activity for mental health of adolescents [36–38].”
Hodgetts, S., Butler, J., & Williams, G. P. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2272201 · Cited by 4
‘I wasn’t me, grieving in my room. I was Spiderman’: gaming, loss and self-care following COVID-19
Spokes, M., Denham, J., Coward-Gibbs, M., & Veal, C. (2024) · Mortality · doi:10.1080/13576275.2024.2315961 · Cited by 3
“…curtailed, these experiences may have had increased resonance for participants: for example, the benefits of social play can be seen in as beneficial for those with ‘remote locations, psychological difficulties or other factors that can inhibit in-person interaction’ (Halbrook et al., 2019, p. 8).”
Medina‐Inojosa, J. R., Ibarra, M. A. G., Medina‐Inojosa, B. J., Supervía, M., Jenkins, S. M., Johnson, L., Moscoso, N. P. S., Bonikowske, A. R., Somers, V. K., & López-Jiménez, F. A. (2024) · Journal of the American Heart Association · doi:10.1161/jaha.123.031228 · Cited by 3
“12–14 However, the effect of different active workstations on neurocognitive and fine motor skills has not been extensively studied in randomized controlled trials.”
Technology and Consumer Well-Being
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The Pandemic as a Portal: On Transformative Ruptures and Possible Futures for Education
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“Among these, we can mention: the pro-social benefits that come from playing together with peers or others; the improvement of logical thinking skills; perceptiveness; and speed in terms of information processing [17, 18].”
BackgroundExploring the role of dietary intake and supplementation on performance in video gaming and esports
Turner, J. (2023) · Queensland University of Technology · doi:10.5204/thesis.eprints.244137 · Cited by 3
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“For most people, gaming is associated with pleasure and recreation and engaging in gaming is also positively correlated with good mental health [12, 13].”
Video Gaming and Its Effects on Children and Adolescents: Research Priorities and Recommendations
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Video Game Abuse and Cyberbullying Among Spanish Adolescents: An Age and Sex Comparison
Bautista, P., Saso, C. E., Íñiguez‐Berrozpe, T., & Salinas, A. C. (2025) · Journal of School Violence · doi:10.1080/15388220.2025.2529884 · Cited by 2
“…these practices appear is the video games themselves, especially ever since the arrival of online video games that are ostensibly collaborative (Halbrook et al., 2019), but which are, above all, competitive (i.e. Minecraft, League of Legends, Counter Strike, etc.); The toxicity and…”
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From screen to field: the impact of digital sports participation on leisure time satisfaction
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“Competitive gaming environments are often characterized by “toxic masculinity” and harassment, which disproportionately affects female players [24–27].”
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Balancing and Analyzing Player Interaction in the ESG+P Game with Machinations
Ouriques, L., Silva, F., Parreiras, M., Magalhães, M. A. A. A., & Xexeo, G. B. (2024) · Journal on Interactive Systems · doi:10.5753/jis.2024.4186 · Cited by 2
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Application of Gamification Tool in Hand Rehabilitation Process
Adilkhan, S., & Alimanova, M. (2021) · IEEE International Conference on Smart Information Systems and Technologies (SIST) · doi:10.1109/sist50301.2021.9465956 · Cited by 2
Digital engagement, school burnout and academic performance: Longitudinal within-student relationsPreprint
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“Emerging research has begun to examine how the effects of video games may be explained by preexisting mental illness, obsessive tendencies, self-regulation, and the type of passion for video games [16, 17].”
Ponomareva, E. S. (2024) · Journal of Modern Foreign Psychology · doi:10.17759/jmfp.2024000001 · Cited by 2
Assistive technology for commercial video games: A scoping review of available evidence
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Kleppang, A. L., Hagquist, C., Stea, T. H., Leonhardt, M., Bonsaksen, T., Lien, L., & Steigen, A. M. (2025) · Health and Quality of Life Outcomes · doi:10.1186/s12955-025-02428-1 · Cited by 1
“Playing video games provides many emotional, cognitive and social benefits [51, 52].”
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“Similarly, the “ gaming ” category remains pre-liminary, as different game genres can have different functions and effects (e.g., Halbrook et al., 2019; Jin & Li, 2017) that we could not identify based on the short responses.”
Prochnow, T. M., & Patterson, M. S. (2025) · Mental Health and Digital Technologies · doi:10.1108/mhdt-06-2025-0039 · Cited by 1
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“The abundance of studies exploring the transformational potential of video games has led to systematic reviews focusing on themes such as which game design choices influence video game players’ experience [2] and learning [3], as well as their positive effects on people’s well-being [4].”
Esports Integration in Traditional Sports Federations: A Multi-Genre Approach to Esports Integration
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“Video games are now widely regarded not only as entertainment but also as tools for socialisation, competition, and even professional development (Halbrook et al., 2019; Johannes et al., 2021).”
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Understanding Individual Differences in Mental Health and Video Games
Copeman, M., & Freeman, J. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-35979-8_13 · Cited by 2
“Video game research has already suggested they can be used to support mental health and well-being [2], [34], [35].”
Wang, J., & Zhang, B. (2023) · Journal of Education Humanities and Social Sciences · doi:10.54097/ehss.v18i.10962 · Cited by 1
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Lost in Gamification Design: A Scientometric Analysis
Bassanelli, S., Gini, F., Bucchiarone, A., Bonetti, F., Roumelioti, E., & Marconi, A. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-60692-2_1 · Cited by 1
Tarannum, T., Moniea, H. M., Sarah, M. K., & Miah, M. K. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13502-y · Cited by 1
“However, researchers such as Yu et al. (2023), Milani et al. (2019), Johannes et al. (2021), and Halbrook et al. (2019) reported positive impacts of video gaming by enhancing specific cognitive and social skills.”
Play and Learning Across Realities: Design Strategies for a Permeable Magic Circle
van der Spek, E. D. (2025) · Lecture notes in computer science · doi:10.1007/978-3-031-93715-6_3 · Cited by 1
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Bring Joy to Gamers: Adding Renewable Energy Alternative through Sustainable Development Indicators
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Francis, H. (2021) · doi:10.33015/dominican.edu/2021.psy.st.01 · Cited by 1
“, 2019) and demonstrate that the video game characteristics and motivation of players are important characteristics in the effect of violence and aggression (Halbrook et al., 2019).”
BackgroundInfluentialEgami, H., Rahman, M. S., Yamamoto, T., Wakabayashi, T., & Egami, C. (2022) · doi:10.31234/osf.io/8y7cf · Cited by 1
“It’s More than Just a Game”: How a Sense of Belonging is Fostered and Maintained in Video GamesPreprint
Wan, M., & Nordmann, E. (2023) · doi:10.31234/osf.io/4zt9d · Cited by 1
Editorial: Digital media use and mental health
Wong, R. S. M., Tung, K. T. S., Ho, F. K. W., & Man, K. K. C. (2023) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2023.1253846 · Cited by 1
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International Science Group, & Vladlenov, D. (2024) · doi:10.46299/isg.p.2024.1.15 · Cited by 1
Özdoğru, A., Gökalp, M. Y., & Kuşcu, H. (2020) · DergiPark (Istanbul University)
Keh Danilo Jr., N., Al Salous Nasser Andre, P., Amaba Gabrielle Treb, B., De Guzman Ralph Philip, F., De Mesa Arvin, V., Gonzales Aron Godwyn, C., Magadia Christian Mariel, C., Paguia Jasmin Irish, R., & Paguia Jennifer, R. (2021) · International Journal of New Technology and Research · doi:10.31871/ijntr.6.12.20
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“Besides that, a study by Halbrook et al (2019) claimed that the videogame effects on well-being greatly depended on the presence of moderators, such as social aspects, violence, or physical activity and the motivations behind playing the game.”
BackgroundHodgetts, S., Williams, G. P., & Butler, J. (2022) · PsyArXiv (OSF Preprints) · doi:10.31234/osf.io/6t9zf · Cited by 1
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Verdezoto, A., & Panchi, L. A. (2021) · doi:10.47550/rce/31.1.5
Landon, J., Shepherd, D., Goedeke, S., & Li, M. (2021) · Journal of Concurrent Disorders · doi:10.54127/xjel9569
“These mixed results highlight that measures of engagement with online gaming are not always sufficient, and that how people engage with games (Halbrook et al., 2019; Herodotou et al., 2014) and a broader range of contextual factors warrant further consideration (Norton et al.”
InfluentialResearch on Psychological Service Needs of Paratroopers Based on Stress Events
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Licata, B., & Stahl, C. C. (2021) · Occasional Paper Series · doi:10.58295/2375-3668.1421
“…charge has often been that gaming has little to do with education, there is a multitude of research supporting not only its educational benefits (Halbrook et al., 2019; Stiff & Bowen, 2016; Swain, 2007), but also its affordances toward fostering new forms of social organization (Ito et al.,…”
BackgroundGaming Disorder, Family Satisfaction and Quality of Life in Dota 2 Gamers: Some Preliminary Results
Ramos‐Diaz, J., Cotrina, R., Guevara-Cordero, C., Sandoval, R. R., & Griffiths, M. D. (2022) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah54908.2022.9978580
“For example, previous studies have found that moderate gaming may increase wellbeing, promote prosocial behavior, be educational, improve performance among Parkinson disease patients and enhance visuospatial competencies [2-5].”
BackgroundPeer-to-Peer Support and the Strength of Online Communities
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Digital Game Addiction and Children
Sebastian, S. E., George, D., & Girish, S. (2023) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-6684-8397-8.ch024
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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