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]
Citations
Cites
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“Given that 40% to 65% of participants drop out of a physical-activity program within the first 3 to 6 months (Dishman & Buckworth, 1996), providing a more enjoyable alternative exercise routine with continuously changing aspects could potentially decrease this dropout rate and encourage individuals…”
BackgroundVideo Games Do Affect Social Outcomes
Greitemeyer, T., & Mügge, D. O. (2014) · Personality and Social Psychology Bulletin · doi:10.1177/0146167213520459 · Cited by 652 · cited 3×
“(2014) demonstrated the positive effects of video games on four particular types of well-being: cognitive, motivational, emotional, and social; Greitemeyer and Mügge (2014) examined social outcomes only; Jones et al.”
BackgroundScholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
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“There is much debate, however, on whether “gaming addiction” should be included as a disorder at all, given the lack of empirical support for it (Aarseth et al., 2017).”
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“, 2018), whereas others have not come to such a definitive conclusion (Ferguson, 2015; Furuya-Kanamori & Doi, 2016; Sherry, 2007).”
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“Here, we use the term video game to refer to an electronic or digital game that can be played across a wide variety of platforms, including personal computers; handheld devices such as mobile phones, tablets, or the Nintendo 3DS; as well as game consoles such as an Xbox, that are used with a television ( Jones et al.,…”
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Prescott, A. T., Sargent, J. D., & Hull, J. G. (2018) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1611617114 · Cited by 303 · cited 2×
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“(2014) looked at flourishing mental health; and Pallavicini, Ferrari, and Mantovani (2018) analyzed the effects of games used as training tools—all reviews on specific types of video games or well-being.”
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“…& Li, 2017), though this is even more true for cooperative games, given that they encourage a higher level of positive interaction that leads to higher levels of enjoyment and lower levels of aggression than competitive games (Ewoldsen et al., 2012; Schmierbach, Xu, OeldorfHirsch, & Dardis, 2012).”
BackgroundIs the Wii Fit™ a new-generation tool for improving balance, health and well-being? A pilot study
Nitz, J. C., Kuys, S. S., Isles, R., & Fu, S. (2009) · Climacteric · doi:10.3109/13697130903395193 · Cited by 203
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“but not violence (Calvert et al., 2017), although this report has itself come under critical scrutiny by outside scholars (Elson et al.”
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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).”
BackgroundOn The Costs and Benefits of Gaming: The Role of Passion
Lafrenière, M. K., Vallerand, R. J., Donahue, E. G., & Lavigne, G. L. (2009) · CyberPsychology & Behavior · doi:10.1089/cpb.2008.0234 · Cited by 175 · cited 1×
“This is only the case, however, if cooperative games are played in moderation and the motivation is socially driven, rather than playing for obsession, escapism, or a desire for achievement (Carras et al., 2017; Hagström & Kaldo, 2014; Lafrenière et al., 2009).”
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“Our next area of interest concerned how individual differences and sociocontextual factors are more influential on levels of aggression than the degree of violence present in a video game (Ferguson et al., 2012).”
BackgroundThe Effect of Social Support Derived from World of Warcraft on Negative Psychological Symptoms
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“Our overarching argument, supported by the review provided here, is that social activity generated by video games is healthy unless it is overshadowed by a more competitive, achievement-focused orientation or played in excess (Carras et al., 2017; Longman et al., 2009).”
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Effect of Exergames on Depression: A Systematic Review and Meta-Analysis
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Bieryla, K. A., & Dold, N. M. (2013) · Clinical Interventions in Aging · doi:10.2147/cia.s46164 · Cited by 148 · cited 1×
“As demonstrated by these studies, exergames can provide an alternative to traditional exercise methods, particularly because of the unique motivations of new content and increasing difficulty they provide (Bieryla & Dold, 2013; Lee, Biggan, Taylor, & Ray, 2014).”
BackgroundMartončik, M., & Lokša, J. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.11.035 · Cited by 138 · cited 3×
“The prosocial aspects in MMORPGs have also been found to encourage cooperation, communication, and friendship, all aspects of prosocial behavior (Martoncik & Loksa, 2016).”
BackgroundHagström, D., & Kaldo, V. (2013) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2012.0222 · Cited by 136 · cited 1×
“This is only the case, however, if cooperative games are played in moderation and the motivation is socially driven, rather than playing for obsession, escapism, or a desire for achievement (Carras et al., 2017; Hagström & Kaldo, 2014; Lafrenière et al., 2009).”
BackgroundHarrington, B., & O’Connell, M. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.05.062 · Cited by 117 · cited 2×
“For example, researchers in a study involving school children concluded that prosocial video games were significantly related to the ability to cooperate, share, and maintain positive relationships with each other outside of the game (Harrington & O’Connell, 2016).”
BackgroundIngroup Versus Outgroup Conflict in the Context of Violent Video Game Play
Velez, J. A., Mahood, C., Roskos‐Ewoldsen, D. R., & Moyer‐Gusé, E. (2012) · Communication Research · doi:10.1177/0093650212456202 · Cited by 113
Krämer, A., Dettmers, C., & Grüber, M. (2014) · Archives of Physical Medicine and Rehabilitation · doi:10.1016/j.apmr.2014.04.020 · Cited by 112
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Keogh, J., Power, N., Wooller, L., Lucas, P. R., & Whatman, C. S. (2014) · Journal of Aging and Physical Activity · doi:10.1123/japa.2012-0272 · Cited by 109
Douris, P. C., McDonald, B., Vespi, F., Kelley, N. C., & Herman, L. M. (2012) · The Journal of Strength and Conditioning Research · doi:10.1519/jsc.0b013e31822e5967 · Cited by 106
Kowert, R., & Oldmeadow, J. A. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.05.004 · Cited by 97 · cited 2×
“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).”
BackgroundVideo game use and problem behaviors in boys with autism spectrum disorders
Mazurek, M. O., & Engelhardt, C. R. (2012) · Research in Autism · doi:10.1016/j.rasd.2012.09.008 · Cited by 91 · cited 1×
“…there has been much interest in the gaming habits of adolescent boys (e.g., Bijvank, Konijn, & Bushman, 2012; Konijn, Nije Bijvank, & Bushman, 2007; Mazurek & Engelhardt, 2013) and the notion that this population is the most affected by gaming is prevalent, the average age of a gamer is actually…”
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×
“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×
“Some meta-analyses concluded that VVGs may negatively affect aggression (Anderson et al., 2010; Greitemeyer & Mügge, 2014; Prescott et al., 2018), whereas others have not come to such a definitive conclusion (Ferguson, 2015; Furuya-Kanamori & Doi, 2016; Sherry, 2007).”
BackgroundMonedero, J., Lyons, E., & O’Gorman, D. J. (2015) · PLoS ONE · doi:10.1371/journal.pone.0118470 · Cited by 74 · cited 2×
“, 2015) and indeed, more enjoyable with additional motivations unique to exergames (Monedero et al., 2015; Morford et al., 2014; Strand et al., 2014).”
BackgroundShibuya, A., Sakamoto, A., Ihori, N., & Yukawa, S. (2007) · Simulation & Gaming · doi:10.1177/1046878107306670 · Cited by 73
Violent Video Games and Reciprocity
Velez, J. A., Greitemeyer, T., Whitaker, J. L., Roskos‐Ewoldsen, D. R., & Bushman, B. J. (2014) · Communication Research · doi:10.1177/0093650214552519 · Cited by 71
Domahidi, E., Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2016) · Media Psychology · doi:10.1080/15213269.2016.1257393 · Cited by 70
Coyne, S. M., Warburton, W., Essig, L. W., & Stockdale, L. (2018) · Developmental Psychology · doi:10.1037/dev0000574 · Cited by 66
Digital poison? Three studies examining the influence of violent video games on youth
Ferguson, C. J., Barr, H., Figueroa, G., Foley, K., Gallimore, A., LaQuea, R., Merritt, A., Miller, S., Nguyen-Pham, H., Spanogle, C., et al. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.04.021 · Cited by 59 · cited 1×
“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).”
BackgroundDo Policy Statements on Media Effects Faithfully Represent the Science?
Elson, M., Ferguson, C. J., Gregerson, M., Hogg, J. L., Ivory, J., Klisanin, D., Markey, P. M., Nichols, D., Siddiqui, S., & Wilson, J. (2019) · Advances in Methods and Practices in Psychological Science · doi:10.1177/2515245918811301 · Cited by 53 · cited 1×
“, 2017), although this report has itself come under critical scrutiny by outside scholars (Elson et al., 2019).”
BackgroundSchmierbach, M., Xu, Q., Oeldorf-Hirsch, A., & Dardis, F. E. (2012) · Media Psychology · doi:10.1080/15213269.2012.702603 · Cited by 52 · cited 1×
“However, aside from the studies examining cooperative behavior (Ewoldsen et al., 2012; Harrington & O’Connell, 2016; Schmierbach et al., 2012), the majority of studies have utilized survey methods; therefore, further experimental research is required to demonstrate causal effects that support these correlational findi…”
BackgroundBijvank, M. N., Konijn, E. A., & Bushman, B. J. (2011) · Journal of Adolescence · doi:10.1016/j.adolescence.2011.04.001 · Cited by 50
Aggressive behaviour in at‐risk children: contribution of subjective well‐being and family cohesion
Hamama, L., & Arazi, Y. (2011) · Child & Family Social Work · doi:10.1111/j.1365-2206.2011.00779.x · Cited by 49 · cited 1×
“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).”
BackgroundTear, M. J., & Nielsen, M. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.09.002 · Cited by 48 · cited 1×
“For example, when playing alone, prosocial behavior is relatively similar across participants who play ultraviolent, violent, and nonviolent video games (Tear & Nielsen, 2014).”
BackgroundSauer, J. D., Drummond, A., & Nova, N. (2015) · Journal of Experimental Psychology Applied · doi:10.1037/xap0000050 · Cited by 44
Gitter, S. A., Ewell, P. J., Guadagno, R. E., Stillman, T. F., & Baumeister, R. F. (2013) · Aggressive Behavior · doi:10.1002/ab.21487 · Cited by 42 · cited 2×
“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).”
BackgroundStrand, K. A., Francis, S. L., Margrett, J. A., Franke, W. D., & Peterson, M. J. (2014) · Journal of Aging and Physical Activity · doi:10.1123/japa.2012-0302 · Cited by 42 · cited 1×
“, 2015) and, indeed, are more enjoyable, with additional motivations unique to exergames (Monedero et al., 2015; Morford et al., 2014; Strand et al., 2014).”
BackgroundThe Relation of Social Support to Depression in Massively Multiplayer Online Role-Playing Games
Dupuis, E. C., & Ramsey, M. A. (2011) · Journal of Applied Social Psychology · doi:10.1111/j.1559-1816.2011.00821.x · Cited by 41 · cited 1×
“Other research, on the other hand, has revealed that involvement in MMORPGs does not lead to any effects on perceived social support (Domahidi, Breuer, Kowert, Festl, & Quandt, 2018; Dupuis & Ramsey, 2011).”
BackgroundDispelling the myth of the socio-emotionally dissatisfied gamer
Herodotou, C., Kambouri, M. A., & Winters, N. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.10.054 · Cited by 40
Maillot, P., Perrot, A., Hartley, A. A., & Do, M. (2014) · Journal of Aging and Physical Activity · doi:10.1123/japa.2013-0001 · Cited by 37
Too good to care: The effect of skill on hostility and aggression following violent video game play
Matthews, N. L. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.01.059 · Cited by 33 · cited 1×
“Indeed, even the gamer’s level of skill plays an important role in how these games affect aggression, such that the higher the levels of gaming skill, the lower the levels of aggression that are evident (Matthews, 2015).”
BackgroundThe Physical Activity Energy Cost of the Latest Active Video Games in Young Adults
Howe, C. A., Barr, M. W., Winner, B. C., Kimble, J. R., & White, J. B. (2014) · Journal of Physical Activity and Health · doi:10.1123/jpah.2013-0023 · Cited by 30
Jin, Y., & Li, J. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.059 · Cited by 29 · cited 2×
“…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…”
BackgroundThe Influence of Empathy and Morality of Violent Video Game Characters on Gamers’ Aggression
Gao, X., Weng, L., Zhou, Y., & Yu, H. (2017) · Frontiers in Psychology · doi:10.3389/fpsyg.2017.01863 · Cited by 28
Predicting guild commitment in World of Warcraft with the investment model of commitment
Odrowska, A. M., & Massar, K. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.02.005 · Cited by 27 · cited 1×
“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).”
BackgroundRoopchand-Martin, S., Nelson, G., Gordon, C., & Sing, S. Y. (2015) · Technology and Health Care · doi:10.3233/thc-150899 · Cited by 23
The Physical Activity Energy Cost of the Latest Active Video Games in Young Adults
Howe, C. A., Barr, M. W., Winner, B. C., Kimble, J. R., & White, J. B. (2015) · Journal of Physical Activity and Health · doi:10.1123/jpah.12.2.171 · Cited by 19
The Effects of a Nintendo Wii Exercise Intervention on Gait in Older Adults
Lee, A. S. Y., Biggan, J. R., Taylor, W., & Ray, C. T. (2014) · Activities Adaptation & Aging · doi:10.1080/01924788.2013.878874 · Cited by 17
William Alfred Higinbotham: Scientist, Activist, and Computer Game Pioneer
Nyitray, K. J. (2011) · IEEE Annals of the History of Computing · doi:10.1109/mahc.2011.48 · Cited by 15 · cited 1×
“The video-game industry has grown exponentially since the initial development of Tennis for Two in 1958 (Nyitray, 2011).”
Background
Research works printed but not linked: 1
- 10.7752/jpes.2018.01026 · DOI
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Background
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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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