The benefits of playing video games.

心理学 危害 电子游戏 透视图(图形) 干预(咨询) 价值(数学) 社会心理的 应用心理学 社会心理学 心理治疗师 多媒体 计算机科学 人工智能 精神科 机器学习
作者
Isabela Granic,Adam Lobel,Rutger C. M. E. Engels
出处
期刊:American Psychologist [American Psychological Association]
卷期号:69 (1): 66-78 被引量:2051
标识
DOI:10.1037/a0034857
摘要

Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.
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