Year: 2017
Type: dissertation
Abstract: Video games are a ubiquitous part of almost all children's and adolescents' lives with 97% playing at least one hour per day in the U.S. 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 psycho-social 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. World IIStressful video games as training for real-world emotion regulation skills Chapter VI Associations between in-game and real-world emotion regulation skills among experienced Starcraft players
Author: Adam Lobel
Language: Dutch
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W2585287437
