Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Kara M. Barstead
Author Note
This paper was composed for Professor Larry Rileys English 104, Research in Writing
course section 89. This has not been peer reviewed, and is solely a record of the findings of Kara
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Abstract
The purpose of this paper is to review literature examining the benefits of playing video games of
varying types. Current media is oft flooded with negative views of video games concerning their
potential correlation to violent tendencies, yet all research noted in this paper presents benefits to
be reaped from video games, such as social benefits, cognitive benefits, educational benefits,
physical health benefits, employment benefits, and mental health benefits. This paper reviews the
findings of multiple researchers in regards to the aforementioned benefits. Each benefit is explored
The author of this paper hopes that popular media and researchers will look more into the potential
Keywords: Video Games, Cognitive Skills, Education, Physical Health, Mental Health
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I have been playing video games, to some extent, for almost as long as I can remember. In
times of stress, or just times of relaxation, I fondly recall sitting in my bedroom adventuring
through the Kanto region (of the Pokmon universe, not of Japan) or saving the galaxy in some
installment of the Metroid franchise. I distinctly remember the elated feeling upon my first
realization that the Varia-Suited bounty hunter I had been playing as in Metroid: Zero Mission was
a female, just like me, after having only ever played games where I was forced to play as a male
for my adventure, just in general or to save some helpless princess. In a sense, video games have
That being the case, of course I found myself upset any time video games were brought up
in a negative light the most common argument being something like video games cause violence
in youth. I frequently asked myself how that could be the case. After all, I have been playing
video games since a very young age even the ones that I kept seeing associated with these
negative statements, like Grand Theft Auto and have never had any violent outbursts like the
All of this negativity led me to question whether video games could possibly be a negative
as media portrayed them to be, which in turn led to my asking what are the benefits that lie with
gaming? I was certain some existed, and I just needed to find them.
Discussion
Social Benefits
In 2013, Whitbourne, Ellenberg, and Akimoto found that in the context of casual gaming,
different age groups not only played casual games (games designed to appeal to those with minimal
interest in gaming) for different reasons, but also experienced different perceived benefits from
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participating in games such as those found on Facebook and mobile devices. Additionally, Boot et
al. (2013) noted that older generations preferred games that provide mental challenges over action
games.
The researchers recorded that younger age groups reported more social benefits while older
groups reported benefits in mental challenges (Whitbourne et al.). This could be related to Boot et
al.s findings in regards to game preference. Boot et al. found that, fitting their hypothesis about
game preference, participants who received [an] Action Video Game played for significantly
fewer hours than participants that received a brain training game (p. 4).
According to Kiuchi (2009), the social benefits are present during traditional play as well
as computer gaming. In Japan, children learned social values from playing with their parents and
grandparents, and workplace relationships were developed through bars and other places that
adults play (Kiuchi). While initially game consoles were kept in isolated areas such as bedrooms
for frequent individual use, the use of computer games and game consoles, such as the Nintendo
Wii, shifted play to a means of cross-generational family interactions, rather than a more
Whether by traditional or computer/video games, play allows children and adults to bond
In terms of the cognitive benefits, game interventions have the potential to induce higher
rates of intervention compliance compared to other cognitive interventions (Boot et al., p. 1).
Cognitive Benefits
Whitbourne et al. wrote that larger percentages of adults in the 30-59 year old age groups,
inclusively, cited stress relief than did the respondents in the 18-29 or 60 and over age groups (p.
894). They also noted that in older age groups, people performed better at timed tasks and spotted
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patterns more quickly. In addition, older age groups gained better visuospatial skills and younger
age groups reported the cognitive benefits of feeling sharper and having better memory
The researchers conducted a survey of approximately 10,000 individuals from varying age
groups online that actively played the PopCap game Bejeweled Blitz (Whitbourne et al.). The
survey Whitbourne et al. conducted received responses from individuals spanning ages 18 through
80 years old. They found that casual gamers that compete with friends through social media have
Another benefit of video game experience noted by Whitbourne et al. is the potential
influence gaming may have on cognitive skill. The researchers wrote age-related losses of
neurons in the central nervous system can be compensated by increased activity of the remaining
neurons (p.892), which is something that is accomplishable by means of gaming, both casual and
Chisholm and Kingstone (2015) did further research on cognitive benefits of action-based
(non-casual) video games, and stated that action video games could benefit those with deficits in
either selection based or response based processes (p.1435). Boot et al. found that short
interventions using action video games could improve cognitive abilities. However, how effective
that would be on older adults is questionable considering their recorded preference (Boot et al.).
Participants in Boot et al.s study rated action games as significantly less enjoyable compared to
Chisholm and Kingstone found that individuals that did not play video games could
accurately locate a target just as well as action-based gamers when a distraction was not involved,
however, once a distraction was introduced, action-based gamers could direct their eyes to a set
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target with greater speed and accuracy. The researchers recorded that, action-based gamers
produced, overall, faster manual responses than non-video game players, without any significant
additional cost to accuracy (Chisholm & Kingstone, p. 1434). They also noted action based
gamers as being able to more efficiently select a target and, after selecting said target, being able
to input manual responses with more speed and accuracy (Chisholm & Kingstone).
Chisholm and Kingstone also pointed out that the faster responses on button presses could
have been due to gamers being used to rapidly pressing buttons, however the evidence they studied
pointed more to gamers being able to analyze visual information at a faster pace than non-gamers.
According to their findings, Chisholm and Kingstone concluded that action games can be
beneficial to attention span as well as selection and response patterns. They also concluded that
action gamers were less likely to be distracted by an outside force than non-gamers, thus having
more control of or more efficient control of where their attention is directed. However, Boot et al.
found that many unknowns as to why action games are so useful exist, and believe that research
needs to be done to isolate what makes action games so beneficial to cognitive improvement.
Educational Benefits
benefits in gaming, Young et al. (2012) found that when applying the uses of gaming to standard
education, cognitive overload can be disadvantageous to the progress of learning. When studying
the benefits of video games in relation to language learning, the researchers noted that university
undergraduates who only observed gameplay learned significantly more than the students who
were actually playing the games (p. 75). They also wrote that application of language use in
multiplayer games can lead to better learning of said language, a claim supported by their finding
that foreign gamers learning English grammar and vocabulary by interacting with native English
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speaking gamers. Native speakers would critique, correct, and otherwise provide feedback on
foreign gamers English this made possible through the interaction within games (Young et al.).
Outside of language learning, Young et al. also documented benefits in the fields of
Within the field of mathematics, the researchers found that standardized testing revealed
varying increases in achievement in classrooms that integrated video games, however motivation
did not seem to see any improvements (Young et al.). However, when students participated in
cooperative games, they seemed to better learn how to apply mathematical skills (Young et al.).
In another subject, Young et al. noted that video games centered around history could
engage students in the learning of the subject. The research found that students who learned
material via traditional PowerPoint presentations and students who learned the same material using
history-based video games gained the same knowledge (Young et al.). However, the researchers
recorded that the students who learned via video game remembered the materials for up to one
week longer than the students who learned from the PowerPoints.
Gaming can also have positive effects on literacy skills. Alire (2009) found that learning,
understanding, and playing games demands fine-tuned, high-tech literacy skills (p.6). In order to
properly play a video game and follow the storyline and instructions, strong literary skills are a
necessity (Alire). In addition, video games can also increase computer literacy in older generations
(Alire).
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When examining the use of video games in a physical education setting, Young et al. found
that exercise games (exergames) were capable of equaling levels of physical activity with ordinary
exercise. Additionally, exergames were found to have the potential to increase physical activity in
youths, namely cardio, and even in some cases to have encouraged participation in real-life sports
(Young et al.). Alongside these physical benefits, social benefits were also recorded, such as
participants being more willing to try new activities and invite friends over to play, and [being]
One example of an exergame would be a game developed by Nintendo, known as Wii Fit,
according to Brusco (2014). Wii Fit utilizes a board that requires player movement to carry out in-
In addition to these benefits in physical health, Video Games: Good for Your Health?
(2008) found that video games can be used for rehabilitative purposes. Some exergames (such as
Wii Fit) have the potential to aid balance and mobility in Parkinsons patients and other kinds
of games could be used as a distraction device designed to control pain and stress among patients
undergoing burn and orthopedic medical procedures (Video Games, p. 22). According to
Brusco, Wii Fit could be used to rehabilitate balance control in patients suffering the effects of a
stroke or of multiple sclerosis. Despite the effects of multiple sclerosis being irreversible, using
the Wii Fit board, the video game regimen [presented] a unique benefit compared to more
conventional rehabilitation treatments for the elderly, stroke patients, and those with MS (Brusco,
p.2).
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Video games could also present opportunities to simulate healthcare environments for
professionals to interact with and learn, and co-operative experiences could help train healthcare
Outside of healthcare practices, video games could help train graduate students to get jobs
in todays job market (Yan, 2014). According to Yan, Video gaming can play a productive role
in training recent graduates in the skills necessary for the modern workplace (p. V). Yan noted
that video games can improve interpersonal skills that are valued by employers, such as problem
Yan found that playing video games could help people (of which sixty percent play video
Further, Granic, Lobel, and Engels (2014) found that perceived emotional and social
benefits can be gained from gaming. The researchers note that experiences within video games
have the potential to improve mental health in youths. Granic et al. wrote that many families dont
have the funding for therapy, and that games are less costly, though they did also note that games
are not a replacement for a professional therapist. The researchers suggested that combining
Granic et al. also drew attention to gaming as being among the most efficient and effective
means by which children and youth generate positive feelings (p. 71). Completing tasks in video
games can have effects such as decreasing self-consciousness, raising self-esteem, and decreasing
anxiety (Granic et al.). The researchers described the importance of play in emotional development,
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and how the same emotional themes identified in childrens play are also explored in video
games (p. 67). Further, through multiplayer gaming experiences, gamers acquire social skills and
behaviors that can be useful outside of a gaming environment, such as helpfulness and cooperation
(Granic et al.).
In addition to research done by Granic et al. (as well as Whitbourne et al.), Fish (2014)
found that when combined with pre-existing prescription medication, casual video games can
provide similar anxiety relieving results to combining psychotherapy with prescription medication.
Fish prescribed casual video gaming to individuals diagnosed with depression alongside their pre-
existing medications. As a result, participants prescribed to play games experienced less anxiety
after one month than participants who were only prescribed medications (Fish). Fish concluded,
from this finding, that prescribed [casual video game] play added to participants medication
performed significantly better than medication for state anxiety (p. 2).
Current treatments for anxiety can be expensive, and so cheaper alternatives need to be
explored (Fish). Fish found that recreational activities are beneficial to the health of individuals,
and that recreational activities can lower stress. He noted that participants in his study who played
casual video games were more positive than control participants, as well as less stressed. When
looking at this knowledge alongside the cost of traditional methods of relieving anxiety and stress,
Fish found that casual video games are a cheaper alternative that is more accessible to people with
Clinicians should consider these non-stigmatizing and low cost [casual video
games] as a viable alternative intervention for individuals who are in need of a
second medication to address symptoms associated with anxiety (p. 2).
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Fish noted that no known negative effects of playing casual video games exist, and that
prescribed play of casual video games could decrease symptoms found in depression and anxiety
Conclusion
This research found many benefits to playing video games or even watching
someone else play video games, such as benefits in cognitive skill, subject-based learning,
social interaction, job searching and training, and mental wellness. All of these benefits
linked to video games directly contrast existing literature that focuses only on the potential
More notable findings include that prescription video games could be considered
as a cheaper alternative to some methods of therapy often used in tandem with medication
and that video games have uses in multiple subjects of education, including physical
education (Fish; Young et al.). All of the benefits found in video games hold relevance in
not only American culture, but cultures around the world as video games are released in
various countries. Video games often receive releases outside of their countries of
development, and as such have a wide reach. Thus, the benefits of video games can span
the globe and hold relevance no matter where the games are being played.
Considering that much of the existing literature and media coverage of video games
relates only to the potential negatives, American society should have a more open mind to
the benefits of video games, and should have a deeper appreciation for video games as a
means to convey messages and teach necessary skills. More research should be done on
benefits of video games for people of all age groups, particularly not as much information
was available on the benefits of video games in language learning, and more research could
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be done on that particular field, as well as on the use of video games to help alleviate
symptoms of anxiety. While Fish conducted useful research on the topic of anxiety relief,
more research could stand to be done to further verify this as a potential option for lower
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References
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