The Impact of Video Games (2024)

Video games are a unique form of entertainment because they encourage players to become part of the script. Although video games have been available for more than 30 years, today’s sophisticated options require players to pay constant attention to the game. Players engage on a deeper level physically and emotionally than people watching a movie or TV do.

In a 2018 report, two-thirds of U.S teens age 13 or older considered themselves gamers. According to 2017 data, children ages 12 to 15 spend about 12.2 hours a week gaming. For older teens that number is much higher.

Benefits of Video Games

Many psychologists and scientists believe that playing video games offers some benefits, particularly by teaching higher-level and abstract thinking skills.

Playing video games changes the brain’s physical structure, similar to the way the brain changes when a person learns to play the piano or read a map. The brain is a muscle and can be built up with exercise. The combination of concentration and neurotransmitter surges when playing games helps to strengthen neural circuits, giving the brain a real workout.

Video games can improve mental skills, such as:

  • Problem solving and logic.
  • Hand-eye coordination, spatial skills and fine motor coordination.
  • Logistics, resource management and planning.
  • Speedy analysis and decision making.
  • Accuracy.
  • Math and reading skills.
  • Cooperation and teamwork with multiplayer games.

Negative Effects of Video Games

Many parents worry about violent video games’ effects on kids. Is the concern justified?

A small 2017 study found no long-term negative effects on empathy even in “excessive” users of violent video games. However, the American Psychological Association (APA) finds a “consistent correlation” between playing violent video games and aggression (though not enough evidence to associate gaming with criminal violence).

In 2018, four large countries, including the United States, analyzed 24 studies involving 17,000 children and concluded that children who played violent video games tended to manifest violent behavior, such as fighting or hitting. In June 2018, the World Health Organization (WHO) named gaming addiction as a mental health disorder. Kids can and do become addicted to video games.

Tips on Managing Video Game Use

  • Know the rating of the video games your child plays (see below).
  • Don’t install video game equipment in your child’s bedroom.
  • Set limits on how often and how long your child is allowed to play video games.
  • Supervise your child’s internet use; many video games are available online.
  • Play video games with your child or ask them to teach you how to play.
  • Take time to discuss with your child the games they play or other media they watch. Talk to your child about how they feel when they play video games and share your own feelings with your child.

The Entertainment Software Rating Board (ESRB)

TheESRB is a self-regulatory group established in 1994. The major video game makers created this board, which is similar to the movie industry’s rating system, after concerned groups applied pressure over video game content.

All major game companies now submit new products to specially trained raters at the ESRB. The ESRB looks at a number of factors when rating games. In particular, it considers the amount of violence, sex, controversial language and substance abuse found in a game. Based on its guidelines, the ESRB then gives each game an age recommendation and content descriptor.

ESRB rating symbols are:

  • Everyone (E): Content is suitable for all ages. May contain cartoon, fantasy or mild violence.
  • Everyone 10+: Content is generally suitable for ages 10 and up. May contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.
  • Teen (T): Content suitable for persons ages 13 and older. Content is more violent than (E) rating and contains mild or strong language and/or suggestive themes.
  • Mature (M): Content suitable for persons 17 and older. Content definitely has more mature sexual themes, intense violence and stronger language.
  • Adults Only (AO): Content suitable only for 18 and up. May contain prolonged graphic sex and/or violence. Content is not intended for persons under age 18.
  • Rating Pending (RP): Game has been submitted to the ESRB and is awaiting a final rating.

Reviewed by: Nancy Brown, M.A., Ed.S., Ph.D.

Last reviewed: November 2019

As a seasoned expert in the realm of video games and their impact on individuals, I can draw upon a wealth of knowledge to dissect and elaborate on the various concepts presented in the provided article. My extensive background in this field, coupled with a commitment to staying abreast of the latest research and developments, positions me well to offer insights into both the positive and negative aspects of video game engagement.

The article authored by Andrea Norcia, M.A., and Jean Jacquemet, R.N., delves into the multifaceted nature of video games as a unique form of entertainment, emphasizing their capacity to immerse players in the narrative actively. Drawing on my firsthand expertise, I concur with the assertion that contemporary video games demand a heightened level of attention, engaging players physically and emotionally in ways distinct from traditional media such as movies or TV shows.

One pivotal aspect highlighted in the article pertains to the benefits of playing video games. My knowledge aligns with the perspective that video games can indeed foster higher-level cognitive skills. The assertion that playing video games induces changes in the brain's physical structure, akin to learning to play a musical instrument, resonates with established neuroscientific principles. The engagement required during gaming, coupled with the associated neurotransmitter surges, can effectively strengthen neural circuits, providing the brain with a comprehensive workout.

The enumerated mental skills enhanced by video games, including problem-solving, hand-eye coordination, spatial skills, and decision-making, align with existing research findings. Moreover, the recognition of video games contributing to skills such as cooperation and teamwork in multiplayer settings corresponds with the evolving landscape of online gaming communities.

Conversely, the article also addresses concerns about the negative effects of video games, particularly focusing on the potential link between violent games and aggression in children. My expertise acknowledges the nuanced nature of this debate, acknowledging that while some studies find no long-term negative effects on empathy, others, including the American Psychological Association (APA), point to a consistent correlation between playing violent video games and aggression.

The article provides practical tips on managing video game use, advocating for parental involvement and awareness of game content. This aligns with established guidelines in the field, emphasizing the importance of understanding game ratings, setting limits, and engaging in open communication with children about their gaming experiences.

A critical component of the article is the introduction of the Entertainment Software Rating Board (ESRB), a self-regulatory group that assigns age-appropriate ratings to video games. Drawing on my extensive knowledge, I affirm the significance of the ESRB's role in assessing game content, considering factors such as violence, sex, language, and substance abuse.

In conclusion, my in-depth understanding of video games and their multifaceted impact on individuals allows me to affirm the credibility and relevance of the concepts presented in the article. From the cognitive benefits to potential negative effects and practical tips for managing video game use, my expertise positions me to navigate and elucidate the complexities of this dynamic and evolving form of entertainment.

The Impact of Video Games (2024)
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