Playing Online Games
Playing Online Games
Regan 1
Laura Regan
HN - 300 - A
Introduction
For decades, “politicians have long been trying to link violent video games to a person’s
likelihood to commit mass violence or hate crimes,” and they have been blaming gaming for the
“glorification of violence in our society” (Nove). With video gaming consoles becoming
commonplace in homes, parents, scientists, and the media question whether or not these
statements are factual, and they wonder if gaming is causing adverse effects on adolescents'
physical and mental health. In reality, no scientific study has been able to demonstrate that a link
between video gaming and violence exists. Despite the media continuously portraying video
gaming in a negative light, research shows that the use of video games during childhood does not
increase the likelihood of one developing aggressive behavior or violent actions. Furthermore,
despite the stigma that video gaming leads one to become antisocial and withdrawn from
physical activity, certain genres of games are shown to help the user develop and practice social
skills, and they are shown to have positive effects on one’s physical health. Additionally, video
gaming is not shown to have any negative consequences on one’s development into adulthood,
and all adulthood markers are still achieved, even if video gameplay reaches 14 hours a week.
Overall, video gaming can have many positive effects on one's physical and mental health, and
any negative effects that are highlighted in the media, are often symptoms of other external
AlthoAlthough video games have existed for quite some time, in the late 2000s, video gaming
began receiving increased attention in the media. This increased publicity was due to statements
made by politicians in which they would correlate video gaming with violent behavior, stating
that children are likely to mimic the behavior they see on screen and become desensitized to
violent images. For example, in 2019, President Donald Trump was talking about the 2012
Sandy Hook shooting, and he suggested that taking a firm stance against violent video games is
one way to prevent mass shootings (Timm). Similarly, “after a mass shooting in Dayton, Ohio,
House Minority Leader Kevin McCarthy (R-Calif.) offered his take on what helped fuel the
Although these statements made by politicians were not backed by scientific research, they were
capable of convincing the majority of the public that there was a direct correlation between video
games and the development of aggressive behavior. Research shows that video games are not the
cause of violence; however, “74% of adults still believe video games are at least partly
Despite what is being portrayed in the media about video games and violence, “Federal
crime statistics suggest that serious violent crimes among youths have decreased since 1996,
even as video game sales have soared” (“Violent Video Games and Young People - Harvard
Health Publishing”). Additionally, new studies show that many of the previous meta-analyses
that correlated violent video games with increased “violent behaviors, decrease in empathy, and
prosocial behaviors'' utilized “improper control groups and convenience samples,” which skewed
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results (Latnisky and Ueno). Furthermore, other studies show that aggressive behavior is
“influenced by individual and socio contextual variables that are not related to video games”
(Halbrook et al.). This means that many of the previous studies that have found a correlation
between video gaming and an increase in violence have failed to account for an individual's
Not only has research proven previous studies about violence and video gaming to have
invalid results, but a new study, conducted by The Royal Society in 2019, further proves that
there is no association between violent video games and an increase in aggressive behavior
(Przybylski and Weinstein). In this study, British adolescents aged 14 to 15 were surveyed on
their game time and what types of video games they played (Przybylski and Weinstein). This
data was quantified using a previously used gaming engagement measure. The types of games
were sorted using European Union and North American Media rating systems, and “carers
provided evaluations of their adolescents' aggressive behaviors in the past month” (Przybylski
and Weinstein). The results of this study showed that “violent video gameplay is not a
(Przybylski and Weinstein). In other words, the study showed that “adolescents were not more
or less likely to engage in aggressive or prosocial behaviors as a function of the amount of time
they devoted to playing violent games” (Przybylski and Weinstein). Furthermore, the “pattern of
findings further suggests that links reported in the literature might be influenced by publication
Weinstein). This research report is essential as it is able to disprove one of the leading media
rumors about video gaming by showing that there is no connection between video gaming and
Exergames
E Even though the media and parents are certain that video gaming causes more harm than
good, research shows that playing video games can benefit one’s physical and mental health.
Many parents fear that their child will become an “overweight teenager, cloistered in his room,
destroy other virtual characters with determination;” however, many types of video games,
particularly, exergames, are shown to positively impact one’s physical health (Besomebes and
Maillot). Exergames are video games that require the player to interact physically with the game
to control an on-screen character, and it is shown that they encourage the user to engage in
physical activity (Halbrook et al.). “Studies show that engaging in an exergame regimen
significantly improves balance, flexibility, braking force, lower-limb muscle strength, maximal
oxygen levels, and heart rate” (Halbrook et al.). Furthermore, exergames are shown to have
significantly higher levels of enjoyment compared to traditional exercise (Halbrook et al.). For
example, a study found that patients with multiple sclerosis were more likely to adhere to an
al.). The positive physical effects of engaging in exergaming show that video gaming does not
lead to a decrease in physical activity or negatively impact one’s physical health; in fact, due to
their higher level of enjoyment, exergames can encourage users to implement and stick to a
fitness routine.
Aside from benefiting one’s physical health, exergames can also positively support
physical and cognitive learning (Besomebes and Maillot). Nonmotor video games, motor video
games, sedentary video games, and active video games all have different effects on an
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individual's mental health (Besombes and Maillot). When an individual plays an exergame, they
are “not only reduced to the strictly mechanical aspects of his (physical) body when interacting
with the control device but he also expresses the tactical aspects of the psychological and
cognitive facets of his body (intentional, emotional, sensory, etc.) that determine his action
choices in the game” (Besombes and Maillot). This shows that exergames are capable of
engaging both the mind and body and that they challenge the player’s emotional and sensory
responses. The cognitive and physical skills that one gains from gaming can be applied to school,
Entertainment Gaming
Exergames are not the only type of games that can benefit one’s well-being;
entertainment games, or games made just for user enjoyment, are also shown to impact one's
abilities positively (Besombes and Maillot). In most cases, entertainment games are shown to
improve one’s hand-eye coordination (Besombes and Maillot). For example, “the practice of
First-Person Shooter video games,” such as Half Life or Call of Duty, “allows the development
of fine skills in the hands, transferable in the context of performing robotic-assisted surgical
operations like laparoscopies. The use of robotic hands, whose gestures are ordered remotely by
the surgeon who executes them in front of a control screen, is very much improved (33% faster
and 37% fewer errors) by the weekly practice of action video games” (Besombes and Maillot).
This statistic is significant as first-person shooter video games are often the ones that are
highlighted in the media for possibly causing aggression; however, as shown, they can be very
Not only are entertainment games capable of improving hand-eye coordination, but they
are also able to help improve the overall cognitive function of the elderly (Besombes and
Maillot). Brain training games, which are a subsection of entertainment games, consist of
exercises such as memorization tasks, arithmetic, or reading, that aim to improve cognitive
function (Besombes and Maillot). Engaging in brain training games is shown to improve “long-
term memory (episodic and sensory), spatial orientation, cognitive flexibility, environmental
and Maillot). Overall, engaging in exergames is shown to help reduce the mental effects of
aging.
Despite the stigma that video games make one become antisocial, many video games are
shown to be beneficial to one’s psychological well-being because they encourage social activity
(Halbrook et al.). Video games that have social features, such as a chat room, or the ability to
interact with other live players via headset, provides players with an alternative social outlet and
simulates in-person contact, which positively impacts one’s physiological wellbeing (Halbrook
et al.). These social features are beneficial as they “might promote enjoyable social contact for
those in remote locations, with psychological difficulties, or with other factors that can inhibit in-
person interaction” (Halbrook et al.). Furthermore, “this is further supported by a study that
indicated that individuals high in attachment avoidance can gain secure attachment functions
from participating in social online video-game interaction, in that they can use these social video
games to seek social interaction that suits their particular attachment needs” (Halbrook et al.).
Social video games are also shown to encourage cooperation, communication, and friendship
(Halbrook et al.). A study involving school children showed that these positive relationships and
skills are often maintained outside of the game (Halbrook et al.). The social aspect of video
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gaming can help one develop their social interaction skills and provides those who cannot engage
N Not only does video gaming have positive effects on one's overall health, but research
also shows that video gameplay during adolescence does not lower the chance of successful
transition into adulthood, which is one of the main concerns of parents. A study found that video
games do not appear to be harmful and that adverse effects on the transition to adulthood were
only associated with gameplay that was over 14 hours per week (Latnisky and Ueno). The study
analyzes the National Longitudinal Study of Adolescent to Adult Health and utilizes a life course
perspective to ensure that the research accounts for the changing social context and external
factors that could alter the results (Latnisky and Ueno). For example, this study accounted for a
new life stage called “emerging adulthood,” which is a stage that “resulted partly from the
expansion of higher education and the delays of first marriage and parenting” (Latnisky and
personal networks through leisure activities and hobbies,” which video gaming would fall under
(Latnisky and Ueno). The study tested whether or not video gameplay implies a risk that it
delays the transition to adulthood by evaluating whether video gameplay in adolescence reduces
the likelihood of obtaining adulthood markers (Latnisky and Ueno). As mentioned, the findings
concluded that video games do not appear to be harmful to one’s transition to adulthood. Overall,
the research finds that even at fairly high levels, video gameplay is not problematic for transition
to adulthood (Latnisky and Ueno). “It is instead an increasingly common part of everyday life
The Possible Harmful Effects of Video Games and How they can be Avoided
A Although one’s mental and physical health can benefit from playing video games, there are
instances where video gaming can cause harm to an individual. As of 2018, the World Health
Diseases,” which is a disease that can develop from excessive video gaming (Ayenigbara). “A
person with Gaming Disorder will demonstrate the following characteristics for at least twelve
months: problems controlling their gaming habits, seeing gaming as more important over other
necessities and daily activities or work, continuing to engage in gaming even after its negative
health and social problems have been identified or are evident” (Ayenigbara). It is “estimated
that about 8.5% of youth exhibit video gameplay addiction, concluding these addicted youths
had a higher likelihood of attention problems and worse grades” (Latnisky and Ueno).
Additionally, it is noted that “first-year college students with video game addiction had lower
expectations for social engagement and lower GPAs at the end of their first year of college”
(Latnisky and Ueno). Overall, someone diagnosed with Gaming Disorder is likely to suffer from
severe withdrawal from society, and it is expected that their everyday life will be significantly
Excessive video gaming can also lead the user to develop other physical ailments. One
common problem that video gaming is associated with is eye issues. “Extensive and fixed staring
at a video game screen causes eye strain,” which can result in “headaches, dizziness and in some
cases nausea” (Ayenigbara). Additionally, persistent gaming may lead to the development of
musculoskeletal problems (Ayenigbara). Video gamers who play excessively are likely to
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develop tendonitis, tendon injuries of the hands and wrists from tendon overuse, and in extreme
Although these video gaming side effects are severe, research shows that they can be
avoided as long as game time is limited. Additionally, although there are some cases where video
gaming causes physical health problems, there are also cases where it has helped to improve
existing ailments (Ayenigbara). For example, regarding vision, “gamers have an enhancement of
showed that sufferers of amblyopia, “a blurring of the eyesight due to a fault in the transmission
from the eye to brian,” may benefit from video game therapy and regain visual acuity
(Ayenigbara). This shows that as long as game-time does not become excessive, video gaming is
likely to have more positive effects on one’s mental and physical health than negative ones.
Although the effects of Gaming Disorder are severe, research shows that it is difficult to
determine when one suffers from video Gaming Disorder as it displays similar characteristics to
time is the leading factor in the development of Gaming Disorder because it is difficult to
measure. For example, “a large representative sample of children in the United Kingdom found
that those who played video games between one and three hours a day had similar levels of
wellbeing as those who did not play games at all. Although those seeking treatment for internet
addiction played for six to seven hours a day in one sample, a case series demonstrates that even
gaming for fourteen hours a day is not necessarily indicative of addiction, e.g., if temporary and
the gamer is able to cut back when competing demands arise” (Carras et al.)). These varied
results show that it is difficult to determine whether or not game time can be defined as the
Additionally, research shows that problematic levels of play, such as those associated
with Gaming Disorder, have been found to reflect other outside stressors in an individual’s life;
therefore, it is difficult to say that video gaming is responsible for any negative impact on an
individual (Latnisky and Ueno). One example of an outside stressor that can influence the
study showed that a parent’s discipline style is likely to affect whether or not their child is more
prone to developing Gaming Disorder. The study consisted of three different paper-based
questionnaires: the first tested the child for possible indicators of internet gaming disorders, the
second surveyed the parents and children on the parent-child relationship and parental
supervision and discipline style, and the final survey accounted for the participants' socio-
demographic and socioeconomic information (Cuong et al.). The study found that “the
prevalence of Gaming Disorder was highest among those who received supervision with severe
physical punishment, those supervised without discipline, and those with no parental
supervision” (Cuong et al.). This finding shows that it is challenging to diagnose Gaming
Disorder and understand what causes it because individual factors such as one’s home life, can
How Motivation for Playing and one’s environment influence one’s Gaming Experience
Addi One’s motivation for play and the types of games that they play also greatly impact
the effects one will experience from gaming. The mental health effects that one will experience
from video gaming depend on one’s “online and offline social support” and one’s “motivation
for gameplay” (Halbrook et al.). For example, social gaming can have different effects on an
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individual based on the nature of the game. “Social gaming involves playing a video game with
others, and game types can be categorized as either cooperative or competitive. In cooperative
games, two or more players engage in a video game on the same team with the same or similar
goals, whereas in competitive games, two or more gamers play against each other in a
competitive manner” (Halbrook et al.). It is shown that when an individual plays social
cooperative games, “both for moderate periods of time and for social purposes, [they] had
significantly lower levels of psychological symptoms, including depression, stress, and anxiety,
than those who played for excessive periods of time or who played for achievement purposes
[competitive games]. These negative psychological symptoms were further reduced if the player
had both strong online and offline social support” (Halbrook et al.). This study demonstrates that
one’s motivation for play can impact the symptoms one experiences from gaming. Additionally,
this point emphasizes that one’s home life and other external factors significantly impact one’s
In response to the potential harmful effects of excessive gaming, some may suggest
restricting video games as a solution to avoid them. However, as shown by the current policies in
China, restricting video game use may have severe adverse effects on adolescents. “In 2019, the
Chinese government imposed significant restrictions on minors' online video gameplay out of
concerns regarding gaming addiction. These new regulations limited underage gamers to 90
minutes of gaming on weekdays and three hours on weekends and holidays, with a complete ban
on gaming between 10 pm and 8 am” (Carras et al.). In 2021, China increased the strictness of
these regulations by changing the policy “to a limit of one hour of play only on Friday, Saturday
and Sunday, with the frequency and intensity of government inspections of online gaming
companies increased to ensure compliance” (Carras et al.). The policy is enforced by requiring
citizens to link online game accounts to a real-name registration system for online game accounts
Although these policies may seem like a potential way of preventing children from
developing Gaming Disorder, they fail to “address the need to consider disordered gaming as a
maladaptive solution to another problem” and “deny evidence for the many benefits the
moderative gaming involvement can bring” (Carras et al.). Restricting video gaming may have
severe adverse effects because they “fail to address the other contributing factors that may lead
individuals to use gaming as a coping mechanism, which runs the risk of driving youth to other
maladaptive coping methods such as substance use” (Carras et al.). Furthermore, these policies
only focus on limiting one’s gaming time; however, as mentioned, it is difficult to determine
whether or not game time influences the likelihood of one developing Gaming Disorder, and
therefore, the policies should be altered to address the other risk factors of disordered gaming
(Carras et al.). The current policies in China show that restricting video games is not a solution to
concerns about video gaming and that in order to determine what causes Gaming Disorder,
research must be done to determine what stressors and internal factors predispose one to
developing it.
Conclusion
Although the media continues to associate video gaming with violence and repeatedly
stereotypes gamers, research shows that video gaming does not negatively affect one’s overall
well-being. Research indicates that there is no correlation between video games and the
likelihood of an increase in aggression, and reveals that false statements in the media mostly fuel
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this notion. Furthermore, the negative effects that are often attributed with gaming are often side-
effects of outside stressors, and it is shown that it is difficult to determine if video game time can
be labeled as the main contributing factor to the development of Gaming Disorder. Additionally,
as seen in China, it is more harmful to restrict video gaming, as it can lead to the development of
more harmful coping mechanisms. Overall, video gaming is shown to positively affect one’s
physical health, cognitive abilities, social skills, and overall well-being as long as game time is
not excessive. The power of the media attempts to negatively stigmatize video gaming; however,
research shows that video gaming can be used as a tool that can help us improve all aspects of
Acknowledgements
I would like to thank Professor Luesink and Professor Savell for their feedback on my
paper throughout the semester. Both Professor Luesink and Professor Savell helped me to ensure
that my paper was interdisciplinary, and they provided me with great feedback on how to make
my argument and thesis even stronger. I would like to thank Professor Luesink for his suggestion
to reserach the current video gaming restriction policies in China. Additionally, I would like to
thank Professor Savell for encouraging me to look into how the media’s perception distorts
society’s view of video games. Lastly, I would like to thank my fellow classmates in HN-300-A
for providing me with insightful questions and feedback that helped me to enhance my research.
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