Video Games & Cognition


"What is surprising is what else it improved. In a 2008 study, Susanne Jaeggi and Martin Buschkuehl, now of the University of Maryland, found that young adults who practiced a stripped-down, less cartoonish version of the game also showed improvement in a fundamental cognitive ability known as “fluid” intelligence: the capacity to solve novel problems, to learn, to reason, to see connections and to get to the bottom of things. The implication was that playing the game literally makes people smarter." - The New York Times (April 2012)


  "Gaming is Good For You InfoGraphic" - Frugal Dad (March 2012) 


  "Both boys and girls who play video games tend to be more creative, regardless of whether the games are violent or nonviolent, according to new research by Michigan State University scholars." - Michigan State University News (Nov 2011)


  "Playing video games could help improve the vision of adults with lazy eye, scientists have found." - UC Berkeley (Aug 2011)  and  Live Science (Sept 2011) 


"Research Finds Puzzle Games Improve 'Working Memory' "Game Politics (June 2011)


"There is growing evidence that playing action video games increases people's ability to process visual information quickly and to make decisions based on that information." - Psycholodgy Today Blog (Jan 2010)


"How video games are good for the brain. Concerns about violent programs persist, but researchers are discovering that playing can boost cognitive function and foster positive behavior" - The Boston Globe (Oct 2009)


  "Brain imaging shows playing Tetris leads to a thicker cortex and may also increase brain efficiency, according to research published in the open access journal BMC Research Notes." - Science Daily (Sept 2009)  and  BBC News (Sept 2009)  and  PsyOrg (Sept 2009)


"Mayo Clinic researchers found that healthy, older adults who participated in a computer-based training program to improve the speed and accuracy of brain processing showed twice the improvement in certain aspects of memory, compared to a control group." - Science Daily (Feb 2009)


"A new study of people in their 60s and 70s has found that playing a strategy video game focused on conquering the world appears to improve some of the cognitive skills that naturally decline during aging." - The Dana Foundation (Feb 2009)


"Results of Study 2 showed that participants who did not play any video game did not have a change in their cognitive performance, while those who played either a violent or non-violent video game had an increase in their cognitive performance."Science Direct (Jan 2009)


  "This research suggests that video games may have a detrimental effect on an individual's GPA and possibly on SAT scores." - CyberPsychology & Behavior (Aug 2007) 






Video Game Addiction


  "Programmed for Demise - How Game Addiction is Ruining Boys - InfoGraphic" - Online Graduate Programs 


  "We investigated the association between excessive video game/Internet use and teen suicidality. Data were obtained from the 2007 and 2009 Youth Risk Behavior Survey (YRBS), a high school-based, nationally representative survey (N = 14,041 and N = 16,410, respectively). Teens who reported 5 hours or more of video games/Internet daily use, in the 2009 YRBS, had a significantly higher risk for sadness (adjusted and weighted odds ratio, 95% confidence interval = 2.1, 1.7-2.5), suicidal ideation (1.7, 1.3-2.1), and suicide planning (1.5, 1.1-1.9). The same pattern was found in the 2007 survey. These findings support an association between excessive video game and Internet use and risk for teen depression and suicidality." - PubMed (June 2011)


  "The work, published June 3 in PLoS ONE, suggests self-assessed Internet addiction, primarily through online multiplayer games, rewires structures deep in the brain. What's more, surface-level brain matter appears to shrink in step with the duration of online addiction." - Scientific American (June 2011)  and  PlosOne (June 2011)


"A new study by an international research team -- including an Iowa State University psychologist -- found further evidence that video game "addiction" exists globally and that greater amounts of gaming, lower social competence and greater impulsivity were risk factors for becoming pathological gamers."  -  Science Daily (Jan 2011)  and  Iowa State University News Service (Jan 2011)


"In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction." - Cyberpsychology, Behavior, and Social Networking (May 2010)


"In a national Harris Poll survey of 1,178 American youths (ages 8-18), ISU Assistant Professor of Psychology Douglas Gentile found nearly one in 10 of the gamers (8.5 percent) to be pathological players according to standards established for pathological gambling -- causing family, social, school or psychological damage because of their video game playing habits."  -  Science Daily (April 2009)


"A new study concludes that children can become addicted to playing video games, with some skimping on homework, lying about how much they play and struggling, without success, when they try to cut back." - The Washington Post (April 2009) - More on this study - Cognitive Daily (May 2009)


"One type of game -- one of the most popular types, in fact -- hasn't been studied nearly as much as the traditional arcade-style game: massively multiplayer online role-playing games, or MMORPGs. One of the studies of this type of game seemed to find that players weren't more aggressive because the games foster cooperation between players."


"But we've also heard -- and seen, with Jim's game-play, that MMORPGs like World of Warcraft can be more engaging and distracting than other games, sucking away hours and hours in seemingly endless online quests. Even if it turns out these games don't promote violent behavior, is it possible that they have other detrimental effects?" - ScienceDaily (June 2008)


"South Korea Imposes Midnight Gaming Ban To Combat Addiction" - The Huffington Post (April 2010)


"The dark world of video game addiction."  - Psycholodgy Today Blog


"I'm not blaming the game makers for the global epidemic that video game addiction has become, but let's be realistic here--they're no more concerned about their customers' health than is McDonald's, Philip Morris, or Anheuser-Busch. Each is out to (a) sell products, (b) make money, and (c) keep their jobs." - Psychology Today Blog (Dec 2010)







Behavioral Addiction


"In response, Volkow and other researchers are developing a new understanding of addiction. Rather than just telling us to feel good, dopamine tells us what's salient—the unexpected bits of new information we need to pay attention to in order to survive, like alerts about sex, food and pleasure, as well as danger and pain. If you are hungry and you get a whiff of a bacon cheeseburger, Volkow's research team has shown, your dopamine skyrockets. But the chemical will also surge if a lion leaps into your cubicle. Dopamine's role is to shout: "Hey! Pay attention to this!" Only as an afterthought might it whisper "Wow, this feels great." So maybe addicts aren't just chasing a good time. Perhaps their brains have somehow mistakenly learned that drugs are the most important thing to pay attention to, as crucial to survival as food or sex.

The salience theory of dopamine also provides new explanations for other self-destructive human tendencies, from binge eating to gambling. It may explain why we crave the stimulation of new information. The experiments that Volkow and her team are conducting may also reveal some of the most powerful behavioral machinery in our brains, the equipment that motivates and inspires us. If they are right, dopamine is more than a joyride. It's more like the drug of life. Its mission is more profound and philosophical: to connect us to the world and supply us with the will to stay alive." - Psychology Today (March 2012)


"The reason a behavioral addictions like gambling and potentially others, will be recognized is because the research results (including neurological evidence) are now irrefutable. It turns out that there is a "pleasure pathway" in the brain that lights up when we experience pleasure. The body releases a combination of neurochemicals, including dopamine and the opiates, which are picked up by receptors in the brain and elsewhere in the body. These chemicals make us feel good. If a lot is released and picked up, we call it feeling "high". This high occurs through the ingestion of certain psychotropic chemicals, like alcohol, and also through behaviors and thoughts. When we "fall in love" we are high on these neurochemicals. When we enjoy playing video games or get caught up in gambling, we experience a similar euphoria. These highs are not something to be worried about, in moderation. The addiction begins to take hold, however, when we do it too much. Then the brain is forced to withdraw neuro-receptors in an effort to restore balance. This is what we call tolerance, and we no longer get the high from the same level of activity or drug use. Now, we need more. And if we go without, we go into withdrawal. In the case of behavioral addictions, that withdrawal involves primarily psychological symptoms (irritability, restlessness, poor concentration, increased anxiety and depression, etc)." - Psychology Today (Nov 2011)


  "Dopamine Makes You Addicted To Seeking Information" - The W Blog (Nov 2009)






Video Games & School


"A new study by Weis and Cerankosky, to be published in a forthcoming issue of the journal Psychological Science, suggests that video-game ownership may negatively impact some aspects of school performance." - Psychology Today Blog (March 2010)  and  Psychology Today Blog (April 2010)  and  Science Daily (March 2010) 


"On school days, teen boys who play video games appear to spend less time reading and teen girls who play video games appear to spend less time doing homework than those who do not play video games" - ScienceDaily (July 2007)






Video Games & Bipolar Disorder


"The point is, parents need to take a hard look at environmental influences, especially overstimulation from video games and other electronic screens.  You'll need to eliminate this factor for several weeks before an accurate assessment is even possible. Sure, your child might still have symptoms after you remove these offenders, but they will be less severe. Your child's teacher, doctor, therapist, tutor--everyone!--will have a much clearer picture of what's going on, and progress will proceed much more smoothly." - Psychology Today (June 2011)






Video Games & Seizures


  Seizures From Video Games


"This week, I invited mother and medical writer Jessica Solodar to share her story: Jessica's daughter Alice experienced daily seizures triggered by video games, but suffered for years before she was properly diagnosed.  My clinical work and writing often focus on electronic media precipitating nervous system dysregulation, but this case was an eye-opener even for me. " - Psychology Today (Dec 2011)






Video Games & Exercise


"But exergames turn out to be much digital ado about nothing, at least as far as measurable health benefits for children. “Active” video games distributed to homes with children do not produce the increase in physical activity that naïve parents (like me) expected." - The New York Times (June 2012)  and  GamePolitics (June 2012)


"Owens' study, which he has submitted to a refereed professional journal, found that children did display significant increases in aerobic fitness after three months with the Wii Fit. However, three months of home Wii Fit use produced no significant changes in daily physical activity, muscular fitness, flexibility, balance or body composition for families as a whole." - ScienceDaily (Dec 2009)






Pro-Social Video Games


"Schmierbach found that, as expected, people who played a coop mode were far more likely to come up with non-violent words, which he took as evidence of less "aggressive cognition." Other self reported measures of frustration and arousal (in the general physiological sense) showed similar results."  -  Psychology Today (Aug 2012)


"The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression."  -  Wiley Library Online (May 2012)


"How Videogames Can Promote Empathy"  -  Psychology Today (Sept 2011)


"While violent video games may lead to more aggression and anger in players, a new study shows that the opposite is also true: relaxing video games can make people happier and more kind."  -  Science Daily (June 2011)


"Video games can teach positive lessons, too." - Psychology Today (Feb 2010)


"A video game to reduce aggression" - Cognitive Daily (April 2009)


"Flower is the only video game I've played that made me feel relaxed, peaceful, and happy." - Slate (Feb 2009)


"Human Development Scientists and Computer Game Developers Design Video Game That Teaches Conflict Resolution to Kids" - DBIS (Dec 2008) 






Video Games and Cooperation


  "How to ameliorate negative effects of violent video games on cooperation: Play it cooperatively in a team" - Science Direct (July 2012) 






Video Games and Desensitization



"Burn victims aren’t the only ones receiving video-game therapy. Soon there may be a virtual world for every psychiatric disorder and neurological condition. A sample."  -  GQ (Feb 2012)


  "Violent video games reduce brain response to violence and increase aggressive behavior" - Medical Xpress (May 2011) 


  "Video games often get a bad rap, but their ability to desensitise players to violence could help soldiers sleep better. According to an online survey of 98 military personnel, regularly playing games that involve war and combat - like Call of Duty - decreased the level of harm and aggression experienced when they dreamed about war." - New Scientist (March 2011) 


"Treating Cockroach Phobia With Augmented Reality describes, for the first time, a trial of augmented reality with a small group of people who all presented clinically significant levels of cockroach phobia." - Technology Review (July 2010)  and  PubMed (March 2010)


"Violent video games and desensitization" - Cognitive Daily (April 2008)


"Psychologists Produce First Study on Violence Desensitization From Video Games" - ScienceDaily (July 2006)  and   PsychCentral (July 2006)


"Patients can get relief from pain or overcome their phobias by immersing themselves in computer-generated worlds" - Scientific American (July 2004)






Violent Video Games and Shooting Ability


  "Just 20 minutes of playing a violent shooting video game made players more accurate when firing a realistic gun at a mannequin -- and more likely to aim for and hit the head, a new study found." - Science Daily (April 2012) 






MMORPG Video Games


  "After an average playtime of 56 hours over the course of a month with “Asheron’s Call 2,” a popular MMRPG, or “massively multi-layer online role-playing game,” researchers found “no strong effects associated with aggression caused by this violent game,” said Dmitri Williams, the lead author of the study."  -  PsysOrg (Aug 2005) 


Do MMORPG (massively multiplayer online role-playing game) games increase aggression? - Cognitive Daily (August 2005)






Kids Playing Violent Video Games



"Most Middle-School Boys And Many Girls Play Violent Video Games" - ScienceDaily (July 2007)






How Violent Media Affects Aggression


"The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression."  -  Wiley Library Online (May 2012)



"Do Violent Video Games Increase Aggression?"  - Psychology Today (Jan 2012)



"Children's exposure to violent video games over time can impact their ability to develop empathy and sympathy for others, according to a new study written by Simmons CollegeCommunications Professor Edward T. Vieira, Jr., Ph.D. and published in the 2011 spring/summer edition of the Journal of Children and Media.  - Simmons (April 2011)  and GameSpot (April 2011)  and  Industry Gamers (April 2011)  and  Washington Times (April 2011)  and  parentdish (April 2011) 


"The Academy of Pediatrics says “More than one thousand scientific studies and reviews conclude that significant exposure to media violence increases the risk of aggressive behavior in certain children, desensitizes them to violence and makes them believe that the world is a ‘meaner and scarier’ place than it is.”  If children begin to think that this type of violence is normal behavior these thoughts are often said to be difficult to change later on in life.  This is similar to the studies of domestic violence where children who are exposed to violence either become offenders or victims because they believe that what they are exposed to is the norm." - All Psych Online (Dec 2003)


"Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life"  - Journal of Personality and Social Psychology (April 2000) 






Violent Video Games


"A longitudinal study of the association between violent video game play and aggression among adolescents." - PubMed (July 2012)


"Violent Video Games Alter Brain Function in Young Men" - Science Daily (Dec 2011)  and  MedicineNet (Nov 2011)  and  Mail Online (Nov 2011)


"If you're worried about a video game turning your son or daughter into a killer, don't worry about that," says psychologist Patrick Markey of Villanova (Pa.) University. "But is your kid moody, impulsive, or are they unfriendly? It's probably not the best idea to have that child play violent video games." - USA Today (Sept 2011)


"Are Violent Video Games Corrupting Children? Supreme Court Says States Cannot Decide" - Scientific American (June 2011)


"Today it is anticipated that the Supreme Court will rule on the case known as Brown v. Entertainment Merchants Association. In this case, game merchants say they should be able to sell the most extreme violent video games to minors. While it's illegal for children to purchase to so-called "adult" movies, if the merchants get their way, no violent video game content would be considered as going too far to be safe for children.

A dozen of my colleagues and I authored an amicus brief to the Supreme Court, substantiating our view that violent video games can cause harm. Known as the Gruel Brief, we submitted a statement on video game violence "authored by thirteen of the most recognized media violence experts in the United States, Germany, and Japan, and endorsed by 102 additional researchers." - Psychology Today (June 2011) 


"A new study in the Journal of Experimental Social Psychology provides more evidence that violent video games desensitize players to violence, and makes them more violent in real life. This is not the first study to report such an effect; the evidence has been steadily accumulating over the last decade. But this study is worth looking at because it accidentally reveals both the immediate and long-term consequences of play." - Psychology Today (May 2011)  and  Science Daily (May 2011)


"Violent video games often treats the victims of the violence abstractly.  In some games, the victims are aliens or nonhuman monsters.  In other games, the opponents are soldiers who are so heavily protected with body armor that they do not really look like people at all.  In still other games, the opponents are members of some group of outsiders like gang members. Dehumanization is also a factor that supports violence in the outside world.  Nick Haslam and his colleagues have explore the ways that treating others as less than human tends leads to a negative attitude toward the dehumanized group and increases aggressive behavior toward the dehumanized group." - Psychology Today (May 2011)


"Children's exposure to violent video games over time can impact their ability to develop empathy and sympathy for others, according to a new study written by Simmons CollegeCommunications Professor Edward T. Vieira, Jr., Ph.D. and published in the 2011 spring/summer edition of the Journal of Children and Media.  - Simmons (April 2011)  and GameSpot (April 2011)  and  Industry Gamers (April 2011)  and  Washington Times (April 2011)  and  parentdish (April 2011) 


"HICKS: Video games and bullying"  - Washington Times (April 2011)


"Highly anticipated video game sequel glorifies violence toward women" - Raw Story (March 2011)


"Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review" - Psychological Bulletin (2010)


"Playing a violent video game can increase aggression, and when a player keeps thinking about the game, the potential for aggression can last for as long as 24 hours, according to a study in the current Social Psychological and Personality Science (published by SAGE)." - Science Daily (Sept 2010)


"Playing violent video games can make some adolescents more hostile, particularly those who are less agreeable, less conscientious and easily angered."  -  American Psychological Association (June 2010)  and  Science Daily (June 2010)


"Playing a violent cop in a video game makes one more likely to identify with and feel sympathetic toward violent cops." - Miller McCune (May 2010)


"The 15 Most Controversial Video Games" - The Huffington Post (March 2010)


"The study was published in the March 2010 issue of the Psychological Bulletin, an American Psychological Association journal. It reports that exposure to violent video games is a causal risk factor for increased aggressive thoughts and behavior, and decreased empathy and prosocial behavior in youths." - Science Daily (March 2010)  and  PubMed (March 2010)


"Catharsis And Video Games" - Slideshare (Dec 2009)


"Hundreds of parents have bought their children a video game containing 'shocking' violence despite its 18 certificate. They queued overnight in hordes for the release of Call of Duty: Modern Warfare 2, which is expected to break records for video game sales. But many others are outraged by the content, including a scene where the player can choose to take part in a massacre of civilians."  -  Daily Mail (Nov 2009)


"Violent video games and movies make people numb to the pain and suffering of others, according to a research report published in the March 2009 issue of Psychological Science." - Science Daily (Feb 2009)


"Video Games Affect the Brain—for Better and Worse" - The Dana Foundation (July 2009)


Study Links Violent Video Games, Hostility: Research in U.S., Japan Shows Aggression Increased for Months After Play - Washington Post (Nov 2008)  and  Pediatrics (Nov 2008)  and  Science Daily (Nov 2008)


The bloodier the game, the more hostile the gamer - Cognitive Daily (Sept 2008)


Video Games Normalize Killing, Doctors Say - KETV (Nov 2007)


"New research by Iowa State University psychologists provides more concrete evidence of the adverse effects of violent video game exposure on the behavior of children and adolescents." - ScienceDaily (April 2007)


"Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy" - Amazon (Jan 2007)


"Can video games make kids more violent? A new study employing state-of-the-art brain-scanning technology says that the answer may be yes." - MSNBC (December 2006)


"Adolescents who had played violent video games exhibited more brain activity in a region thought to be important for emotional arousal and less activity in a brain region associated with executive functions. Executive functions are the ability to plan, shift, control and direct one’s thoughts and behavior." - Indiana University School of Medicine (Nov 2006)


"Video Game Violence Can Make You Cold Blooded in Real-Life" - Softpedia (July 2006)


"...their study shows that young men are more likely to see others' attitudes toward them as hostile if they've just played a violent game." - News in Science (April 2006)


"This is your brain... on violent video games" - Cognitive Daily (April 2006)


"In Video Games, Not All Mayhem Is Created Equal" - ScienceDaily (December 2005)


"A brain mechanism that may link violent computer games with aggression has been discovered by researchers in the US. The work goes some way towards demonstrating a causal link between the two - rather than a simple association." - New Scientist (December 2005)


Punishing video game violence: Does it reduce aggressive behavior? - Cognitive Daily (Nov 2005)


"Violent Video Games Lead To Brain Activity Characteristic Of Aggression" - ScienceDaily (October 2005)


"Violent video games can increase aggressive behavior in children and adolescents, both in the short- and long-term, according to an empirical review of the last 20 years of research." - American Psychological Association (August 2005)


"Do games prime brain for violence?" - New Scientist (June 2005)


"Game mocks real tragedy, gang experts say" - MSNBC (Nov 2004)


Violent virtual video games and hostile thoughts - Journal of Broadcasting & Electronic Media (Sept 2004)


"Negative effects of violent video games becoming clearer" - AFA (July 2004)


"Psychological research confirms that violent video games can increase children's aggression, but that parents moderate the negative effects." - American Psychological Association (June 2004)


"Violent Video Games: Myths, Facts, and Unanswered Questions" - American Psychological Association (Oct 2003)


"Aggressive adolescents diagnosed with disruptive behavior disorders (DBD) use their brains differently than nonaggressive adolescents when watching violent video games, and the variation could be attributed to differences in actual brain structure, according to early results of two studies being presented at the 88th Scientific Assembly and Annual Meeting of the Radiological Society of North America (RSNA)." - Duke (Dec 2002)


"Violent Video Games FAQ" - YMA (2002)


"Computer games stunt teen brains" - The Observer (August 2001)


"Playing violent video games like Doom, Wolfenstein 3D or Mortal Combat can increase a person's aggressive thoughts, feelings and behavior..." - ScienceDaily (April 2000)






Ratings and Descriptions


Entertainment Software Rating Board (ESRB)


What They Play - The Parents Guide to Video Games






Military Recruitment


"Army Experience Center spokesman Capt. John Kirchgessner says the center has proved more effective than traditional recruiting methods. Using technology to create a relationship with the public..."  -  NPR (July 2010)


Army Recruits Video Gamers, Latest Recruiting Tool Winning Over Hearts, Minds Of Teens - CBS News (March 2004)


The U.S. Army and video game producers are increasingly collaborating on war simulation games designed to attract a new generation of potential soldiers. - WireTap Magazine (May 2006)


"America's Army (also known as AA or Army Game Project) is a series of video games and other media developed by the United States Army and released as a global public relations initiative to help with recruitment." - Wikipedia








Violent Video Games Teaching Hate


"Should the United States ban a Japanese "rape simulator" game?" - Slate (March 2009) and  Huffington Post (March 2010)


"Racist Groups Using Computer Gaming to Promote Violence Against Blacks, Latinos and Jews."  -  Anti-Defamation League (February 2002)


Muslim groups condemn 'Muslim Massacre' video game - The Raw Story (Sept 2008)


"Islamic resistance group Hezbollah has sold over 100,000 copies of a computer game where players become anti-Israeli terrorists, prompting calls for it to be banned in Australia." - The Age (May 2003)


"The new game is called Underash, and its hero is a young Palestinian stone- thrower, Ahmed, fighting Israeli soldiers and settlers." - Underash (February 2002)


"A new video game, designed in-part by a former Guantanamo detainee, takes place in 2011 and has the player kill what would be understood to be American and British troops as the player attempts to escape." - KFox (June 2009)


"Some popular video games promote racist, negative stereotypes of Asians that would be unacceptable in other forms of media, says a Canadian researcher." - News in Science (July 2006)


"Grand Theft Christianity" - The New York Times (Dec 2006)


"Grand Theft Auto" - Wikipedia - The player gets extra points for killing cops. If the player kills a prostitute after using her services, he gets back any money paid to her, plus any other money found on her person.