In-home electronic gaming, also called ‘e-gaming’ (the term I’ll be using hereafter), ‘video gaming’, or simply ‘gaming’, began over 50 years ago (Lowood, 2021)! In addition to its wide array of names, e-gaming has been the subject of a wide amount of controversy. As with many facets of technology, the consensus in research is that e-gaming can have negative and positive impacts. After discussing some of each, I’ll highlight common signs of problematic e-gaming, recommendations for reducing risk, and resources for support.