By: Scarlett Davidson, Community Engagement and Partnership Lead at mindyourmind

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.

Positive Impacts

            There is typically little to no discussion of any positive impacts of e-gaming within dominant discourses, so let’s start there! A research review on benefits of e-gaming was done by Granic et al. (2013), which highlighted positive relationships between e-gaming and a variety of cognitive, emotional, and social skills, e.g.:

 

  • The more adolescents played strategic video games, the more their problem-solving skills and academic performance improved (p. 69).
  • Playing “shooter” games, specifically, appeared to increase speed and accuracy of attention allocation (p. 68).
  • As for the stereotype of gamers being socially isolated, they shared a finding that over 70% of gamers play with a friend (p. 70). Additionally, they proposed that virtual social communities, which sometimes develop through multiplayer games, may foster social skills transferable to day-to-day life (p. 73).

 

Evidence-based benefits have even been seen in the use of e-games in mental health treatment. For example, Merry et al. (2012) studied the effects of a video game (SPARX) based on cognitive behavioural therapy (CBT) for depression. Their randomized controlled trial showed the game was as effective in treating depression as a CBT program administered by therapists.

Granic et al. (2013) also contended that such video games could help fill a big gap in the accessibility of traditional mental health interventions (p. 75). Though it was the COVID-19 lockdowns that led to the expansion of virtual mental health care in the last couple of years, this reduced accessibility barriers for innumerable folks who needed these services long before the pandemic. Not only could mental health interventions delivered through e-games increase accessibility and engagement, it would also be incredibly cost-effective and could reduce waitlists.

 Studies in the last decade have continued to show benefits of integrating gamification in mental health care (Cheng & Ebrahimi, 2023), which is a monumental exemplification of the positive impacts that e-gaming can have. However, there is no denying that there are a number of negative effects that can arise, too.

Negative Impacts

I’m sure most people have heard the platitudes about the harms of e-games, particularly that they’re a “leading cause of violence” in younger generations. While the risk of increased aggression and violence absolutely exists, along with other dangerous ethical issues (e.g. sexism and racism) involved, this is true for almost all forms of mainstream media. Consequently, this is a much bigger and more nuanced conversation than what can be squeezed into this article. As such, I’m only going to briefly touch on one negative outcome specific to e-gaming that is being increasingly and empirically researched: the theory of e-gaming addiction.

In 2013, the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) noted “internet gaming disorder” as a condition to further research in order to determine whether it should be listed as a formal disorder in the next edition. In this recommendation, the concept of internet gaming disorder was described as “the compulsive preoccupation some people develop in playing online games, often to the exclusion of other needs and interests” (American Psychiatric Association, 2013).

In 2018, “gaming disorder” was officially recognized as a diagnosable condition by the World Health Organization (WHO). Their definition was similar to the one proposed by the DSM-5, with an additional trait: “continuation or escalation of gaming despite the occurrence of   negative consequences''. Important to note, they stated that individuals with gaming disorders make up only a small fraction of those who play e-games (WHO, 2018). Nonetheless, it’s good to know some of the signs that may indicate a person’s e-gaming has become a problem.

Signs of Problematic E-gaming

  • It’s prioritized over responsibilities (e.g. employment or schoolwork), health needs (e.g. nutrition, sleep, and physical activity), or other important aspects of functioning (e.g. cleanliness of environment and personal hygiene) 
  • Engagement in other interests or hobbies has markedly decreased
  • Frequency and duration continues despite negative life consequences
  • They get agitated or upset when asked to stop playing
  • They lose track of long periods of time due to gaming

Recommendations

The following suggestions can help reduce the risk of problematic e-gaming in young people:

  • Try not to have e-gaming equipment or devices in bedrooms
  • Talk about the importance of balancing screen time with other activities, and demonstrate this in your own life
  • Be emotionally available so that they can have a safe and healthy outlet for stress or difficulties
  • Discuss a reasonable budget with them for any spending associated with e-gaming

As expressed in the Negative Impacts section, there are a troubling number of risks and ethical issues entrenched in e-gaming. However, it would be remiss to say it’s inherently harmful or that these issues are unique to just this domain of media.

Aptly said by distinguished scholars Daphne Bavelier and C. Shawn Green, “One can no more say what the effects of video games are, than one can say what the effects of food are” (Bavelier et al., 2011). In other words, e-gaming is not simply “good” or “bad”; there is so much nuance to be accounted for.

Thankfully, more resources are becoming available for folks experiencing negative impacts of e-gaming — some are listed in the next section.

Resources for Support

  • ConnexOntario - helps connect you to mental health, addictions and problem gambling (including e-gaming) services in Ontario.
  • The Problem Gambling and Behavioural Addictions Program offers a variety of services for individuals experiencing behavioral and gambling addiction. They offer counselling (group and individual), workshops, psychoeducation and much more.
  • Gaming Addictions Anonymous hosts online meetings to discuss a range of topics. 
  • Game Quitters is a free online resource that provides education and organizes support groups for individuals experiencing e-gaming addiction.
  • Gordon Moody is a free global chat service to support those experiencing gambling and behavioral addictions.

References

American Psychiatric Association. (2013). Section III. In Diagnostic and statistical manual of mental disorders (5th ed.). https://www.psychiatry.org/File%20Library/Psychiatrists/Practice/DSM/APA_DSM-5-Section-III.pdf

Bavelier, Daphne & Green, C & Han, Doug & Renshaw, Perry & Merzenich, Michael & Gentile,

Douglas. (2011). Brains on video games. Nature reviews. Neuroscience. 12. 763-8.

10.1038/nrn3135.

Cheng, C., & Ebrahimi, O. V. (2023). A meta-analytic review of gamified interventions in mental

health enhancement. Computers in Human Behavior, 141, 107621.

https://doi.org/10.1016/j.chb.2022.107621‌

Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games.

American Psychologist, 69(1), 66–78.

https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf

Lowood, H. E. (2021, November). Electronic game. Britannica Encyclopedia. Retrieved January

2023, from https://www.britannica.com/topic/electronic-game

Merry, S. N., Stasiak, K., Shepherd, M., Frampton, C., Fleming, T., & Lucassen, M. F. (2012).

The effectiveness of SPARX, a computerized self help intervention for adolescents

seeking help for depression: Randomised controlled non-inferiority trial. British Medical

Journal, 344, e2598. doi:10.1136/bmj.e2598

World Health Organization. (2018). Gaming disorder. World Health Organization.

Retrieved January 2023, from

https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorde

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