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PSYCHOLOGICAL EFFECTS OF VIDEO GAMES Barrie Gunter The history of media developments is littered with examples of new forms of entertainment being introduced, attaining widespread popularity, and also attracting public concern because of their strong appeal to so many. Computer games proved to be no exception to this rule. As their popularity grew, so too did the level of anxiety about the possibly deleterious psychological effects of playing these games. A number of critics claimed that computer games had a corrupting influence on young people. These games were accused of glorifying violence and encouraging antisocial behavior, lwenty years ago, the U.S. Surgeon General, C. Everett Koop, was quoted as saying that there was "nothing constructive in the games— Everything is eliminate, kill, destroy!" (Mayfield, 1982). In addition to potentially harmful psychological effects, stories emerged of computers games' addictive qualities (Anderson & Ford, 1986). Thus, regularly playing computer games could cultivate a compulsion to continue playing and to display, in consequence, a diminished interest in other activities. To cease playing might result in withdrawal symptoms (Soper & Miller, . 1983). Some identified physical consequences of regular computer game playing, such as tendonitis, and skin and muscle problems (Loftus & Loftus, 1983). Not all the news about computer games was bad. Some showed positive psychological benefits accruing from involvement with these games, not least that they ftiay contribute toward young people's computer liter-, ac) or at least a greater ease with computer technology. Computer games could also be devised with educational : benefits such as vehicles for the learning of factual .. knowledge and experiences through which a variety of cognitive skills could be acquired (Greenfield & Lave, 1982; Rogoff & Lave, 1984; Scribner, 1986). 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Many of these reasons also provide an insight as to why games may be useful therapeutically. For instance: * Games are a natural part of human behavior. Using video games as a measurement tool, the researcher achieves the relaxation and ease that can be essential to successful experimentation. * Video games can assist children in setting goals, ensuring goal rehearsal, providing feedback, reinforcement, and maintaining records of behavioral change. * Researchers can use video games when examining individual characteristics such as self-esteem, self-concept, goal-setting, and individual differences. " Video games are fun and stimulating for participants. Consequently, it is easier to achieve and maintain a person's undivided attention for long periods of time (Donchin, 1995). ' As research tools, video games are very diverse and attract participation by individuals across many demographic boundaries (e.g., age, gender, ethnicity, educational status; Washburn & Gulledge, 1995). Video games also allow participants to experience novelty and challenge. Video games also allow participants to engage in ex-^ordinary activities and to destroy or even die without real consequences (Washburn & Gulledge, 1995). Video games can be useful because they allow the researcher to measure performance on a very wide vari- ety of tasks, and can be easily changed, standardized, and understood. • Video games may help adolescents regress to childhood play (because of the ability to suspend reality in videogame playing) Research dating back to the early 1980s has consistently shown that playing computer games (irrespective of genre) produces increases in reaction times, improved hand-eye coordination, and raises players' self-esteem. What's more, curiosity, fun, and the nature of the challenge also appear to add to a game's therapeutic potential. This chapter will concentrate on the reported therapeutic benefits of video game playing. Some evidence suggests that important skills may be built or reinforced by video games. For example, video game playing can improve spatial visualization ability (i.e., mentally rotating and manipulating two- and three-dimensional objects) (Subralunanyam & Greenfield, 1994). However, video games were more effective for children who started out with relatively poor skills. It was therefore suggested that video games may be useful in equalizing individual differences in spatial skill performance. Many people seem surprised that video games have been used innovatively in a wide variety of therapeutic and medical contexts. As we shall see during the course of this chapter, "video game therapy11 has been used successfully in rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, and autistic children. Video Games as Physiotherapy and Occupational Therapy Video games have been used as a form of physiotherapy and/or occupational therapy with many different groups of people (e.g., those who are physically handicapped, learning disabled, emotionally disturbed, etc.).