The Video Game Crash

In 1983, the North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T., an Atari game based on the eponymous movie and often considered the worst game ever created. Continue Reading

Games in Health and Education

Up to this point, we have reviewed a diverse set of potentialbenefits of gaming relevant to children’s cognitive, motivational, social, and emotional development. The medicalfield has picked up on these positive effects and becomeincreasingly interested in “gamifying” medical interventions (Ritterfeld, Cody, & Vorderer, 2009), as evidenced bythe emergence of a new journal (Games for Health Continue Reading

Benefits of Playing Video Games

Video games are a ubiquitous part of almost all children’sand adolescents’ lives, with 97% playing for at least onehour per day in the United States. The vast majority ofresearch by psychologists on the effects of “gaming” hasbeen on its negative impact: the potential harm related toviolence, addiction, and depression. We recognize thevalue of that research; Continue Reading