Video games have become a significant form of entertainment, comparable to the film industry in profitability. In the United States, expenditure on game-related items has increased over 7 times, from $7.4 billion in 2006 to $57.2 billion in 2023 (Entertainment Software Association, 2024; Williams et al., 2008). This expansive industry encompasses both hardware—such as video game consoles, personal computers, smartphones and virtual reality (VR) devices—and software- the games themselves. The development of gaming culture has led to the creation of a gamer identity, characterized by choices in gaming platforms, genres, specific games, and play styles. (Braun et al., 2016; Granic et al., 2014; Lopez-Fernandez et al., 2019). Additionally, electronic sports have emerged (eSports), where top players compete for substantial cash prizes, with audiences viewing these events similarly to traditional sports (Chan et al., 2022; Monteiro Pereira et al., 2022). This trend emphasizes the importance of understanding the effects of video games on cognitive and affective aspects in early adulthood.
Video games are designed in various genres to cater to different preferences and demands including adventure, action, sports, role-playing (RPG), racing, strategy, puzzles, martial arts, and first-person shooters (FPS). (Qaffas, 2020). Each genre requires different skill sets and levels of engagement, being attractive to a wide audience. The difficulty levels of these games are carefully balanced to maintain player interest and satisfaction without overwhelming them. (Fraser et al., 2014). It is also important to note that many games now are designed to combine features from multiple genres, challenging traditional classifications (Apperley, 2006; Dale & Green, 2017; Gentile, 2011).
Initially perceived as a predominantly male form of entertainment, gaming has seen a shift towards a more balanced representation of sexes, with an increased number of women identifying as gamers (Bavelier et al., 2012). Furthermore, gaming is no longer perceived as a child’s or adolescent’s activity, a view which also changed with more and more adults playing videogames as a pastime. Studies indicate that 61% of U.S adults are playing videogames, with the average age of a gamers being 36 (Entertainment Software Association, 2024). This is attributed to the fact that teenage gamers grow into videogame-playing adults. Early adulthood, defined as the period between 20 to 40 years of age, , is described as a period of cognitive stabilization and peak performance, making this age range critical for research on video game effects (Lövdén et al., 2020; Smith et al., 2020).
1.1. The Effects of Videogames on Cognitive and Affective Elements
The increased popularity and immersive nature of videogames have made them a significant topic in neuropsychological research. However, findings are not often inconclusive (Bernik et al., 2023; Boot et al., 2011; C. S. Green et al., 2017) and are often mediated by the game genre in question (Choi et al., 2020; Oei & Patterson, 2015), independent from the platforms used (V. Huang et al., 2017).
A particular focus lies on the potential negative effects of violent video games on aggression, antisocial and externalized behavior, prosocial behavior, empathy, and desensitization to violence (C. A. Anderson et al., 2010; Bushman & Anderson, 2009; Coyne et al., 2023; Engelhardt et al., 2011; Greitemeyer, 2018), with these effects being more prevalent in men (Coyne et al., 2020). However, this perspective is challenged by studies arguing that the deleterious effects of violent videogames are overstated, and result from less robust methodologies (Adachi & Willoughby, 2011; Elson & Ferguson, 2014; Ferguson & Wang, 2019; Hilgard et al., 2017; Kühn et al., 2019; Tear & Nielsen, 2014). Additionally, some studies suggest that certain types of videogames, such as RPGs, social games, and cooperative games can enhance empathy (Bachen et al., 2012; Greitemeyer et al., 2010; Greitemeyer & Osswald, 2010; Wulansari et al., 2020), whereas cooperative violent videogames mitigate the empathy-reducing effects of violent content. (Devilly et al., 2017; Happ et al., 2011, 2015; Harrington & O’Connell, 2016; Prot et al., 2014). (Ducheneaut et al., 2007; Garcia et al., 2022; Greitemeyer, 2013; Greitemeyer & Cox, 2013; Jerabeck & Ferguson, 2013). There’s an interesting finding regarding the age of the players and empathy, appearing to impact adolescents’ empathy more than (Shin & Ahn, 2013). Finally, it should be noted that there are special videogames being developed for training empathy (Kral et al., 2018).
There has also been extensive research on the effects of videogames on cognitive domains, including their potential for rehabilitating cognitive deficits. These cognitive domains commonly engaged during playing include visuospatial skills, short-term and working memory, attention, and psychomotor speed, which is also reported as hand-eye coordination.
Most studies indicate that videogames have positive effects on the visuospatial skills of players (Castel et al., 2005; Donohue et al., 2010; H. Huang & Cheng, 2022; Oei & Patterson, 2013; Waris et al., 2019). Action video games, in particular, require players to track and identify multiple moving objects simultaneously, potentially enhancing visuospatial skills. This genre, along with FPS games, have shown improvements in visuospatial short-term and working memory. However, some studies suggest that videogames do not affect visuospatial memory, suggesting a need for further investigation (Ruiz-Marquez et al., 2019). Evidence also suggests a “dose-related” effect, with more videogame play leading to greater improvements in visuospatial skills(Gorbet & Sergio, 2018).
Attention is another domain frequently investigated in the context of videogames. Videogames offer an interactive experience that often demands constant player attention and engagement, depending on the specific type of videogame. (Baniqued et al., 2014; Cardoso-Leite & Bavelier, 2014; Mishra et al., 2012). Action videogames, in particular, seems to benefit attention, with a plethora of studies demonstrating a positive relationship (Alho et al., 2022; Bavelier & Green, 2019; Bediou et al., 2018, 2023; C. S. Green & Bavelier, 2012; Hubert-Wallander et al., 2011; Sampalo et al., 2023). Action video games exhibit an interesting, sex-related effect on attention, with women benefiting more from playing such games, than men (Feng et al., 2007). Action games aren’t the only genre that improves the attention of their players, RPGs appear to exhibit the same level of beneficial effects on player’s attention as action videogames (Dale et al., 2020). Furthermore, the advent of virtual reality (VR) games significantly improve the visuospatial skills compared to conventional ones (Glueck & Han, 2020). However, some studies report no interaction between action games and attention (Gentile et al., 2012; Irons et al., 2011), highlighting the need for more research.
Videogames not only require attention and visuospatial skills, but they also demand fast player reactions to on-screen stimuli and psychomotor speed (hand-eye coordination). Both of these skills are reflected in the player’s reaction time, an important metric, both for gamers and researchers alike. Research suggests that video games can improve psychomotor speed and reaction times, with FPS games exhibiting particular promise in psychomotor speed (Ahn & Won, 2023; Boot et al., 2008; Chaarani et al., 2022; Deleuze et al., 2017; Horoszkiewicz et al., 2022; Ou et al., 2013; Reynaldo et al., 2021).
Verbal memory, both short-term and working, has not been extensively studied, with inconclusive results. Some research supports the notion that videogames provide benefits for one’s verbal memory (Murphy et al., 2012; Oei & Patterson, 2013), while other studies indicate either a negative relation, with games being detrimental to one’s verbal memory (Özçetin et al., 2019), or no relation at all (Sattar et al., 2021). Further investigation is needed to examine the effects of videogames on verbal skills.
Another significant area of research involves the impact of video games on cognitive functions and their potential use in neuropsychological rehabilitation to battle cognitive decline (Lucatelli et al., 2022). Various studies explored using videogames as a way to help older adults to reduce cognitive decline and retain cognitive levels (Anguera & Gazzaley, 2015; Boot et al., 2013; Charchat-Fichman et al., 2014; Laganà, 2018; Whitbourne et al., 2013). Furthermore, there have been attempts to use videogames as training devices to bolster cognitive abilities of older people, including memory (Anguera et al., 2013; Franceschini et al., 2022; Toril et al., 2014, 2016). Real-Time Strategy games (RTS) and Puzzle games have been identified to improve both their short-term and working memory in older adults (Basak et al., 2008) (Cutting et al., 2023). Interestingly older adults seem to benefit cognitively more than younger ones from playing videogames (S. Kim et al., 2022). The general consensus is that more research is needed (Blumberg & Fisch, 2013; Latham et al., 2013).