Now researchers are turning to the educational
and therapeutic uses of computers and video
games. Specifically, studies have revealed that
playing video games can develop eye-hand
coordination and increase reaction times in
younger players with the focus being on spatial
visualization ability, which is the ability to mentally
“see” and manipulate objects in two and three
dimensions. In addition, a relatively new study has
investigated how playing these action‑based video
games can improve overall learning capabilities.
The subjects involved in the study demonstrated
increased levels of perception, attention and overall
cognition in addition to improving the specific
skills taught within the game.
“The Positive Effects of Gaming on the Brain”,
Manuela Muroni, lifeashuman.com, 2017.
Massively multiplayer online role-playing games
(or “MMORPGs”), such as World of Warcraft, and
social networking games, such as FarmVille, may
improve players’ social skills and encourage
pro-social behaviors. According to Isabela Granic
in the journal American Psychologist, “[i]n these
virtual social communities, decisions need to be
made on the fly about whom to trust, whom to
reject, and how to most effectively lead a group.”
[...] She goes on to state that “[g]iven these
immersive social contexts, we propose that gamers
are rapidly learning social skills and pro-social
behavior that might generalize to their peer and
family relations outside the gaming environment.”
“The Many Social Benefits of Playing Video Games”,
Jennifer Wilber, levelskip.com, 2018.
Previous research has made assumptions
that gamers are socially inactive. However,
[...] two-fifths of participants (39.3%) said
they would discuss sensitive issues with their
online gaming friends that they would not
discuss with their real life friends. [...] The
appeal of discussing issues, such as sexuality,
lies in the ease and anonymity with which
online seekers can obtain advice and reassurance,
particularly regarding sensitive topic.
Due to the age range of players, it is very easy
to obtain advice from people who have more
“Social Interactions in Massively Multiplayer
Online Role-Playing Gamers”, Helena Cole and
Mark D. Griffiths, 2007.