
Emotional and Behavioral Effects of Video Games and Internet Overuse
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Summary
Objective. To review and summarize the research data on the possible emotional and behavioral effects, including addiction potential, of video games, and consider recommendations for physicians, parents, and legislators based on the findings of this report.
Methods. Information from the scientific literature from 1985 to 2007 identified on PubMed using the search terms video games, behavior; video games/health; and video games/addiction. Information on legislative initiatives was obtained from Thomas.loc.gov. Additional studies and resources were identified from the materials reviewed.
Results. Approximately 70% to 90% of US youth play video games, with about 35% under age 18 years. Because of the amounts of time spent on video games and the tendency toward high levels of violence depicted in the games marketed to youth, researchers have attempted to quantify the relationship of video game violence and both positive and negative health effects. Potential beneficial uses include as learning aids within the health care sector in arenas such as rehabilitation of patients and as therapy in moderating certain phobias. Detrimental effects can include physical effects such as epileptic seizures, musculoskeletal disorders of the upper extremities and increased metabolic rate; short term behavioral effects such as aggressive thoughts and behaviors; and psychosocial effects such as addiction-like behaviors Symptoms of time usage and social dysfunction/disruption appear in patterns similar to those of other addictive disorders. Dependence-like behaviors can occur in minors, and include preoccupation and family/school disruption.
Conclusions. Federal and state governments have attempted to regulate access to age-inappropriate content. Legislation has the potential to be a powerful tool in this arena; however, the history of legislative attempts to control depiction of violence in video game has been largely unsuccessful, with much of the proposed legislation stalled or failed entirely secondary to potential infringements of First Amendment rights as well as aggressive lobbying from the entertainment industry. Although a rating system has been developed by the Entertainment Software Ratings Board (ESRB), concern continues about how effective this system is in alerting parents about the violent nature of video games marketed to children and adolescents.
RECOMMENDATIONS
The following statements, recommended by the Council on Science and Public Health, were adopted as AMA policy and directives at the 2007 AMA Annual Meeting:
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