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Vol. 20 No.

3, 2002 Education and Health 47

What is clear from the empirical literature is that the negative consequences of playing almost always
involve people who were excessive users of videogames.

Dr Mark Griffiths is Professor


of Gambling Studies in the
Mark Griffiths
Psychology Division,

The educational benefits of


Nottingham Trent University.

videogames
Videogames have great positive potential in
addition to their entertainment value and there
has been considerable success when games are
designed to address a specific problem or to teach
a certain skill.

M ost reported effects of videogames -


particularly in the popular press - appear
to centre upon the alleged negative
Some evidence suggests that important skills
may be built or reinforced by videogames. For
example, spatial visualization ability (i.e., men-
consequences. These have included my own tally, rotating and manipulating two- and
research into video game addiction,1,2 increased three-dimensional objects) improve with video
aggressiveness,3 and the various medical and game playing.9 Videogames were also more
psychosocial effects.4 However, there are many effective for children who started out with rela-
references to the positive benefits of tively poor skills. It has also been suggested that
videogames in the literature.5,6 Research dating videogames may be useful in equalizing indi-
Research has right back to the early 1980s has consistently vidual differences in spatial skill performance.
consistently shown that playing computer games For over 20 years researchers have been using
shown that (irrespective of genre) produces reductions in videogames as a means of researching individ-
playing computer reaction times, improved hand-eye uals. Many of these reasons also provide an
co-ordination and raises players’ self-esteem. insight as to why they may be useful education-
games produces
What’s more, curiosity, fun and the nature of ally. For instance :
reductions in the challenge also appear to add to a game’s
reaction times, educational potential. 7 This paper briefly > Videogames can be used as research and/or mea-
improved overviews some of the educational benefits of surement tools. Furthermore, as research tools they
hand-eye videogame playing. have great diversity
> Videogames attract participation by individuals
co-ordination Videogames as educational across many demographic boundaries (e.g., age,
and raises research tools gender, ethnicity, educational status)
players’ Videogames can clearly consume the atten- > Videogames can assist children in setting goals,
self-esteem. tion of children and adolescents.8 However, it is ensuring goal rehearsal, providing feedback, rein-
important to assess the extent that videogame forcement, and maintaining records of behavioural
technology had an impact on childhood educa- change
tion. Since videogames have the capacity to > Videogames can be useful because they allow the
engage children in learning experiences, this researcher to measure performance on a very wide
has led to the rise of “edu-tainment” media. Just variety of tasks, and can be easily changed, stan-
by watching children it becomes very clear that dardized and understood
they prefer this type of approach to learning. > Videogames can be used when examining individual
However, it appears that very few games on the characteristics such as self-esteem, self-concept,
commercial market have educational value. goal-setting and individual differences
> Videogames are fun and stimulating for participants.
48 Education and Health Vol. 20 No.3, 2002

Consequently, it is easier to achieve and maintain a patterns, speed and storyline that help chil-
person’s undivided attention for long periods of dren’s basic skills development. Some of the
time.10 Because of the fun and excitement, they may therapeutic benefits Demarest outlined were
also provide an innovative way of learning language skills, mathematics and reading skills,
> Videogames can provide elements of interactivity that and social skills.
may stimulate learning
> Videogames also allow participants to experience Language skills
novelty, curiosity and challenge. This may stimulate These included videogame play being able
learning to facilitate (i) discussing and sharing, (ii) fol-
> Videogames equip children with state-of-the art tech- lowing directions (understanding prepositions
nology. This may help overcome technophobia (a etc.), (iii) giving directions, (iv) answering ques-
condition well-known among many adults). Over time tions, and (v) having a discussion topic with
it may also help eliminate gender imbalance in IT use visual aides to share with others.
(as males tend to be more avid IT users)
> Videogames may help in the development of trans- Basic maths skills
ferable IT skills These included videogame playing pro-
> Videogames can act as simulations. These allow par- moting basic maths skills as children learn to
ticipants to engage in extraordinary activities and to interact with the score counters on videogames.
destroy or even die without real consequences
> Videogames may help adolescents regress to child- Basic reading skills
hood play (because of the ability to suspend reality in These included videogames’ character dia-
videogame playing) logue which are printed on the screen (‘Play’,
‘Quit’, ‘Go’, ‘Stop’, Load’ etc.).
There of course some disadvantages to
researching videogames in an educational con-
Social skills
text. For instance : Videogames provided an interest that was
popular with other children makes talking and
> Videogames cause participants to become excited playing together so much easier. At school there
and therefore produce a whole host of confounding are always other children who share a passion
variables such as motivation and individual skill11 for videogame play.
> Videogame technology has rapidly changed across
time. Therefore, videogames are constantly being Horn15 used videogames to train three chil-
upgraded which makes it hard to evaluate educa- dren with multiple handicaps (e.g., severely
tional impact across studies limited vocal speech acquisition) to make scan
> Videogame experience and practice may enhance a and selection responses. These skills were later
participant’s performance on particular games, which transferred to a communication device. Other
may skew results researchers have used videogames to help
learning disabled children in their development
Despite the disadvantages, it would appear of spatial abilities,16 problem-solving exer-
that videogames (in the right context) may be a cises 17 and mathematical ability. 18 Other
Despite the facilitatory educational aid. researchers have offered comments on how best
disadvantages, it to use computer technology for improved
would appear Videogames and the achievement and enhanced motivation among
that videogames development of skills among the learning disabled.19,20
There are now a few studies that have
(in the right special need groups
examined whether videogames might be able to
context) may be a Videogames have been used in comprehen-
help in the treatment of another special needs
facilitatory sive programmes to help develop social skills in
group - children with impulsive and attentional
children and adolescents who are severely
educational aid. difficulties. Kappes21 tried to reduce
retarded or who have severe developmental
impulsivity in incarcerated juveniles (ages 15 to
problems like autism.12,13 Case studies such as
18 years) by providing either biofeedback or
those by Demarest14 are persuasive. Demarest’s
experience with a videogame. Impulsivity
account of her own autistic 7-year old son
scores improved for both conditions. Improve-
reported that although he had serious deficien-
ment was also noted in negative
cies in language and understanding, and social
self-attributions and in internal locus of control.
and emotional difficulties, videogame playing
The authors concluded that most likely expla-
was one activity he was able to excel. This was
nation for the improvement in both
ego-boosting for him and also had a self-calm-
experimental conditions was the immediate
ing effect. Videogames provided the visual
feedback. Clarke22 also used videogames to
Vol. 20 No.3, 2002 Education and Health 49

help adolescents learn impulse control. A compliance in children and adolescents with
videogame was used for four weeks with four diabetes. Players assume the role of characters
subjects (11 to 17 years) diagnosed with impulse who demonstrate good diabetes care practices
Players assume the control problems. After the experimental trial, while working to save a summer camp for chil-
role of characters the participants became more enthusiastic and dren with diabetes from rats and mice who have
co-operative about treatment. stolen the supplies. ‘Packy and Marlon’ is now
who demonstrate available through ‘Click Health’
good diabetes care Brain-wave biofeedback (www.clickhealth.com), along with two addi-
practices while New (as yet unpublished) research23 sug- tional health-related software products,
working to save a gests videogames linked to brain-wave ‘Bronkie the Bronchiasaurus’ (for asthma
summer camp for biofeedback may help children with attention self-management) and ‘Rex Ronan’ (for smok-
deficit disorders. Biofeedback teaches patients ing prevention).
children with to control normally involuntary body functions In a controlled study using ‘Packy and
diabetes from rats such as heart rate by providing real-time moni- Marlon’,26 8- to 16-year olds were assigned to
and mice who tors of those responses. With the aid of a either a treatment or control group. All partici-
have stolen the computer display, attention-deficit patients can pants were given a ‘Super Nintendo’ game
supplies. learn to modulate brain waves associated with system. The treatment group was given ‘Packy
focusing. With enough training, changes and Marlon’ software, while the control sub-
become automatic and lead to improvements in jects received an entertainment videogame. In
grades, sociability, and organizational skills. addition to more communication with parents
Following on from research involving pilot and improved self-care, the treatment group
attentiveness during long flights, a similar prin- demonstrated a significant decrease in urgent
ciple has been developed to help medical visits.
attention-deficit children stay focused by
rewarding an attentive state of mind. This has Rehabilitation
been done by linking biofeedback to commer- There are also several case reports describ-
cial videogames. ing the use of videogames for rehabilitation. In
In their trial, Pope24 selected half a dozen one application, an electronic game was used to
‘Sony PlayStation’ games and tested 22 girls improve arm control in a 13 year old boy with
and boys between the ages of 9 and 13 who had Erb’s palsy.27 The authors concluded that the
attention deficit disorder. Half the group got game format capitalized on the child’s motiva-
traditional biofeedback training, the other half tion to succeed in the game and focused
played the modified video games. After 40 attention away from potential discomfort.
one-hour sessions, both groups showed sub- Electronic games have also been used to
stantial improvements in everyday brain-wave enhance adolescents’ perceived self-efficacy in
patterns as well as in tests of attention span, HIV/AIDS prevention programs.28 Using a
impulsiveness, and hyperactivity. time travel adventure game format, informa-
Parents in both groups also reported that tion and opportunities for practice discussing
their children were doing better in school. The prevention practices were provided to
difference between the two groups was motiva- high-risk adolescents. Game-playing resulted
tion. The video-game group showed fewer in significant gains in factual information about
no-shows and no dropouts. The researchers do safe sex practices, and in the participants’ per-
warn that the ‘wrong kinds of videogame’ may ceptions of their ability to successfully negotiate
be detrimental to children with attention disor- and implement such practices with a potential
ders. For instance, ‘shoot ‘em up’ games may partner.
It is vital that we have a negative effect on children who already
continue to have a tendency toward short attention and Concluding remarks
develop the impulsivity. They also state that the technique is It is vital that we continue to develop the
positive potential an adjunct to drug therapy and not a replace- positive potential of videogames while remain-
of videogames ment for it. ing aware of possible unintended negative
effects when game content is not prosocial. At
while remaining Videogames and health care the present time, the most popular games are
aware of possible Videogames have also been used to usually violent. Given current findings, it is rea-
unintended improve children’s health care. Several games sonable to be concerned about the impact of
negative effects have been developed specifically for children violent games on some children and adoles-
when game with chronic medical conditions. One of the cents. Game developers need support and
best-studied is an educational game called encouragement to put in the additional effort
content is not ‘Packy and Marlon’.25 This game was designed necessary to develop interesting games which
prosocial. to improve self-care skills and medical do not rely heavily on violent actions.
50 Education and Health Vol. 20 No.3, 2002

Relationships between playing violent elec- It is assumed that the greater the influence of chance
tronic games and negative behaviors and in the working of the game, the less educational and
emotions may never be proven to be causal by therapeutic in nature. However, some players prefer
the strictest standard of “beyond a reasonable games of chance over games of strategy
doubt,” but many believe that we have already > Difficulty. Some games allow the player to choose
reached the still-compelling level of “clear and the difficulty level. Others adjust difficulty level based
convincing evidence.” on the progression of the player. This approach
Finally, most parents would probably sup- allows the game to become progressively more inter-
port the use of videogames if they were sure esting as it becomes more challenging
they helped their children learn about school > Competition. Many games build in competition.
subjects. There are several elements which the Some players are attracted by competition. Teachers
teacher, parent, or facilitator should evaluate may wish to examine if the competition is presented
when choosing a health promoting/educa- in such a way that all can win and that one does not
tional or helping videogame (adapted from win at the expense of all others
Funk29). > Duration. Some games have very short duration,
while others may go on at length. Making of user
> Educational or therapeutic objective. The objec- rewards, personal challenges, or changes in color or
tive of the game should be clear. Professional graphical surroundings to maintain interest some
helpers and developers should have a known goal in games can hold player interest for long periods of
mind for the players of the game. The outcomes they time
are seeking should be clear to the teacher and to the > Participant age and characteristics. Computerized
player games have been developed for a range of ages. It
> Type of game. There are many types of activity con- assumes that the participant can understand the
tent : games, puzzles, mazes, play, rules of the game and has the skill level to accom-
fantasy/adventure, simulations, and simulation plish the motor aspects of playing the game. Some
games. Some games require physical skill and strat- games allow for modification of text to meet the
egy, while others are games of chance. Some needs of poorly sighted players
videogames are board or adventure game, while oth- > Number of players. Some videogames are solitary
ers involve simulation involving real events or in nature. Others pit players against each other or the
fantasy. No evidence supports a greater therapeutic computer. Solitary games may meet the needs of
or educational effect in either situation those who find group work difficult
> Required level and nature of involvement. The > Facilitator’s role. In some videogames, the teacher
evaluator should assess whether the videogame or facilitator merely observes. In others, the facilitator
player is passive or active. In some games, the com- may be an important part of the game format
puter plays the game while the participant watches > Setting. Fully prepare staff to integrate these games
the results. In computer-moderated games, the com- into the curriculum. Without proper acceptance, the
puter provides the environment for the game to occur games may be used primarily as a game or toy rather
and presents decisions or questions to the player at than as a therapeutic or educational tool
key points during the game. The computer then
reveals the consequences of the decisions made by Videogame technology brings new chal-
Videogame the player lenges to the education arena. Videogames
technology brings > Information and rules. Some games allow the represent one technique that may be available
new challenges to player to have a range of knowledge and information to the classroom teacher. Care should be taken
the education about past experiences with the game. Others pro- that enthusiastic use of this technique does not
arena. vide minimal amounts of information to the player. displace other more effective techniques. Video
Part of the strategy may involve the player’s and computer-based games may possess
response to this lack of information. Rules and player advantages not present in other learning strate-
participation in setting rules may vary among games gies. For example, the ability to choose different
> The role of luck. Some games are driven by chance. solutions to a difficult problem and then see the

Education and Health


In the next issue:

Young People in 2001


Young people tell us what they do at home,
at school and with their friends
Vol. 20 No.3, 2002 Education and Health 51

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