can you fix any grammatical errors and improve this dissertation please: Abstract
The psychological dynamics inherent in video gaming have emerged as a prominent research issue, reflecting the games' expanding prominence and importance in modern culture. This research seeks to explore the complicated interplay between video games and human psychology, shedding light on the cognitive, emotional, and social consequences of gaming. This research investigates the dualistic character of video gaming, acknowledging its ability to meet core psychological demands such as competence, autonomy, and social connectivity, as proposed by theories such as Self-Determination Theory. Simultaneously, it examines the range of psychological effects associated with gaming, highlighting the cognitive benefits, such as improved problem-solving ability and spatial awareness, as well as potential negative implications, such as addiction and social isolation. The study of video games in therapeutic contexts is especially important, emphasising the novel use of serious games and gamification to address mental health issues, rehabilitate cognitive processes, and promote emotional well-being. The research also looks into the emerging role of technical breakthroughs like virtual reality (VR) and augmented reality (AR) in increasing game immersion and improving the therapeutic effectiveness of game-based interventions. In conclusion, this research supports for an informed and balanced approach to video gaming, highlighting the necessity of capitalising on its psychological benefits while remaining attentive about its negatives. This work contributes to a more informed discussion about the integration of video games into therapeutic settings by providing a balanced analysis of the psychological aspects of video gaming, as well as emphasising video game’s potential as a multifaceted tool for enhancing psychological resilience and well-being.
 
Objectives
The objectives of this research are to:
•	Conduct a complete evaluation of the available literature on video gaming's psychological consequences, taking into account cognitive, emotional, and social aspects.
•	Employ a multidimensional approach to investigate the core reasons for video gaming, drawing on recognised psychology theories such as the Self-Determination Theory and the Uses and Gratifications Theory.
•	Investigate the dual nature of video gaming results, with a focus on improving cognitive skills while also identifying potential negative consequences, such as gaming addiction and its implications on social connections and physical health.
•	Evaluate the use of video games in therapeutic settings, examining their effectiveness in treating mental health concerns, increasing cognitive and motor capabilities, and promoting emotional well-being using serious games and gamification methods.
•	Analyse the role of developing technologies, such as virtual reality (VR) and augmented reality (AR), in enhancing the immersive gaming experience, as well as their potential to change psychiatric interventions.
•	Draw similarities and distinctions between the psychological effects of video gaming and other forms of digital interaction, with the goal of highlighting the distinctive traits that distinguish video gaming as a unique subject of study in the context of human psychology.
 
Preface
To comprehend the profound impact of video games on human psychology, two fundamental questions must be addressed sequentially: first, do the interactive and immersive environments of video games have the ability to influence and modify human cognitive functions, emotional states, and social behaviours? Second, do these influences manifest themselves in people's daily lives and psychological well-being? Unless the first question is answered completely, delving into the effects of the second remains an abstract endeavour.
When I started this dissertation, I wanted to dive into an area that has become a widespread element of modern culture and daily life in recent decades: video games. Video gaming has evolved from its origins as a form of amusement to a multidimensional medium with far-reaching ramifications for human psychology. As a result, the focus of my research, "The Interplay of Video Games and Human Psychology: An Insight into Motivations, Effects, and Therapeutic Potentials," was chosen to explore the complexities of this dynamic relationship. This project was motivated by an interest in how virtual environments influence behaviour, cognition, and emotional well-being, as well as a recognition of the need for a comprehensive analysis that includes psychological motivations for gaming, its effects on the psyche, and its emerging role in therapeutic contexts.
The motivations for my project were both personal and scholarly. As a gamer, I've personally experienced the thrills, frustrations, and emotional journeys that video games may elicit. I've been intrigued by the most recent study on the potential benefits and cons of gaming. The conflict of viewpoints has driven my desire to contribute meaningfully to the continuing debate about video games and psychology.
This dissertation combines theoretical concepts and analysis with a comprehensive evaluation of recent research to shed light on the complex relationships between video gaming and psychological impacts. It seeks to fill in knowledge gaps and synthesise existing knowledge in order to pave the way for future study. The pieces are arranged according to several main themes:
Understanding Player Motivation: In general, studies on player motivation point to a wide range of variables that affect gamers' engagement with video games. The research describes how video games fulfil basic human needs by offering a platform for enjoyment, escape, and a sense of success. It builds on psychology theories of motivation. It also shows how these digital platforms satisfy the basic psychological needs of players for competence, which is achieved through mastery of skills and challenges; autonomy, which gives players control over their actions and environment; and social connection, which is achieved through relationship-building and group experiences. This section suggests complex factors that drive players to video games beyond basic entertainment, such as the complicated psychological areas where real-life wants and aspirations could be addressed and fulfilled.
Effects of Video Gaming on Mental Health: Examining how gaming affects mental health, this dissertation offers a fair analysis that highlights the conflicting effects of gaming. It includes a review of the literature that highlights the psychological benefits of video gaming, such as lowered stress levels, higher mood, and cognitive benefits like longer attention spans, sharper problem-solving skills, and greater mental flexibility. On the other hand, it also draws attention to the negative consequences that could arise, such as addiction, behavioural problems, and social isolation, emphasising the wide range of individual reactions to gaming. In order to provide a coherent knowledge of the diverse consequences of gaming, this critical research supports a nuanced interpretation of how video games affect mental health, merging the positive with the negative.
The Impact of Gaming on Emotions and Cognitive Development: This dissertation delves deeper into the topic of video games as powerful tools for emotional involvement and cognitive development. It describes how playing video games may be a rich source of emotional development, empathy, and resilience because they provide a platform for players to feel, express, and control their feelings. Additionally, it looks at how games test and improve cognitive processes, showing how they can improve cognitive abilities including attention, memory, and spatial awareness. In this section, it is recommended that video games, because of their interactive nature, can have a substantial impact on psychological development and serve as dynamic venues for emotional exploration and intellectual advancement.
Therapeutic Applications and Potentials: This section of the dissertation describes how video games are being included in mental health therapies more and more, providing a convincing analysis of therapeutic aspects. It covers a wide range of therapeutic applications, such as social skills development for autism spectrum disorders and cognitive-behavioural techniques targeted at particular psychiatric concerns or physical injury rehabilitation. The research highlights how adaptable video games may be as therapeutic tools, providing fresh approaches to involvement, education, and recovery.
Ethical Considerations and Future Directions: Finally, the dissertation discusses the ethical implications of video games in psychological settings. It emphasises the importance of ethical mindfulness, particularly when dealing with vulnerable populations, in preventing exploitation and ensuring the good use of video games. It also speculates on video games' future trajectories in sociological, technological, and psychological areas, promoting more research to better comprehend and utilise their potential.
The dissertation creates a complex picture of the video gaming phenomenon by tying together these many threads: motivation, mental health, emotional and cognitive impact, therapeutic applications, and ethical implications. It presents video games as diverse tools with important psychological ramifications for people, offering a fundamental tool that emphasises the close relationship between virtual gaming environments and mental health, growth, and innovative treatment approaches.
 
Introduction
Background of the Study
The intricate dance between video games and human psychology unfolds across a plethora of dimensions, encompassing motivations, effects, and therapeutic potentials. This investigation takes place during the dawn of a new digital era, in which video games go beyond mere amusement and have a substantial impact on the cognitive, emotional, and social aspects of the human experience (Granic, Lobel, and Engels, 2014). The growing interest in this interplay is not unjustified, as the global increase in video game usage necessitates a more in-depth investigation of their impact on human behaviour, mental health, and psychological wellbeing.
The motivational reasons that drive people to participate in video games are central to our investigation. Self-Determination Theory (SDT) provides a solid framework for understanding these reasons, arguing that video games provide core psychological demands for autonomy, competence, and relatedness, impacting well-being and engagement (Ryan, Rigby, and Przybylski, 2006). This consistency with intrinsic needs emphasises the profound psychological roots of gaming incentives and opens up possibilities for using these processes in supportive or therapeutic settings.
Video games have a wide range of effects on human psychology, contradicting simplistic narratives that have traditionally portrayed video games negatively. Recent research suggests that video games can improve cognitive skills such as problem-solving, spatial navigation, and multitasking (Bavelier, Green, Pouget, and Schrater, 2012). Furthermore, video games provide unique social integration opportunities, which may build a sense of community and belonging among players (Domahidi, Festl, and Quandt, 2014). However, given the limitations of existing information, it is critical to balance this viewpoint by recognising the potential risks and negative impacts of excessive gaming, such as addiction and the displacement of real-life interactions (Kuss & Griffiths, 2012).
The therapeutic potential of video games represents a new frontier in psychological intervention. The concept of "serious games" - video games created for objectives other than pleasure, such as education, health improvement, or therapy - has received significant attention (Connolly et al., 2012). These games are increasingly recognised for their ability to serve as new tools in cognitive-behavioural therapy, rehabilitation, and social skills training, providing entertaining, cost-effective, and accessible answers to a wide range of psychological difficulties (Fleming et al., 2017).
An in-depth study of the relationship between video games and psychology necessitates a foundation based on current research and complex expertise. This means engaging with both scholarly evaluations and primary sources, delving beyond the available literature to discover the intricacies of this relationship. In this way, the study is consistent with current research procedures, employing both quantitative and qualitative approaches to gain a thorough understanding of the phenomena under consideration (Bryant, 2015).
To summarise, the dynamic interplay between video games and human psychology provides a rich canvas for academic study, including motivations, effects, and therapeutic potentials. This study intends to contribute to a more nuanced understanding of the role of video games in modern society by incorporating motivational theories, acknowledging gaming's multiple effects, and recognising its potential for therapeutic intervention. In doing so, it acknowledges the limitations of current knowledge while setting the way for future research areas that bridge the gap between theory and practice.




Purpose of The Project
This research project seeks to delve deeply into the complex interaction between video games and human psychology, unveiling the numerous motivations for gaming, its various effects on individuals, and its promising therapeutic potentials. This project aims to find unique insights into gamers' psychological driving forces and the potential of video games as therapeutic tools by researching how psychological principles impact gaming habits and how video games can improve mental health and behavioural results. Furthermore, it attempts to question generally accepted assumptions about video gaming by delving into its intricacies beyond simply amusement, with the goal of achieving a thorough understanding that bridges the gap between theory and practical application in therapeutic settings.

Structure of the Dissertation
This research will begin by establishing theoretical frameworks that connect video game mechanics to psychological theories, beginning with an examination of the psychological reasons driving gaming. It will investigate the psychological effects of video games on individuals, both positive and negative, using cognitive, behavioural, and affective perspectives. The research will continue to investigate video games' therapeutic potentials, focusing on how they are being integrated into mental health initiatives and treatment regimens. A critical examination of approaches used to examine the relationship between video games and psychology will follow, highlighting the project's use of both qualitative and quantitative research methods. The dissertation will examine recent developments in the field, compare theoretical understanding with empirical findings, and consider future options for incorporating video games into psychological well-being before coming to a conclusion. Throughout, the project seeks to provide novel understandings, supported by thorough investigation and thorough comprehension, into the intricate dynamics of human psychology and video games.
 
Methodology
Research Design
In order to provide a thorough understanding of how video games affect human psychology, the underlying motivations for their use, and any potential therapeutic benefits, the research design for this dissertation project, "The Interplay of Video Games and Human Psychology: An Insight into Motivations, Effects, and Therapeutic Potentials," is primarily exploratory and integrative. It makes use of both quantitative and qualitative methodologies. Surveys that are given to players across a range of demographics will be used to collect quantitative data on gaming habits, psychological affects, and perceived motivational elements. Semi-structured interviews with gaming psychologists, therapists who use video games in treatment, and gamers who have suffered from the psychological effects of gaming will provide qualitative insights. Through the use of personal narratives, the mixed-methods approach enables a robust analysis that not only reveals statistical significance but also humanises the data. In addition, the research will incorporate a methodical examination of current literature, covering academic publications and primary sources, to guarantee an extensive inquiry beyond the materials supplied, in accordance with contemporary research patterns and sophisticated scholarship in the domain. This design takes into account the intricacy of the topic, guaranteeing appropriate communication of the results and consistent advancement of the discourse about video games and psychology.
Data Collection Methods
A variety of data gathering techniques are used in order to guarantee a thorough comprehension of the subject matter. The main techniques employed are semi-structured interviews and focus groups. These methods provide a thorough investigation of player motivations, the psychological toll that gaming takes, and possible therapeutic advantages. To guarantee a diversity of viewpoints, participants are chosen based on their different gaming experiences. Furthermore, larger-scale data collection is accomplished through the use of quantitative techniques like surveys and questionnaires, which allow for the identification of trends and patterns in the psychological reactions of players. These techniques are enhanced by data from original sources and scholarly evaluations on gaming psychology, which offer a strong basis for study. By integrating factual data with first-hand accounts, this mixed-methods approach enhances the study and advances the project's objectives of properly examining the complex relationship between video games and human psychology.
Evaluation of Literature
To create a well-rounded argument when examining the relationship between video games and human psychology, particularly with regard to motivations, impacts, and therapeutic potentials, it is essential to read a wide range of academic publications. One key study, by Przybylski (2014), who had his findings published in the American Psychologist, offers a thorough analysis of the psychological processes behind video game participation and how they affect players' mental health. This study provides a strong basis for comprehending the motivations of gamers by clarifying how intrinsic desires satisfaction predicts game motivation and, in turn, effects psychological results (Przybylski, 2014).
Kühn et al. (2018)'s work further expands this discussion to include cognitive consequences. Their research, which was published in Molecular Psychiatry, offers empirical information about the structural alterations in the brain linked to prolonged video gaming, pointing to potential underlying processes for the reported cognitive improvements (Kühn et al., 2018).
Together, these chosen research highlight how complicated the psychological consequences of video games are on people. Every article offers a different perspective on the reasons people play games, the psychological and therapeutic effects, and the theoretical foundations that relate video games to psychological functions. It is imperative to acknowledge the constraints present in contemporary research, including the prevalence of brief studies and the difficulty in converting laboratory results into practical applications.
Data Analysis Procedures










Ethical Considerations
It is crucial to take ethical factors into account while examining the interactions between video games and human psychology, particularly when it comes to the causes, impacts, and potential therapeutic benefits. Ensuring that participants in research activities adhere to the principles of informed consent—that is, that they are fully aware of the research's goal, methodology, and potential implications on their privacy and psychological well-being—is imperative in this project. This takes into account the possibility of psychological disorders getting worse or causing distress if certain video game content is viewed.
In addition, it is imperative to uphold the absolute confidentiality of participant data, implementing procedures to secure and anonymise personal data, thereby safeguarding participants' identities and any sensitive information shared throughout the research. This is especially important for studies that look at psychological issues because sharing personal information on feelings or experiences could endanger the subjects.
A fair portrayal of video games is also necessary for research in this field, taking into account both the hazards associated with excessive or unbalanced use as well as the potential therapeutic advantages. In order to assess the psychological impacts of video gaming objectively and prevent the stigma or prejudices around gamers from spreading, objectivity is necessary. Finally, by offering knowledge that can guide ethical standards for both game development and therapeutic use, the findings should positively impact the conversation surrounding video games and mental health.



 
Literature Review
Evolution of Video Games
Since their creation, video games have experienced significant evolution, going from simple pixelated pictures to intricate, narratively-driven settings that appeal to millions of people worldwide. This progress has psychological as well as technological implications, impacting behaviours and motivations and possibly holding the possibility of therapeutic benefits. The evolution of video games from straightforward titles like "Pong" in the 1970s to complex narrative-driven games and immersive virtual realities today demonstrates the mutually beneficial interaction between video games and human psychology.
Although they were simplistic in design, the first video games, including "Space Invaders" (1978) and "Pac-Man" (1980), set the foundation for interactive entertainment (Kent, 2001). Even though these games are simple by today's standards, they appealed to two basic psychological needs: the need for escape and the drive for achievement (finishing levels and getting high scores). Malone (1981) asserts that the reason these early video games were successful was because they had distinct objectives, quick feedback, and a hard but manageable difficulty level.
Video game complexity increased along with technology, resulting in increasingly complex storylines and gameplay. In addition to providing an escape from reality, role-playing games (RPGs) like the "Final Fantasy" and "The Elder Scrolls" series allowed players to interact with well-developed characters, explore intricate tales, and make decisions that affected the progression of the game. These games increase engagement and happiness by meeting basic psychological demands including relatedness, competence, and autonomy—all of which are elements of the Self-Determination Theory (Ryan & Deci, 2000).
Video games gained a new dimension with the introduction of internet gaming, which turned them into virtual social networks where users could communicate with one other anywhere in the world. This advancement satisfies people's natural desire for social interaction and has significant psychological ramifications for humans. According to Cole and Griffiths' (2007) research, conventional beliefs about the social impact of gaming are challenged by the fact that massively multiplayer online role-playing games (MMORPGs) like "World of Warcraft" foster meaningful social interactions that can be just as rewarding as in-person relationships.
Moreover, video games are being acknowledged for their therapeutic potential rather than just being a source of amusement. According to McGonigal (2012), playing games like "SuperBetter," which are created with particular psychological concepts in mind, can help people deal with anxiety and depression as well as heal from physical wounds more quickly. By embracing the idea of "positive psychology," these games leverage the potential of video games to inspire and involve players in their own healing.
Nonetheless, there are a number of difficulties and complexity in the connection between human psychology and video games. There are constant discussions in academic and popular discourse on addiction, violence, and the effects of gaming on social development and attention span. Nuanced insights are provided by research in this field, which suggests that individual characteristics among players as well as game types and motivations may have an impact on the interaction between video games and psychological effects (Anderson & Bushman, 2001).
In conclusion, the development of video games from straightforward amusement to intricate storylines and online communities illustrates how psychology interacts with them. In addition to satisfying a variety of psychological demands, including those for accomplishment, escape, and social contact, video games can present novel therapeutic approaches. Future developments in video gaming promise more integration with psychological motivations and therapeutic potentials as technology and psychological understanding evolve, highlighting the significance of ongoing research in this dynamic and quickly developing subject.
Psychological Consequences of Video Gaming
Cognitive Aspects
The psychological society has paid a great deal of attention to the cognitive effects of video gaming, which can have both positive and negative outcomes. It has been demonstrated that playing video games, especially those that call for rapid reflexes, strategic thinking, and problem-solving, improves cognitive skills including multitasking, attention, and spatial awareness (Green & Bavelier, 2012). According to Green and Bavelier's study, action video games are beneficial for tasks involving visuospatial ability and attentional control. This suggests that action video games can be useful training aids for particular cognitive skills.
On the other hand, excessive video gaming has been connected to detrimental effects on cognition, especially when it comes to addiction. According to a study by Kuss and Griffiths (2012), people who are addicted to video games may have cognitive impairment in areas including memory and attention span. This contradiction highlights the intricate psychological ramifications of video gaming and necessitates a comprehensive comprehension of its impact.
The increasing realism and complexity of video games demands research on the relationship between gaming and cognitive development. Gentile et al. (2013) make a strong case that, depending on the content, setting, and amount of play, video games can have a good or harmful impact on cognitive development. These results point to the necessity of conducting additional empirical research to investigate the boundaries around which video games have the most influence on cognition.
It's important to distinguish between using video games to improve cognitive abilities and possibly worsening cognitive deficiencies when thinking about the therapeutic possibilities of these devices. It is therefore necessary to take a balanced approach to integrating the cognitive features of gaming into psychological study and practice, since they offer a wealth of opportunities for both beneficial and cautionary tale applications.
Emotional Impacts
Video games have become a major part of modern society, impacting a lot of the population all over the world. This broad participation calls for an important examination of its psychological foundations and implications, especially with regard to emotional effects. It is critical to acknowledge the two-edged character of video gaming: although it has been linked to benefits like enhanced cognitive abilities (Green & Bavelier, 2012), it also carries the risk of negative psychological impacts like addiction and changed emotional states (Kuss & Griffiths, 2012).
Playing video games can lead to a state of flow, which is defined as fully immersed delight and involvement (Csikszentmihalyi, 1990). This condition may make it difficult to distinguish between appropriate gaming involvement and compulsive gaming behaviours, even if it is good for mental health and wellbeing because it encourages relaxation and stress alleviation (Skoric, Teo, & Neo, 2009). The American Psychiatric Association (2013) has designated "Internet Gaming Disorder," which is characterised by video game addiction. This highlights the significance of assessing the emotional effects of gaming properly.
Moreover, it has been suggested that video games influence how players develop emotionally. The possibility that violent video games could encourage hostility and desensitisation to violence has generated a great deal of discussion (Anderson & Bushman, 2001). Nonetheless, the intricate relationship between video game content and personal psychological traits suggests that not everyone is impacted in the same way (Ferguson & Kilburn, 2009).
It's important to pay attention to the therapeutic potential of video games in treating mental disorders. Research suggests that specific games can function as useful tools in cognitive-behavioural therapy, supporting the development of resilience and emotion control (Granic, Lobel, & Engels, 2014). This dual viewpoint draws attention to the urgent need for a sophisticated understanding of the ways in which video games affect mental health and calls for a fair and balanced conversation that takes into account the benefits and drawbacks of video gaming for human psychology.
Social Consequences
Video games have a wide range of social effects on people, including social structures and human interactions. Granic, Lobel, and Engels (2014), in particular, draw attention to the possibility that video games can promote social interactions by stating that multiplayer games offer a setting for teamwork, communication, and the improvement of social skills. Research demonstrates that video games can help marginalised groups socially connect and feel like they belong, providing a sense of community and support (Kowert, Domahidi, & Quandt, 2014).
On the other hand, excessive gaming might result in a decrease in interpersonal ties and social isolation (Kuss & Griffiths, 2012). The delicate balance that exists between possible social isolation and constructive social integration depends on a variety of variables, including the kind of games that are played and how each person plays them. Greitemeyer and Osswald (2010) have shown that prosocial games can boost players' empathy and willingness to act kindly towards others, further illustrating the social influence of gaming on the development of empathy and prosocial behaviour.
Moreover, video games have significant therapeutic potential in social settings. There may be a useful connection between video gaming and social therapeutic interventions since research suggests that games created with particular therapeutic goals can help people with autism spectrum disorders develop their social skills (Ferguson & Olson, 2013).
Theoretical Perspectives on Gaming Motivations
Self-Determination Theory
The study of gaming incentives using the structure of Self-Determination Theory (SDT) provides significant understanding of the psychological requirements influencing video game involvement. According to this theory, human motivation originates from the needs for relatedness, competence, and autonomy, which, when met, promote intrinsic motivation and psychological health (Ryan & Deci, 2000). SDT clarifies how these needs are met by video games in the context of play, encouraging prolonged and meaningful participation.
The relevance of SDT to gaming is demonstrated by Przybylski, Rigby, and Ryan (2010), who show that players' intrinsic drive to play games and their overall well-being can be predicted based on how well they feel about autonomy, competence, and relatedness in game contexts. These results challenge narratives that perceive gaming as just escapist or problematic by highlighting the intrinsic importance of gaming as a way of satisfying basic psychological needs.
Further support for SDT in gaming comes from research conducted in 2007 by Rigby and Ryan, who hypothesise that video games are ideally suited to address SDT's requirements. This can improve players' psychological wellbeing and encourage prolonged participation. This connection between SDT and the motivations behind gaming not only emphasises how crucial it is to comprehend the psychological bases of gaming behaviours, but it also raises the possibility of creating intentionally psychologically beneficial game designs.



Uses and Gratifications Theory
A solid basis for analysing gaming motivations is provided by the Uses and Gratifications Theory, a key concept in the psychology of media consumption. It is significant because it turns the discussion from what the media does to people to what people do with the media. According to this theory, people are engaged consumers who look for media to satisfy a range of demands, including those for identity validation, amusement, and social engagement (Ruggiero, 2000). This hypothesis explains how people play video games to meet particular psychological or emotional demands.
For example, studies have shown that emotional and cognitive rewards such as the need for escape, competitiveness, and achievement can serve as driving forces behind gaming (Yee, 2006). In order to meet these demands, games provide an interactive setting where users can investigate different worlds, feel a sense of achievement, and build social bonds. Expanding upon these results, more recent research indicates that gaming incentives are dynamic and ever-changing, keeping pace with advances in gaming technology and platforms (Ryan, Rigby, & Przybylski, 2006).
Moreover, the Uses and Gratifications Theory has implications for comprehending problematic gaming behaviour and creating therapeutic interventions that use gaming aspects to meet psychological needs when applied to gaming research (Snodgrass et al., 2018).
The Dual Nature of Gaming Outcomes
Cognitive Enhancements
The dual nature of video game results—especially when it comes to cognitive gains—offers an intriguing field of research that combines interactive media with human psychology. Video games can affect cognitive processes including attention, memory, and executive function in both positive and negative ways, according to research. Action video games have the ability to enhance visual attention and spatial cognition, according to Green and Bavelier (2012). This suggests that interactive entertainment like this can be used for cognitive enhancement in addition to being a kind of leisure. Their research, which was published in Nature Reviews Neuroscience, highlights how playing action video games might help players perform better on tasks that call for visual tracking and wide-ranging attention distribution (Green & Bavelier, 2012).
On the other hand, study published in the Journal of Clinical Psychology by Gentile (2009) highlights the detrimental effects of excessive video game playing, including attentional issues and deteriorated social functioning. This highlights the significance of moderation and the genre selectivity of video games. These results highlight the complexity of the relationship between video games and cognitive processes and the need for a more sophisticated understanding of those relationships.