Psychology & Psychiatry

Is video game addiction real?

For most adolescents, playing video games is an enjoyable and often social form of entertainment. While playing video games is a fun pastime, there is a growing concern that spending too much time playing video games is related ...

Psychology & Psychiatry

Video games can change your brain

Scientists have collected and summarized studies looking at how video games can shape our brains and behavior. Research to date suggests that playing video games can change the brain regions responsible for attention and ...

Psychology & Psychiatry

Video games could improve kids' brains: study

Parents often worry about the harmful impacts of video games on their children, from mental health and social problems to missing out on exercise.

Psychology & Psychiatry

Videogames boost skills, but also harmful

Good news and bad news for video gamers: new research shows game play boosts visual and cognitive skills, but that too much of the activity is linked to behavioral problems.

Neuroscience

Gamers have an advantage in learning: study

Neuropsychologists of the Ruhr-Universität Bochum let video gamers compete against non-gamers in a learning competition. During the test, the video gamers performed significantly better and showed an increased brain activity ...

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Gamer

Historically, the term "gamer" usually referred to someone who played role-playing games and wargames.[citation needed] Since they became very popular, the term has included players of video games. While the term nominally includes those who do not necessarily consider themselves to be gamers (i.e., casual gamers), it is commonly used to identify those who spend much of their leisure time playing or learning about games.

There are many gamer communities around the world. Many of these take the form of web rings, discussion forums and other virtual communities, as well as college or university social clubs. Stores specializing in games often serve as a meeting place to organize groups of players[citation needed]. Prior to the emergence of the Internet, many play-by-mail games developed communities resembling those surrounding today's online games[citation needed].

In October 2006, the Entertainment Consumers Association (ECA) was established as the first non-profit membership organization formed to represent American computer and video game consumers. The ECA was formed, in part, in response to the seemingly imbalanced representation of the games industry (e.g., the ESA, IGDA and others) in comparison to game consumers in the United States Congress.

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