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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 Psychology Division, Nottingham Trent University. Mark Griffiths The educational benefits of 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 Research has consistently shown that playing computer games produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem. ost reported effects of videogames - particularly in the popular press - appear to centre upon the alleged negative consequences. These have included my own research into video game addiction, 1,2 increased aggressiveness, 3 and the various medical and psychosocial effects. 4 However, there are many references to the positive benefits of videogames in the literature. 5,6 Research dating right back to the early 1980s has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem. What’s more, curiosity, fun and the nature of the challenge also appear to add to a game’s educational potential. 7 This paper briefly overviews some of the educational benefits of videogame playing. Videogames as educational research tools Videogames can clearly consume the atten- tion of children and adolescents. 8 However, it is important to assess the extent that videogame technology had an impact on childhood educa- tion. Since videogames have the capacity to engage children in learning experiences, this has led to the rise of “edu-tainment” media. Just by watching children it becomes very clear that they prefer this type of approach to learning. However, it appears that very few games on the commercial market have educational value. Some evidence suggests that important skills may be built or reinforced by videogames. For example, spatial visualization ability (i.e., men- tally, rotating and manipulating two- and three-dimensional objects) improve with video game playing. 9 Videogames were also more effective for children who started out with rela- tively poor skills. It has also been suggested that videogames may be useful in equalizing indi- vidual differences in spatial skill performance. For over 20 years researchers have been using videogames as a means of researching individ- uals. Many of these reasons also provide an insight as to why they may be useful education- ally. For instance : > Videogames can be used as research and/or mea- > > > > > surement tools. Furthermore, as research tools they have great diversity Videogames attract participation by individuals across many demographic boundaries (e.g., age, gender, ethnicity, educational status) Videogames can assist children in setting goals, ensuring goal rehearsal, providing feedback, rein- forcement, and maintaining records of behavioural change Videogames can be useful because they allow the researcher to measure performance on a very wide variety of tasks, and can be easily changed, stan- dardized and understood Videogames can be used when examining individual characteristics such as self-esteem, self-concept, goal-setting and individual differences Videogames are fun and stimulating for participants.