As a medium, the computer game is currently in a period of rapid development. From a
design point of view, video games are becoming more complex and they are rapidly
spreading to new platforms such as mobile phones, pocket computers, and websites.
From a cultural point of view, they are becoming more visible and more difficult to write
off as merely a youth phenomenon. From an economic point of view, games are
attracting increasing interest, with the industry showing rapid growth rates and global
turnover of approximately $17 billion p.a. (ELSPA, 2002).
This report looks at games from what might be termed the effects perspective - in other
words, it focuses on the potential negative effects of computer games1
on the player. The
question we pose to the extant literature is this: Do computer games have negative
effects on their players?
The question of whether a particular medium has negative effect on its users is a
notoriously difficult one to answer; it has been the subject of a great deal of debate for
decades. It should be said by way of introduction, then, that as far as computer games
are concerned, there is no clear and unequivocal answer to that question and in fact, a
variety of different, often conflicting answers have been proposed. This report
summarizes the research already conducted on the subject and places it in a theoretical
context. This is necessary in order to make understandable research results that might
appear contradictory at first glance.
When the issue of potential negative effects of computer games is raised in public
debate, it often happens in relation to the possible connection between violent games
and aggressive behaviour on the part of the player. For this reason, much of the research
into the effects of video games has revolved around that particular subject. This report,
however, will also touch on other aspects of the negative effects of computer games,
such as anxiety and the deterioration of social relationships.
This report divides the research into two main areas, which are dealt with separately and