Abstract
The research results we discussed in this chapter show that playing video games is not without risks and involves several perils. Young, or otherwise vulnerable players may run the risk of being incited to aggressive thoughts or feelings when they play violent titles meant for an older audience. In their enthusiasm, they may also develop a compulsive gaming habit that, in some cases, could be labeled as an addiction. In the case of social, online gaming there is the potential peril of being victimized by cheaters. By contrast, the research has also shown that gaming can result in cognitive and social benefits. In developing a balanced view on the perils and pleasures of gaming we must take the scale of these phenomena into account. Millions of young people habitually play video games without any problem.
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