Moderate videogame play can contribute to positive emotions (Allahverdipour, Bazargan,

Farhadinasab & Moeini 2010; Kutner & Olson 2008; Ryan, Rigby & Przybylski 2006; Przybylski,

Ryan & Rigby 2009; Wang, Khoo, Liu & Divaharan 2008).

• Moderate videogame play can contribute to emotional stability (Przybylski, Weinstein, Murrayama,

Lynch & Ryan 2011).

• Moderate videogame play can contribute to reducing emotional disturbances in children (Hull 2009).

• Positive mental wellbeing has been associated with videogame play as a means of relaxation and

stress reduction (Russoniello, O’Brien & Parks 2009; Snodgrass, Lacy, Dengah, Fagan & Most

2011; Wack & Tantleff-Dunn 2009).

• Depressed mood has been found to be significantly lower in the moderate players of videogames

compared to those who ‘never’ play videogames and those who play videogames to excess (Durkin

& Barber 2002).

• Non-gaming has been found to put boys, in particular, at greater risk for problems. Boys who did not

play any videogames during a typical week had a higher risk of emotional disturbance compared to

children who were using games for emotional regulation — to help them relax, to forget problems, or

to feel less lonely (Kutner & Olson 2008).

• Children play games as a means of mood alteration or ‘letting off steam’ in response to problems

with friends or parents. Feelings of anger, guilt, or frustration were dissipated after some time spent

in game play resulting in players feeling much happier (Colwell 2007).