Extracted 28JAN2014 from http://psycnet.apa.org/?&fa=main.doiLanding&doi=10.1037/a0034857 by Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels (Radboud University Nijmegen)
January 2014 ● American Psychologist © 2013 American Psychological Association
"we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming."
See also http://www.thedivisionigr.com/3-cs.html