Casual Games, Cognition, and Play across the Lifespan

A Critical Synthesis

Kurt SquireGarrison WellsMaria Anderson-CotoConstance Steinkuehler

March 7, 2024,

Games, including video games have long been associated with both rhetorics of progress and frivolity, simultaneously recruiting efforts to employ games toward furthering cognitive skills, while also eliciting concerns about the decadence of players. Casual games, defined as games with a low barrier to entry and quick play sessions often focus on cognitively-oriented challenges and are perceived by many players to promote cognitive, social, and emotional benefits. Research on the cognitive, social, and emotional impact of casual games now spans games marketed as entertainment, “brain games,” and digital therapeutics; despite these games sharing similar qualities, the bodies of research literature on them remains largely distinct. This review finds little support for the cognitive benefits of playing casual games, with exception of the elderly or those with dementia. This research synthesis finds evidence for the social and emotional benefits of casual games when they are sought for these purposes, played mindfully, and within robust social contexts. However, the same games, when played in different contexts can have negative consequences, consistent with findings from the mindset literature more broadly. Researchers thus should take seriously the context of game play, perhaps treating the emergent phenomena of play as the unit of analysis, rather than the media artifact.

Share this story. Choose your platform.

Want more updates and information from ACM? Sign up for our Newsletter.

Related Articles

  • An Empirical Study of VR Head-Mounted Displays Based on VR Games Reviews

    In recent years, the VR tech boom has signaled fruitful applications in various fields.

    Yijun LuKaoru OtaMianxiong Dong

    August 22, 2024,

  • A lighthouse illuminates the water against a sunset background.

    Inaugural Editorial: A Lighthouse for Games and Playable Media

    Helping readers to find their way in this new, ever-shifting reality of games industry and research.

    Sebastian DeterdingKenny MitchellBrad KingRachel Kowert

    March 13, 2023,

  • A hand holds a smartphone showing Pokemon GO game in a supermarket aisle.

    Pokémon GO as an Advertising Platform

    This article explores a notable gap in the literature on locative media: the impacts of LBA on small businesses in the location-based game Pokémon GO.

    John DunhamJiangnan XuKonstantinos PapangelisNicolas LaloneMichael SakerDavid Schwartz

    August 11, 2024,

  • Adventures in Avoiding DAIS Buffers

    After watching Horizon Forbidden West’s presentation on their usage of visibility buffers, it became apparent my approach was suboptimal.

    Baktash Abdollah-Shamshir-saz

    August 16, 2024,