Effects may include
- intellectual (e.g., educational, training, adaptive)
- psychological (e.g., empathy, desensitization, addiction)
- physical (e.g., exercise, vision, seizures, posture)
- social (e.g., community, connections).
Process/Skill Questions:
- What are some of the indicators of the positive and negative effects of gaming?
- What measures can be put in place to monitor the effects?
- What are the potential consequences of failing to monitor the effects?