| Positive Impacts | Negative Impacts | More Research is Needed |
|---|---|---|
| Helps to maintain social/interpersonal relationships | Can heighten feelings of loneliness and isolation | We don't fully understand the impact that games can have, particularly multiuser games. |
| Buddy lists increase the likelihood that individuals will communicate with others they already know. | Exposure to content which may be too mature for different age groups | We don't fully understand the way that the transfer of some social activities to computers has affected children's ability to function in non-computer-assisted social relationships. |
| Encourage users to explore new areas on interest. | Blurring of fantasy/reality, due to the ability to portray oneself as something else. | Don't fully understand relationship between violent games and children's aggression. |
| "Lonely and socially anxious people find more rewarding relationships online... and are able to better integrate those relationship into their everyday life." | Confusion in young children about what is, and what is not alive. | How do 'simulated realities' affect children's developing sense of identity? |
| Computer use, (and particularly computer game-play), may increase select spatial abilities and spacial perception. | Relationships created online can last a smaller amount of time, and require less effort than relationships found in the real world. | What are the effects of simulated/virtual pets? |
| Do not yet have enough data to determine if computer use reduces, (displaces) TV viewing. | ||
| Although there may be a mild positive effect on academic performance, more research is needed to justify this finding. |