Video Games
Play or “Playlike Activity”?
Brian A. Primack, MD, EdM, MS
W
hat made the most money on its first day of
release—the last Harry Potter book, the most
recent Star Wars movie, or Halo 3 ? The
surprising answer is Halo 3.
1
Have you even heard of
Halo 3 ?
If not, it may be because it is not a book or a movie
but a video game. In this issue of American Journal of
Preventive Medicine, Weaver et al.
2
should be applauded
for reminding us that video games are currently popu-
lar not only among young people but also among
adults. Indeed, the average video-game player in 2009 is
aged 35 years.
3
In their cross-sectional study, Weaver et al.
2
find that
video-game playing was associated with higher BMI
among men and depression and poorer overall health
status among women. As the authors appropriately
acknowledge, further study will be necessary to deter-
mine whether these findings are causal given the study
methodology. But do these relationships make theo-
retic sense?
Playlike Activities
How might video games be like food? Michael Pollan,
in his recent book In Defense of Food: An Eater’s Manifesto,
describes how many 21st-century health woes may be
related to eating less “food” and more edible “foodlike
substances.”
4
Like food, foodlike substances stimulate
the right taste buds and provide calories. However,
foodlike substances do not provide many other things
for which we do need food (e.g., vitamins, minerals, and
micronutrients)—and they often provide extra things
that we really do not need (e.g., trans fats).
Like food, play is essential to human development; it
is through play that we develop crucial physical, emo-
tional, social, and moral skills necessary to be func-
tional beings.
5–7
It is not an accident that the more
advanced a species is, the more it plays.
8
However, just as there are differences between the
actual foods to which our bodies have become accus-
tomed during the past 200,000 years of being Homo
sapiens and the foodlike substances introduced during
the past 100 years, there are noteworthy differences
between the oldest forms of play (e.g., chase games)
and today’s “playlike activities.” These playlike activities
may stimulate the right parts of the brain to be engag-
ing—and they may even provide other values of play,
such as improving hand– eye coordination and under-
standing of rules. However, the differences between
today’s playlike activities and original forms of play may
illuminate some of the observed health-related corre-
lates discovered by Weaver et al.
2
Original forms of play were highly physical, whereas
today’s playlike activities are often sedentary. The first
board game (probably senet) apparently did not appear
until about 5000 years ago.
9
But the real increase in
time with sedentary game-playing has come only in the
past 40 years, as advances in technology and marketing
have enabled video games to become more compelling
and more stimulating.
3
It is not surprising that this
increased time may be associated with increases in
BMI.
10 –12
With regard to their finding of increased psychopa-
thology among women, Weaver et al.
2
offer the hypoth-
esis that women may self-medicate for psychopathology
via video games. This is certainly possible. It is also
possible that while original forms of play strongly
facilitate human interaction, relationship, and bond-
ing, today’s playlike activities are more commonly used
in isolation, minimizing some of the original value of
these activities. And even during many “social” and
“interactive” games, such as World of Warcraft, the par-
ticipants are separated by hundreds of miles, pretend-
ing to be violent creatures completely different from
themselves. Displacement of pro-social relationship-
building play with these activities may hinder appropri-
ate social and emotional development and contribute
to depression.
Serious Games
But what about the ingenuity of role-playing games
such as World of Warcraft and The Sims? What about the
ability of Where in the World Is Carmen Sandiego to educate
and encourage love of learning? And what about
the potential value of interactive multiplayer plat-
forms that bring people together from all over the
globe to play?
From the University of Pittsburgh School of Medicine, Pittsburgh,
Pennsylvania
Address correspondence and reprint requests to: Brian A. Primack,
MD, EdM, MS, University of Pittsburgh School of Medicine, 230
McKee Place 600, Pittsburgh PA 15213. E-mail: bprimack@pitt.edu.
379 Am J Prev Med 2009;37(4) 0749-3797/09/$–see front matter
© 2009 American Journal of Preventive Medicine • Published by Elsevier Inc. doi:10.1016/j.amepre.2009.07.001