20) Video games

John Beck, Senior Research Fellow at University of Southern California's Annenberg
Center for the Digital Future, examined white collar workers and found that digital gamers were more social, confident, and likely to use creative means to solve problems than non-gamers. He adds that they were "more competitive ….and did not exhibit the stereotype of a loner in the basement."

In a study published in 2014, Dr. Andrew Przybylski, behavioral scientist at the University of Oxford, surveyed five thousand children and teens in the United Kingdom. His pool was equally divided between males and females and asked how much time they spent on console-based games as well as inquiries related to satisfaction with their lives, attentiveness, empathy, and peer relationships.

He found that children who play console or computer games for up to an hour a day were more likely to express satisfaction with their lives.

The highest levels of camaraderie were found in those children that participated in computer games up to one hour a day and had fewer emotional or hyperactivity issues than other subjects in the study.

Video games are different in that they provide a continuous and rapid feedback processing system which helps people sustain concentration for long intervals to achieve the game's goal.

Beck, J., (2006).  The Kids are Alright: How the Gamer Generation is Changing. Harvard Business Review Press

Przybylski, A., (July 2014).  Electronic Gaming and Psychosocial Adjustment, Pediatrics
Retrieved from:
http://pediatrics.aappublications.org/content/early/2014/07/29/peds.2013-4021

photo: Wikipedia