Video games have an appeal that crosses many demographic boundaries, such as age, gender, ethnicity, or educational attainment. They can be used to help set goals and rehearse working toward them,
provide feedback, reinforcement, self-esteem, and maintain a record of behavioral change.
Their interactivity can stimulate learning, allowing individuals to experience novelty, curiosity and challenge that stimulates learning. There is the opportunity to develop transferable skills,
or practice challenging or extraordinary activities, such as flight simulators, or simulated operations.
Because video games can be so engaging, they can also be used therapeutically. For instance, they can be used as a form of physiotherapy as well as in more innovative contexts.
A number of studies have shown that when children play video games following chemotherapy, they need fewer painkillers than do others.