y might be expected to produce social gains for players. As noted earlier, many of the most popular games today are social in nature, as players interact online with other players. Moreover, whenever possible, friends enjoy playing the same game together, at the same computer or at least in the same room. And when they are not gaming, children frequently discuss their games and gaming strategies with their friends. Play has always provided the major context through which children make and interact with friends, and there is reason to think that video gaming serves that function for many children today. Children deprived of video gaming are likely to be left out of conversations among their peers, because so many of those conversations focus on games. Thus, it is not surprising that research, such as the study mentioned earlier involving children 6-11 years old, has revealed positive correlations between video gaming and social competence (Kovess-Masfety et al, 2016; for other studies, see Granic et al, 2014; and Olson, 2010; & Stevens et al, 2008).