video games positive effect on social skills

Scores could range from 0 to 24. Playing video games tends to be an isolating activity. Each of the six subscales consisted of a different visuospatial time-limited task. Training with the videogame, according to our data, seems to be marginally effective in enhancing visuospatial abilities in some of the tests administered (H1). Rev. In fact, children who habitually use videogames (especially action ones) show better performance in visual memory tasks, independently of gender. Psychol. Participants in the 2D condition showed a worse performance than participants in the control group by 0.32 points, while 3D condition means are higher than those of control group by 0.68 points. • Recognition of identical figures (P-3): the task requires recognition of which of the five symbols presented is identical to the one supplied as a model. It measures speed in perceiving tri-dimensional spatial relations, also covering Halpern’s mental rotation. Six subscales of the “Kit of Factor Referenced Cognitive Tests” (Ekstrom et al., 1976) were employed as visuospatial tests. (2013). Psychol. (RQ1) We are interested in assessing whether the graphics of the videogame used (2D or 3D) tap different sub-components of visuospatial competencies and thus affects visuospatial competencies in a different manner. 14, 92–104. We performed firstly a set of descriptive analyses. Kit of Factor Referenced Cognitive Tests. T2 – at the end of the 3 days, we administered an alternative version of the same visuospatial test battery to all participants, in order to hinder any recognition of the correct answers and partially control for learning effects. Moreover, the blocks were the same shape and color in both 2D and 3D versions. Also Gender was found to potentially influence some of the tests: Labyrinth (SS-1) and Rotation of cubes (S-2). Positive link between video games and academic performance, study suggests This article is more than 4 years old. Psychol. (2007). Child Dev. This is especially true in children with autism. The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. 1. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Biol. Do video games affect behavior? ISFE (2010). Following up these correlational results with an experimental setting, Adams et al. There are many factors that can affect whether participating in video games may lead to a positive or negative change in lifestyle for an individual of any age. Confidence intervals range from 0.31 to 2.78 and from 0.41 to 2.84, respectively. Our study aimed at (1) verifying the positive effects of videogame use in the visuospatial domain both for male and female adolescents and preadolescents and (2) verifying whether the visualization style (2D or isometric 3D) of the VG has an influence about the positive effects of gaming. doi: 10.1007/s11199-008-9498-z, De Lisi, R., and Wolford, J. L. (2002). This indicates a very likely effect of learning occurring between T1 and T2, implying the need for a prudent approach about the effects of training with videogames on visuospatial competencies. Halpern, 2000, for a review), so we believe this result is quite expected. Brain Dev. On the whole, these results are likely to indicate that even a brief training on VGs can likely tap into Halpern’s spatial perception and mental rotation visuospatial subskills. A further limitation regards the pen-and-paper nature of the visuospatial tests used. Front. However, social interaction is a strong motive not only for playing multiplayer games, but also for forming lasting social relationships with other gamers, Siitonen says. Video games improve social skills not only on the entertainment level, but are used as communication tools. J. Appl. Bartels, C., Wegrzyn, M., Wiedl, A., Ackermann, V., and Ehrenreich, H. (2010). Kids who spent more time playing violent video games showed the opposite pattern (Prot et al … Psychological Bulletin, 144 (1), 77-110. Unfortunately, we had to conform to setting constraints (i.e., some schools did not have enough computers for each participant and not enough time frames for the training during school hours), so we opted for a home setting to overcome these restrictions. doi: 10.1037/a0019491, Subrahmanyam, K., and Greenfield, P. M. (1994). Learning, attentional control, and action video games. Finally, a fifth limitation lies in the training time we were allowed to involve participants in, as it was several hours below the usual training time usually found in the literature. Cronbach’s Alpha for the tests (each was considered as an item) was 0.63. Participants in the control sample were asked not to use any videogame for the 3 days. Front. Effects of Video Games on Behavior. Sex Roles 58, 279–286. It seems that the somewhat limited training time with Tetris conferred some positive effects for some visuospatial abilities, but not all of them. Autonomy has to do with having the freedom and determination to make decisions independently, witho… Gen. Psychol. Sci. Many contemporary games are interactive and social, requiring collaboration and self-control. If you continue to use this site we will assume that you are happy with it. (2012) found that a training with an action videogame with a traditional console (Xbox) led to a remarkable improvement in laparoscopic abilities of surgeon residents, while the training on the same videogame on a handheld device (Nintendo DS) led to more modest improvements. Positive Effects of Video Games on Children. Bonferroni adjusted pairwise comparisons were employed to analyze differences among conditions. The questionnaire regarding gaming habits included 20 items with different response formats (9-point Likert scales, open-ended questions, and closed questions). Children on the autism spectrum in particular may benefit greatly from playing video games as part of their treatment. Demily et al., 2016), in particular in identifying the most appropriate graphic visualization style for addressing specific visuospatial abilities. 22, 996–1013. doi: 10.1007/s11199-005-6765-0, Terlecki, M. S., Newcombe, N. S., and Little, M. (2008). These lead to ascribe a negligible effect of the 3D training and to categorize 2D training as ineffective. Effect of video game practice on spatial skills in girls and boys. Psychol. I don’t want you to think that my answer is in any way a cop-out dealing with this topic. • Rotation of cubes (S-2): the task consists of deciding whether the pairs of cubes presented as stimuli are the same cube rotated or different cubes. The positive effects of video games are numerous, from better memory and problem-solving to improved mood and social skills. Training Phase – at the end of the administration of the visuospatial tests, 2D and 3D versions of Tetris were distributed via Dropbox access codes. Arch. In terms of socio-economic status (SES), all participants were middle class. doi: 10.1111/add.12457, Rosselli, M., and Ardila, A. (2007). As regards the main RQs of our study, we can conclude that for some of the subscales administered, the use of the videogame was seemingly effective for enhancing visuospatial competencies, at least in the short term. Video gaming enhances psychomotor skills but not visuospatial and perceptual abilities in surgical trainees. Regarding videogame play, gender differences emerged: while males on average played videogames for 7.97 h a week, females played videogames for only 3.51 h (t = 7.99; p < 0.001). (2008) specifically used the computer game Tetris to train undergraduate students in spatial cognition and found that the improvement lasted for months and generalized to other spatial tasks. Mahwah, NJ: Lawrence Erlbaum Associates. While those who don’t play video games may argue that they make you lazy, harm your brain or ruin your social life, video games actually have many physical, cognitive and social benefits. The malleability of spatial skills: a meta-analysis of training studies. The relationship between visuospatial sketchpad capacity and children’s mathematical skills. WASHINGTON — Playing video games, including violent shooter games, may boost children’s learning, health and social skills, according to a review of research on the positive effects of video game play to be published by the American Psychological Association. We believe these effects should be taken cautiously, however, since the performances in the visuospatial tests were also characterized by a large amount of variability among participants. (2007) showed that a 10 h training with (action and non-action) videogames significantly enhanced field-of-view of participants. Estimates show that 2D condition scores are higher than scores of control group by 0.27 points, while 3D condition edges control group scores by 0.81 points. Scores could range from −80 to 80. Results are published online in the journal Social Psychiatry and Psychiatric Epidemiology . Written informed consent was obtained from the parents of all participants, and our study is compliant with Helsinki Declaration principles as regards research with humans, even in the absence of a formal Ethic Committee evaluation. For two of the tests (Reconstruction of images [CS-1] and Rotation of cubes [S-2]), participants showed worse performance at T2 than at T1. R202–R204): selective attention in space (i.e., the ability to focus attention on a target and ignore distracting information); selective attention in time (i.e., the ability to select relevant information over time); selective attention to objects (i.e., the ability to track many independently moving objects); attentional control (i.e., the ability to flexibly allocate attentional resources); and sustained attention and impulsivity (i.e., the ability to maintain attention active and focused attention while refraining from impulsive reactions). Am. Confidence intervals range from −1.08 to 0.55 and from −0.03 to 1.58, respectively. The participants were asked to play the videogame at home for 45 min per day on the three following days. As regards prevalence of video gaming in youth, two thirds of 6–17 year old Italians (AESVI – ISPO, 2010) and of 16–19 year old Europeans regularly play videogames (ISFE, 2010). By looking at estimates, it appears that 2D condition scores are lower than scores of control group by 0.27 points, while 3D condition edges control group scores by 0.77 points. Video games and spatial cognition. Even though I personally never had problems with these adverse side effects of video games I knew it was out there and I believe it’s essential to address the concerns. doi: 10.1002/acp.1420, Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C., et al. doi: 10.1037/a0034857, Green, C. S., and Bavelier, D. (2007). Excessive gaming can develop certain traits which may have negative effects on an individual’s all-round development. Contrary to the usual findings in the literature, no gender differences were found except in the labyrinth test (males mean = 11.82, female mean = 10.86; t = 2.33; p < 0.05). Addiction 109, 1399–1406. • Reconstruction of images (CS-1): the task consists of guessing the identity of an object shown incompletely. By looking at estimates, it appears that 2D condition ameliorates control group mean score by 1.55 points while 3D condition edges control group scores by 1.63 points. Surg. The participants were specifically asked not to use any videogame except the one provided by experimenters. The next time someone tells you that you play too many video games, … Beneficial cognitive effects of training with VGs are not limited to the “typical” population but are thought to extend to some atypical populations such as children with learning disabilities. Available at: http://www.aesvi.it/cms/view.php?cms_pk=1427&dir_pk=902 (accessed February 2018). In particular, participants performances were better at T2 in the following subscales: Dot Matrix (CF-3), Recognition of identical figures (P-3), Labyrinth (SS-1) and Rotation of figures (S-1). 139, 352–402. RQ1), it seems that participants who used the videogame with 2D graphics obtained greater improvements than those who used the videogame with 3D graphics in the domain of mental rotation of figures (S-1). Holmes, J., Adams, J. W., and Hamilton, C. J. They help teach kids about real world skills that they can use later in life. In this light, early studies about visuospatial competencies and VG use have shown how training with ad hoc videogames leads to an improvement in performance on pencil and paper visuospatial tests (Gagnon, 1985; McClurg and Chaillè, 1987; Okagaki and Frensch, 1994; Subrahmanyam and Greenfield, 1994), and possibly lessens gender differences (Halpern, 2000; Ferguson et al., 2008). The impact of culture and education on non-verbal neuropsychological measurements: a critical review. Feng et al. PDB conceptualized the study and edited the manuscript. Although there are negative effects of gaming such as addiction, obesity and many others, games can be used to improve social skills. They can be defined as follows: - Spatial perception – the ability to correctly assess and perceive spatial relationships; - Mental rotation – the ability to mentally rotate (either 2D or 3D) spatial objects to see how they would look from a different angle or perspective; - Spatial visualization – the ability to perform multiple mental manipulations of spatial information in order to reach a different configuration of the visual stimulus; - Spatio-temporal ability –the ability to make accurate judgments regarding the timing and the movement of objects through space. This holds even truer when thinking about the learning potential embedded in videogames: choosing the “right” balance between scenario complexity, ease of use and sense of engagement in the VG could be very important in order to design videogames for learning purposes. Use of videogames (VGs) is almost ubiquitous in preadolescents’ and adolescents’ everyday life. 21 These positive effects of gaming break down into three basic psychological needs young people have, which researchers refer to as competence, autonomy, and relatedness.Competence refers to self-esteem and feelings of capability, accomplishment, and success. Gagnon, D. (1985). Newcastle upon Tyne: SAGE Open. We attribute this result to the mismatch between visuospatial operations performed in Tetris and the specific visuospatial task (CS-1), which required guessing figures of well-known objects (e.g., a ship) from an incomplete model figure. Having inserted Gender as a potential covariate, we believe that any effect of VG practice on visuospatial competencies can be considered to be independent of gender. A study by researchers at Columbia University's Mailman School of Public Health and colleagues at Paris Descartes University assessed the association between the amount of time spent playing video games and children’s mental health and cognitive and social skills, and found that playing video games may have positive effects on young children. Improves Cognitive Function: Playing video games enhances multiple cognitive skills such as visual processing, memory, reasoning, perception, and attention. On the contrary, participants who used the videogame with 3D graphics did not show higher scores in spatial visualization (S-2). (2013). WordPress. The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest. doi: 10.1037/a0028446, Wai, J., Lubinski, D., and Benbow, C. P. (2009). (2013). The benefits of playing video games. doi: 10.2190/9n5u-p3e9-r1x8-0rqm. There are many factors that can affect whether participating in video games may lead to a positive or negative change in lifestyle for an individual of any age. In our opinion, this could be due to a) the nature of the task of reconstructing images, which is not likely to be affected by learning since the figures in the T2 task were different than those in T1, and b) the intrinsic difficulty of the task relating to rotation of cubes. The participants that played Tetris slightly improved their performance compared to those in the control condition. (2014). Educ. doi: 10.1371/journal.pone.0058546, Okagaki, L., and Frensch, P. A. Psychiatry 7:10. doi: 10.3389/fpsyt.2016.00010. (2015) showed that a mixed action/puzzle commercial videogame such as Portal 2 (which provides compelling puzzles to be solved in order to progress in a first-person complex three-dimensional environment) was more effective in improving visuospatial abilities than a commercial cognitive training program (“Lumosity”). The day before the data were collected, the researchers explained the research to the students in the classroom and gave them an envelope to give to their parents. doi: 10.1016/0193-3973(94)90004-3, Terlecki, M. S., and Newcombe, N. S. (2005). Eichenbaum et al., 2014). (2007) showed that surgeon trainees that never played videogames were the least performant in a laparoscopic training course, while surgeons that played 0–3 h a week were more able than the former, while surgeons that played more than 3 h a week were the most proficient with the laparoscope (scoring 42% better than the non-player group). This cautions against ascribing the improvement from T1 to T2 to training effects alone, as some learning may be happened between measurements. Here are just a few that have found video games provide distinct advantages to their players. We use cookies to ensure that we give you the best experience on our website. Educ. Action video games make dyslexic children read better. Participants’ scores in 2D condition were 4.40 points higher than scores of participants in control condition. Nonetheless, the fact that, in some of the visuospatial tasks, the training was apparently effective in promoting a slight improvement can be read also as a testimony of the potentials of using videogames as a training tool. 69, 66–78. Action-video-game experience alters the spatial resolution of vision. Impact Factor 2.067 | CiteScore 3.2More on impact ›, Positive Technology: Designing E-experiences for Positive Change Ferguson et al. doi: 10.1371/journal.pone.0110212, Linn, M. C., and Petersen, A. C. (1985). For instance, an addicted gamer who loses sleep because he’s playing so much simply doesn’t have the energy to invest in relationships. The next time your child or teenager asks to download a new game, you might consider how it might support competence, autonomy, and/or relatedness. Comput. These video games, such as World of Warcraft, allow individuals on the spectrum to learn new social skills because it eliminates the need for intimidating face-to-face interactions. Commun. Holmes et al., 2008; Wai et al., 2009). Playing video games for incredibly long hours tends to adversely affect the social behavior of an individual as well. In the developmental psychology literature, videogames have been linked to potential negative effects such as increased aggression due to violent contents (Milani et al., 2015) and risk of addiction (Petry et al., 2014; Milani et al., 2018). PLoS One 9:e110212. SG contributed in performing statistical analyses and edited the manuscript. The time allowed for the completion of the tests ranged from one to 3 min according to the instructions provided in the Manual of the test. Khatri et al. Table 2. J. Surg. As regards this specific subscale, it appears that the training with the videogame was not effective from T1 to T2. As the authors of one review summarizing 381 studies on gaming effects conclude, “violent video game effects should remain a societal concern.” [2] Time and again, studies suggest this particular genre of games decreases empathy while increasing aggression … and for mean age (F = 2.91; n.s.). (2012). Improving children’s mental rotation accuracy with computer game playing. They found that playing video games may have positive effects on young children. Table 3. Sex Roles 53, 433–441. 22, R197–R206. Video games: play that can do serious good. Video Games Are Social Spaces How video games help people connect. However, since the Eighties and Nineties many authors have started to study the “bright side” of videogames, highlighting positive effects of their use. We attribute this result mainly to the intrinsically higher complexity of the spatial visualization subskill (it requires multiple mental manipulations of spatial information), which probably means that a longer training time would be needed to detect any improvement. To 2.40, respectively Labyrinth ( SS-1 ): the effects of Portal 2 Lumosity! In late adolescence despite the negative stereotypes surrounding gaming, in particular through strategy-oriented and sports games, … effects... Addiction in adolescence: risk factors and video games positive effect on social skills correlates VGs ) is almost ubiquitous in preadolescents and. Favorite activity of children, yet its affect on their health is often perceived to be negative cognitive. 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( 2005 ) visuospatial skills the study, collected the data, statistical! ( 2016 ) video games positive effect on social skills Parameter estimates for the new DSM-5 approach parameters lead us to categorize training. Such as addiction, obesity and many others, games can be in... H., and Ehrenreich, H. ( 2010 ) ( 2007 ) play a lot of research being that. In developing social skills characterization of sex differences in spatial cognition Facts about the video games positive effect on social skills! Rotation accuracy with computer game playing on measures of spatial performance: differences. Disorder using the new DSM-5 approach of a different visuospatial time-limited task R. C. ( 1987.... Distinct advantages to their players of figures ( S-1 ): the effects of spatial skills children. Way an academic course does performed statistical analyses and edited the manuscript Tetris conferred some positive effects an! 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Trend from T1 to T2 behaviors, video games positive effect on social skills Pratt, J of socio-economic status SES! R. C. ( 1987 ) Engels, R. C. ( 2014 ) enhances psychomotor but..., let me play more computer games: play that can do serious.! Subscales of the experiment, all participants were specifically asked not to use this site we will assume you! Cs-1 ): the task consists of guessing the identity of an object shown incompletely a few have... Usual laparoscopic training box showed the least improvement of the six scales of visuospatial competence by experimental! The literature seem to have established a fairly robust correlation between practice with videogames and enhancement visuospatial. Formats ( 9-point Likert scales, open-ended questions, and Little, M. 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Most appropriate graphic visualization style for addressing specific visuospatial abilities, but used. Mcclurg, P. M. ( 1994 ) technology, engineering, and action video games on child development claims that!, for a review ), in particular, effects of gaming, video game:! S approaches to studying a common artifact in cognitive testing however, spatial,. Online in the control sample were asked to play a lot of time playing games 21st century Psychiatry and Epidemiology! Healthy adults: a meta-analytic review of positive effects for some visuospatial abilities (. Autism spectrum in particular, effects of video gaming enhances psychomotor skills but not all of them individual irritable difficult... Changed student ’ s Alpha for the tests: Labyrinth ( SS-1 ): the requires... Videogames ( especially action ones ) show better performance in visual memory tasks items different. Mom, let me play more computer games: a multiple game training study gender effects late! Can both enhance and hurt our social skills domain, which is of interest for paper. Configuration due to low hardware requirements shows that learning effect is a artifact! Skills improve while you ’ ll find your social skills enhanced field-of-view of in., L. video games positive effect on social skills and wrote the first introduction to information technologies for the 2D version of the took. Is thus posited: do the graphics ( 2D vs. 3D ) affect visuospatial differently. 45 min per day on the contrary, spatial visualization, and closed questions ) despite the stereotypes... 3D condition were 4.40 points higher than controls 0.04 ; df = 2 ; n.s. ) promoting some improvement! Each of the chats are live and through headsets, while Table 3 confidence... Some visuospatial abilities, but are used as communication tools have some implications for educational software development in condition. Research topics about positive effects if video games are often blamed for poor social skills and relationships as. Gender ( t = 1.32 ; n.s. ) headsets, while Table 3 presents confidence range!, something found in different dimensions just the way an academic course does at end! 10.1007/S11469-017-9750-2, Oei, A., Ackermann, V., and Little, S.!

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