Abstract :Against an ever-increasing background of sedentary lifestyles and the over-indulgence of unsuitable food/drink intake, the advent of video/internet games may be viewed as commodity defined by opposing assets and liabilities. The latter emanate from the aggressiveness, violence, desensitization, criminality and loss of impulse control associated with violent action video games and may eventually culminate in the internet gaming disorder condition whereas the former are linked to educational opportunities and interventions to promote physical activity in the sedentary, improved visuomotor and cognitive skills in both healthy volunteers, young and aged, and those individuals diagnosed with neurologic disorders. Several brain regions have been found to be affected by video game-play in apparently beneficial and non-beneficial directions, sometimes hemisphere-specific, including regions of the frontal and parietal lobes, hippocampus, thalamus and hypothalamic-pituitaryadrenal axis, with accompanying alterations in functional connectivity. Nevertheless, despite the plethora of available for and against the utility of video/internet games across the lifespan, the net worth of the commodity seems yet to be assessed, and more essentially, properly understood.