Though there has been considerable discussion of video game effects in several research literatures, theoretical integrations have been somewhat rare. Our own empirical work has focused primarily on the effects of violent video games on those who play them (e.g., Anderson et al., 2004; Anderson & Dill, 2000). That work has been framed in terms of the General Aggression Model, an integrative social-cognitive model designed to handle all influences on all types of human aggression (e.g., Anderson B Anderson & Camagey, 2004; Anderson & Huesmann, 2003). But that model itself can be further generalized to account for nonviolent effects of video games, many of which may well be quite beneficial to the individual as well as to larger society. Our primary goal in this chapter is to elucidate such a general model of video game effects.