Video games have become an inevitable facet of children’s lives with approximately 97% playing at least one hour per day (Lenhart, Kahne, Middaugh, Macgill, Evans, & Vitak, 2008). In contrast to tradition forms of play, considered by leading psychologists as having important socio-emotional benefits, limited research has investigated how video game playing can benefit children’s emotion regulation skills (Hromek & Roffey, 2009). Instead, the preponderance of research on gaming’s influence on emotion regulation skills has focused on whether playing violent video games promotes aggressive thinking and behavior. For example, a recent meta-analysis identified 101 studies that investigated the effects of playing (violent) video games on children’s and adolescents’ psychosocial health (Ferguson, 2015); of these, fewer than 10 assessed the relation between gaming and children’s peer relationships (e.g. Przybylski, 2014). Furthermore, despite researchers arguing that children may be more prone to the long-term effects of gaming than adults (Bushman & Huesmann, 2006), and despite the trend of children picking up video games at an increasingly younger age (Lenhart et al., 2008), these studies have tended to recruit predominantly adolescent samples. While approximately 60 studies included children 12 years or younger, the mean age in nearly 40 of these samples was 13 or older. As a result, pre-adolescent children are underrepresented in gaming research. Given these and other methodological shortcomings, this project was designed to address the lack of research where (a) gaming’s role in normative development (b) among pre-adolescent children is studied (c) longitudinally and (d) using multiple reporters. These studies also (e) explored the potential bidirectionality between gaming behaviors and psychosocial health and (f) simultaneously investigated the influences of cooperative and competitive gaming. Our outcomes indicated that among children, the risks of gaming are likely low, whereas there may be psychosocial benefits, particularly when gaming is performed with peers.