Objective. To further describe the features, postulated pathophysiolog
y, treatment, and outcome of seizures occurring while playing or watch
ing video games (video game-related seizures (VGRS)). Design. We evalu
ated retrospectively 10 patients with VGRS seen by us and reviewed 25
reported cases. Results. The 35 patients ranged in age from 1 to 36 ye
ars (mean: 13.2); and 26 subjects (74%) were male. Eight individuals (
29%) had prior infrequent nonfebrile seizures, 4 (11%) had febrile con
vulsions, and 2 (6%) had a family history of epilepsy. VGRS consisted
of generalized tonic-clonic seizures in 22 of 35 individuals (63%); ab
sences in 2 (6%); simple partial seizures in 6 (19%); complex partial
seizures in 4 (11%); and other manifestations in 4. Neurologic examina
tion and computed tomographic and magnetic resonance imaging scans wer
e normal. Electroencephalograms demonstrated generalized or focal, int
erictal or ictal epileptic patterns in 11 of 21 patients (52%) and pho
toparoxysmal responses in 17 of 32 (53%). Eleven of 15 individuals (73
%) treated with video game (VG) abstinence alone, 3 of 6 who received
anticonvulsants but played VGs, and 7 of 12 treated with combined VG a
bstinence and anticonvulsants had no further seizures. Conclusions. We
postulate that a special convulsive susceptibility of selected neuron
s in striate, peristriate, infratemporal, and posterior parietal corti
ces to particular visual stimuli plays a major role in VGRS. VG abstin
ence is the treatment of choice of VGRS. Anticonvulsant medication is
suggested only for those individuals who continue to play VGs or suffe
r from seizures triggered by other, unavoidable visual stimuli, or fro
m unprovoked attacks.