LumiKin
WWE SmackDown! vs. Raw 2007

Review · Action · Xbox 360 · PlayStation 2 · PSP

WWE SmackDown! vs. Raw 2007

By the LumiKin editors

Reviewed: 01 May 2026

Xbox 360 · PlayStation 2 · PSP

Yuke's Co · 2006

LumiScore

60/100

Good

WWE SmackDown! vs. Raw 2007 is a competitive wrestling game that builds strategic thinking and problem solving, with frequent wrestling violence.

Growth (BDS)

44

Risk (RIS)

7

Daily limit

120min

Age guidance

17+

Developmental benefits

B1Cognitive
0.46
B2Social-emotional
0.40
B3Motor
0.45

WWE SmackDown! vs. Raw 2007 offers opportunities for strategic thinking and problem-solving in competitive wrestling matches. Players can develop hand-eye coordination and reaction time through engaging gameplay. The game also fosters teamwork and communication in multiplayer modes, encouraging positive social interaction.

Design risks

R1Dopamine pressure
0.07
R2Monetization
0.00
R3Social risk
0.17

The game contains frequent wrestling violence, which is often played for laughs or without serious consequences. While there are no direct monetization pressures, competitive aspects could lead to social comparison. There is some suggestive sexual content and infrequent strong language.

Heads up

  • Monthly spendTypical real-money spend by engaged players: $0–0/mo.

Parents ask…

Is WWE SmackDown! vs. Raw 2007 safe for kids?

LumiKin gives WWE SmackDown! vs. Raw 2007 a LumiScore of 60/100, recommended for ages 17 and up. It offers solid benefits but needs parental guidance on the risks.

What age is WWE SmackDown! vs. Raw 2007 appropriate for?

LumiKin's rubric recommends a minimum age of 17+ for WWE SmackDown! vs. Raw 2007 (T), based on benefits, risks, and content review.

How long should kids play WWE SmackDown! vs. Raw 2007?

LumiKin's recommended play time for WWE SmackDown! vs. Raw 2007 is Up to 120 min/day, calibrated to the game's dopamine, monetization, and social-pressure profile.

What are the main risks of WWE SmackDown! vs. Raw 2007?

The game contains frequent wrestling violence, which is often played for laughs or without serious consequences. While there are no direct monetization pressures, competitive aspects could lead to social comparison. There is some suggestive sexual content and infrequent strong language.