In bedrooms and living rooms where video games often compete with homework for attention, a surprising new wave of research is upending years of discouragement and worry, revealing that all those hours of playing video games may actually sharpen young minds rather than dull them.
For years, parents and teachers have been warned by the media that gaming can dull attention, drain focus, and turn homework into an afterthought. Yet behind those warnings, millions of young players have continued to log on, competing and collaborating after school.
In a new 2022 study in the Journal of the American Medical Association Network Open, scientists found that children who play more than 21 hours of video games a week actually perform better on memory and attention tests than those who don’t play at all.
Other studies also indicate that video games may sharpen specific mental skills while also raising essential questions about balance and health.
New studies and data
In the same study published by JAMA Network Open, neuroscientist Bader Chaarani, Ph.D., and his team at the University of Vermont examined the brains of nearly 2,000 children aged 9 to 10. Half of them reported playing at least 21 hours of video games per week.
They found that children who frequently played games performed better on tasks measuring working memory and impulse control. Brain scans also revealed more vigorous activity in areas associated with attention and decision-making.
“The main point, objectively and subjectively, of my paper is that maybe video gaming is not that bad after all,” Chaarani said.
Chaarani points out that the media typically portrays video games as bad for children because they promote violence, laziness, and online harassment.
“For decades, we’ve been reading in the media that video gaming is bad for you. Bad for your kid. It makes you less smart, makes you aggressive or depressed. I think the main message about my paper is that no, we are not seeing this association in a very large study, which is arguably one of the largest studies of video gaming in children,” Chaarani said.
The study found that video gamers exhibited faster reaction times in response-inhibition and working-memory tasks. The differences were slight but consistent, and researchers noted they may be linked to children’s video game use.
Still, the findings were not entirely positive, as researchers noted increased depression and Attention-Deficit/Hyperactivity Disorder (ADHD) symptoms in younger participants.
“We indeed saw increased levels of ADHD and depression, but clinically, none of the gamers showed significant levels of symptoms. If they do make a diagnosis, they will not be diagnosed as having ADHD or depression,” Chaarani said.
The study reveals subtle changes in both positive and negative aspects of children who play video games. This information is much different than what the media and past research have shown.
“For the media, it’s more attractive to show huge effects, so people are more interested. We realistically see with large data sets that are more accurate, and have more subtle impacts and associations,” Chaarani said.
While the media often exaggerates effects to grab attention, Chaarani’s study reveals more subtle, accurate impacts. Something gamers notice and appreciate.
“Gamers would reach out to me and thank me for publishing such a study because all they hear are hate comments or bad feedback from the media and the people surrounding us,” Chaarani said.
Chaarani believes the results make sense and says they reflect what he has seen personally.
“I know a lot of gamers who are socially adept and normal. With my friends and family, none of them are aggressive or depressed, like what the media would like to convey,” Chaarani said.
Personal experience from a player
According to Eloise Waight, a sophomore at Carlmont, video games are a source of fun and learning.
“I’ve been playing video games ever since I was born, like since I could basically think,” Waight said.
According to the National Library of Medicine, the average age for children to start playing video games is approximately 2.8 years old. The study reveals that children who typically watch more TV or spend more time on their tablets are more likely to play video games and start playing them at an earlier age.
“I don’t play video games during the week because of schoolwork, but I play on the weekends. Sometimes, it fluctuates so badly, I’ll play either 10 hours or not at all,” Waight said.
According to the Pew Research Center, about 85% of American teens play video games. Many say it helps them connect with others. About 56% of teens report that playing video games improves their problem-solving skills, while only 3% claim it hurts their problem-solving skills. Additionally, 41% claimed it neither helped nor hurt.
And those social and problem-solving benefits aren’t the only upsides. Video games can also demonstrate surprisingly deep storylines that can teach players about history and human emotions.
“I love video games because of the really fun storylines, the exploration, and finishing all of the side quests. I actually feel like you also learn a lot sometimes,” Waight said.
Video games can also test reaction time and sharpen the minds of players, in turn increasing physical capabilities.
“I think everyone gets better hand-eye coordination. That’s not necessarily learning, but it’s a skill you can build over time,” Waight said.
Waight believes video games are fine as long as you manage your time and handle your priorities first. There’s a healthy middle ground between playing too much and playing too little.
“I make sure I’ve done all my homework, and since sports don’t typically take up the whole weekend. I’m usually chilling after,” Waight said.
From a game developer’s viewpoint
Gary Mi is a game developer whose career spans major gaming markets across Japan, China, and South Korea. He has contributed to the globally popular games “Candy Crush” and “Plants vs. Zombies” while he was working at King and Electronic Arts, respectively.
Mi points out that certain games feel so entertaining and sometimes almost addictive, especially for young players and those who enjoy problem-solving challenges.
“The philosophy that was applied was what we called easy to learn, hard to master. The first couple of levels are always the easiest tutorial. To teach the player the basic mechanics of the game, and then the first couple of levels after the tutorial allow you to apply the mechanics in the game so you’re feeling more confident,” Mi said.
This design approach helps players feel capable early on while keeping them motivated to continue learning and improving. This sense of progression can be highly appealing and even addictive, which is why maintaining balance is crucial.
Games played in moderation can build confidence and challenge players to use their problem-solving and creative skills without interfering with other responsibilities or daily activities.
“Everything good if you take it to the extreme is not going to be good. I believe gaming, as a form of entertainment, can always have benefits in moderation. Thinking strategically, hand-eye coordination, and memory strategy are all good,” Mi said.
Not all games encourage the same type of learning or skill development. Some games are designed primarily to give players constant hits of dopamine.
“However, a lot of times, what sells, what people would like to play, are games that trigger a dopamine-like emotion. Like lucky draw, lucky box, gambling-type games,” Mi said.
This highlights why understanding the type of game and how it’s played is key to getting positive benefits without letting it become purely addictive.
To keep a middle ground, game developers like Mi have to make the game fun, keep players’ brains sharp, and ensure video game playing isn’t addictive.
“Good game design is always trying to strike that balance. Making it fun and making a sense of achievement for the users,” Mi said.
Changing ideas
Video games are far more complex than the negative stereotypes often portrayed in the media. Studies like Chaarani’s demonstrate that gaming can improve attention, working memory, and problem-solving skills.
Waight’s firsthand experiences demonstrate how games can foster social connection, cognitive development, and physical skill. Insights from developers like Mi illustrate the deliberate design choices to make games engaging while encouraging learning.
Recognizing diversity of gaming experiences allows parents, educators, and players themselves to approach gaming thoughtfully. With moderation, video games can be a very positive thing.
Together, these perspectives point to a broader and more nuanced picture of gaming. One that highlights growth, learning, and connection.
“I was not at all surprised by the results of the study showing video games are not as bad as everyone seems to think they are,” Chaarani said.
