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Neag School of Education

Well-designed video games can enhance problem-solving skills and make learning more effective.

  • May 29, 2013
  • Community Engagement

video games

The tragic December deaths of 20 first-graders and six school staff members in Sandy Hook, Connecticut, along with the Boston Marathon tragedy and other recent attacks, have brought the decades-old debate over the behavioral effects of video games back onto legislative floors throughout the nation. Citing the fact that gunman Adam Lanza, 20, played violent video games, members of the U.S. Congressional Gun Violence Prevention Task Force detailed their plans to address “our culture’s glorification of violence” through media, and commentary stemming from reports like Katie Couric’s May 2013 video game violence exposé has highlighted the need for greater clarification of how we should read and interpret video game research.

Clearly, it’s a complex and emotional issue further complicated by discussions that focus almost exclusively on the negative effects of gaming. The reality, however, is that there’s little research outlining whether or not violent video games beget actual violence: many existing studies, like one described in a recent edition of the UConn Today , focus on aggression without explicitly acknowledging the complex relationship between cognition, transfer, and real world behavior. This has led to two major problems, the combination of which throws a wrench in the socially and politically-charged rhetoric surrounding violence: 1) the dismissal of other, more influential factors common to violent criminals—biological predisposition to mental health issues, instability at home and/or work, lack of positive role models, having no one to confide in, access to weapons, and in-the-moment opportunity versus need; and 2) neglect for how learning in all types of games—violent or not—actually happens.

While the first problem may better fit sociologists and psychologists who have direct experience with individuals who commit violent crimes, the second is something that we as teachers, administrators, and researchers can tackle head on. There’s general consensus in the educational psychology community that the nature of environment-learner-content interactions is vital to our understanding of how people perceive and act. As a result, we can’t make broad assumptions about games as a vehicle for violent behavior without attending to how environment-learner-content interactions influence transfer—the way learning and action in one context affects learning and action in a related context.

It might help to think of transfer in terms of what we hope students will do with the information they learn in our classes. For example, you might teach geometric principles in your math class thinking that those techniques will help your students craft a birdhouse in shop. However, one of the most well-cited studies of the subject (Gick & Holyoak, 1980) showed that only one-fifth of college students were able to apply a particular problem solving strategy—using ‘divide-and-conquer’ to capture a castle—in another, almost identical context less than 24 hours after exposure to the first. Even with explicit direct instruction explaining how the same strategy could be used to solve both problems, fewer than 50% of students were able to make the connection. Though links between situations might seem self-evident to us as teachers, they usually aren’t as obvious to our students as we think they should be.

This gives us reason to believe that, regardless of subject, students—or in the case of video games, players—are rarely able to take something they’ve used in one context and independently apply it in a totally different one. Put another way, even if violent gaming raises general aggression, increased aggression doesn’t automatically translate to real world violent behavior . Gamers might use more curse words while playing Call of Duty , but they won’t learn to steal a car solely by playing Grand Theft Auto —there needs to be a mediating instructor who can provide well-guided bridging between the game and reality, especially for in-game activities that aren’t isomorphic with real world action (i.e., firing a gun).

This relationship between environment-learner-content interaction and transfer puts teachers in the unique position to capitalize on game engagement to promote reflection that positively shapes how students tackle real-world challenges. To some, this may seem like a shocking concept, but it’s definitely not a new one—roleplay as instruction, for example, was very popular among the ancient Greeks and, in many ways, served as the backbone for Plato’s renowned Allegory of the Cave . The same is true of Shakespeare’s works, 18th and 19th century opera, and many of the novels, movies, and other media that define our culture. More recently, NASA has applied game-like simulations to teach astronauts how to maneuver through space, medical schools have used them to teach robotic surgery, and the Federal Aviation Administration has employed them to test pilots.

To be clear, this is not a call for K12 educators to drop everything and immediately incorporate violent games like Doom or Mortal Kombat into their classrooms. Instead, it’s a call to consider how we can take advantage of game affordances (including those of violent games) to extend beyond predictable multiple-choice materials that leave students wishing they could pull out their smartphones. It’s a call for legislators to give greater consideration to the role of transfer before passing sweeping bans on violent video game play. It’s a call for all of us to use games as a vehicle to talk about racial, social, gender, and other inequities that are very much a part of the world we live in.

It’s a bold idea that can feel scary, but the potential benefits are beyond exciting. Research generated by people like Kurt Squire, Sasha Barab, and James Paul Gee suggests that interactive games can be used to teach children about history, increase vocabulary, challenge them to set and achieve goals, and enhance their ability to work in teams. They expose students to culturally diverse casts of characters in addition to providing instant feedback about goal-oriented progress. Most importantly, perhaps, they can be powerfully engaging, giving students a reason to pursue learning beyond the classroom.

To maintain a positive trajectory, teachers looking to make the most of the instructional affordances of video games should keep an eye out for games they feel comfortable playing alongside and discussing with their students, take advantage of opportunities to participate in university game-based learning research studies, and remain open to modifying their instructional approaches. Parents should connect with teachers for up-to-date research coming from organizations like Games+Learning+Society and have their children reflect on material they’ve been exposed to during play—for example, social and cultural stereotypes, gender roles, and ways of thinking presented in each game. Legislators should consult university researchers in both communications and educational psychology to get a wider perspective on how play and learning merge to generate behavior in the real world.

Our collective understanding of game-based learning is evolving at lightning speed, and we need to dispel false information that ignores how games actually affect player thinking and action. More work, involving teachers, administrators, researchers, designers, parents, and politicians, is needed. The next step is to enhance our collaboration by working to create multi-disciplinary games that incorporate not just academic content but educational practices that lead to broader critical thinking and problem solving. Though far from complete, our combined effort has the potential to move beyond the swamp of video game violence and excite kids about school before they say “game over.”

Stephen Slota is doctoral candidate in educational psychology at the University of Connecticut’s Neag School of Education as well as an unashamed gamer. An educational technology specialist and  former urban high school teacher, he has a bachelor’s in molecular and cellular biology and Master’s in curriculum and instruction. His research interests include the situated cognition underlying play, the effects of gaming on student achievement, and prosocial learning through massively multiplayer online role-playing games ( MMORPGs).

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Playing these 6 video games could help improve your problem-solving skills

Jane McGonigal , a world-renowned designer of alternate-reality games who has a Ph.D. in performance studies, wants to change people's conception of video games as " just escapist, guilty pleasures."

" My number one goal in life is to see a game designer nominated for a Nobel Peace Prize," McGonigal writes on her website . 

She tells Business Insider she wants people to realize that games can be "powerful tools to improve our attention, our mood, our cognitive strengths, and our relationships."

And research is on her side. 

Studies suggest that mainstream games like "Call of Duty" may improve our cognitive abilities significantly more than games specifically designed to do so by designers like Luminosity.

To help spread the truth about common misconceptions, seven neuroscientists from around the world signed the document "A Consensus on the Brain Training Industry from the Scientific Community" in 2014 to say they "object to the claim" that brainteaser games can improve cognitive abilities, as no scientific evidence has been able to confirm such a claim. 

Even better for gamers, research from North Carolina State University and Florida State University suggests that mainstream games geared toward entertainment can help improve attention, spatial orientation, and problem-solving abilities.

In her book, " Super Better ," McGonigal writes that the researchers she talked to about this seeming contradiction offered a simple explanation: "Traditional video games are more complex and harder to master, and they require that the player learn a wider and more challenging range of skills and abilities."

If you want to have fun and stimulate your mind, McGonigal recommends playing one of these six games three times a week for about 20 minutes.

McGonigal says playing fast-paced games like "Call of Duty," a first-person shooter game, can help improve visual attention and spatial-intelligence skills, which can lead to better performance in science, technology, engineering, and mathematics.

can video games help with problem solving skills

Another fast-paced game, "Forza," a car-racing game, may help improve your ability to make accurate decisions under pressure.

can video games help with problem solving skills

Taking on the role of a criminal in a big city in "Grand Theft Auto" may help train you to process information faster and keep track of more information — up to three times the amount as nongamers, some studies suggest — in high-stress situations.

can video games help with problem solving skills

Strategic games like "StarCraft," a military-science-fiction game, can also improve the ability to solve imaginary and real-life problems, possibly because they teach users to both formulate and execute strategic plans.

can video games help with problem solving skills

Games that require strategic thinking, like science-fiction third-person-shooter game "Mass Effect," also test and refine your information-gathering skills.

can video games help with problem solving skills

Lastly, "thinking games" like "Final Fantasy," a fantasy-role-playing game, can help train you to evaluate your options faster and more accurately.

can video games help with problem solving skills

  • Main content

Arts on the Brain

Emory undergrads experience & explore!

Video games on the Brain

Technology has expanded the canvas upon an artist’s ability to express their stories. Videogames prove to be an art form that can solely exist in the digital space and demonstrates a collision of art and science. Our brain interprets these artists’ creations in many ways, both presenting itself as beneficial, yet also damaging to the brain. Video games have both positive and negative effects on the brain, as they can be used for education purposes or can have more drastic consequences. 

When overviewing the positive effects of videogames on the brain there are some main areas of the brain to focus upon: premotor and parietal cortex, prefrontal cortex, dopamine and grey matter. Cognitively, all video games are proven to improve one’s problem solving ability as well as reasoning capabilities. 

Different types of video games develop different skills as well as activate different parts of the brain. More broadly speaking, games that require team efforts help develop collaboration abilities. Other action focused video games have the ability to increase brain activity in the premotor and parietal cortex, where motor skills, quick thinking, and control of sensory movements are required. These same video games have the ability to physically improve one’s peripheral vision as well as hand-eye coordination. Examples of these types of games include Space Invaders and Halo. Games that require more logical thinking, such as Tetris, display an increased use of the prefrontal cortex, where decision-making is controlled. Dopamine is a neurotransmitter that is released when learning and activates sensations of reward. In the context of playing video games, dopamine is released in the brain’s striatum, invoking senses of pleasure and addiction. 

For the sake of this post, I’ll be emphasising my focus on experiments regarding grey matter. Grey matter helps process information in the brain, by more specifically processing signals that are generated by other sensory organs in the body or other areas which contain grey matter. This grey matter serves to move motor sensory stimuli to nerve cells in the nervous system. There, synapses produce a response to the certain stimuli. Hippocampal grey matter, more specifically, is crucial for the maintenance of healthy cognition. One experiment demonstrated how playing video games has the potential to increase hippocampal grey matter in young adolescents. This experiment tested the influence of the video game Super Mario Kart on the grey matter in the hippocampal and cerebral region of adolescents. 

can video games help with problem solving skills

Figure 1: Demonstrates the increase of grey matter in the hippocampal region.

As seen in the brain scan it is apparent that there is a great increase of grey matter in the brain of the adults immediately after playing the video game. 

Though there are positive effects apparent when playing video games, some of the negative impacts outweigh those of the positive. More broadly speaking, some of the negative effects that videogames can have on the brain is that of the “video game brain.” This effect occurs when one has dedicated so much time to video games that the underside of the frontal lobe begins to shrink, leasing to other symptoms such as mood alterations. With more frequency of playing video games, a visible decrease in activity in the prefrontal lobe is apparent. This is known to lead to symptoms such as increased moodiness, anxiety, and aggressiveness, which may occur even after the conclusion of the game itself.

For the sake of this post, I will be focusing the spectrum of my research to the cingulate cortices. Studies have demonstrated that even one week of violent video gaming can lead to a decreased activation of the rostral anterior cingulate cortex and amygdala, during both numerical and emotional tasks. Both of which areas are utilized in solving and controlling emotional confliction. This frequent play of violent aggressive video games lead to symptoms such as players being relatively more anxious, spike in increases of violent-related and aggressive behaviors for the short and long term period. In the study, it was noted that when players shot and fired a weapon in violent video game play, there was a suppression of emotional response in these areas to cope with their actions afterwards. This is seen in the posterior cingulate cortex, which serves for motor control, cognition, and planning activated by emotions, or in this case weapon usage. Some video games that can demonstrate these effects on humans are Fornite and Call of Duty.

can video games help with problem solving skills

“Choosing to attack is associated with greater activity in the posterior anterior cingulate cortex, while choosing to defend was associated with activity in the rostral anterior cingulate cortex .” As demonstrated in the figure above, specific brain regions are active when choosing an attack or defend strategy. 

One of my favorite video games to play at the moment is Among Us. Among Us is a Social Deduction Game where one imposter tries to kill all the crewmates on board without exposing their identity. If seen killing, crewmates can report the killer and vote out the imposter. The crewmates are responsible for finishing as many simple tasks as they possibly can. Some of the brain functions involved in the game vary depending on the position you are assigned at the beginning of the game: crewmate or imposter. 

can video games help with problem solving skills

When playing the game Among Us strategies of how to operate are required, utilizing the frontal lobe to map out one’s judgement and impulse control. Controlling sensory movements in this action-filled game is crucial. Secondly, there is violence present in this game. So those in the positions of imposters will experience different activities in their brain than those who are crewmates. After the killing of a crewmate, the person playing the imposter will experience a suppression of emotional response after their killing, more specifically suppressed in the rostral angular cortex and the amygdala. Whereas the crewmate on the opposite hand, will feel emotions of reward and pleasure upon completion of their tasks and calling out those who may seem suspicious during the play of the game. This releases dopamine through the brian’s striatum. All in all, videogames all impact the players brain in different ways, having both positive and negative effects upon one’s cognition.

Works Cited:

Itgsnewsauthor. How Gaming Affects the Brain . 4 July 2015, 

www.itgsnews.com/how-gaming-affects-brain/. 

Izaak. (2020, September 22). How to play Among Us: Beginner’s guide, tutorial, and 

frequently asked questions. Retrieved November 01, 2020, from 

https://www.sportskeeda.com/esports/how-play-among-us-beginner-s-guide-tutorial-fr

equently-asked-questions

Melissinos, Chris. Video Games Are One of the Most Important Art Forms in History . 22 Sept. 

2015, time.com/collection-post/4038820/chris-melissinos-are-video-games-art/. 

Palaus, Marc, et al. Neural Basis of Video Gaming: A Systematic Review . 22 May 2017, 

www.ncbi.nlm.nih.gov/pmc/articles/PMC5438999/. 

Robertson, Sally. What Is Grey Matter? 23 Aug. 2018, 

www.news-medical.net/health/What-is-Grey-Matter.aspx. 

Staff, Science X. Brain: A ‘Cingular’ Strategy for Attack and Defense . 20 Apr. 2015, 

medicalxpress.com/news/2015-04-brain-cingular-strategy-defense.html. 

West, Greg L., et al. Playing Super Mario 64 Increases Hippocampal Grey Matter in Older 

Adults . journals.plos.org/plosone/article?id=10.1371%2Fjournal.pone.0187779. 

6 Comments Add yours

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I really enjoyed your post! Although I don’t play video games that often, I definitely liked learning about how and why they activate different parts of the brain. I knew that playing lots of video games can be unhealthy for our minds and physical bodies, however, I didn’t realize that they could entirely shrink our frontal lobes in severe situations. I also enjoyed reading about the Among Us portion in your post as I might have had a slight obsession with it last month. I never even realized all the intricate connections between doing small tasks in an online game and how they affect different parts of my brain. Great read!

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Hi Lyla, I love your post so much! It was well written and also intriguing. The strucure of this post was so clear that I could see an introduction, a positive effect part, a negative effect part, and a conclusion. When trying to explain some professional and biological stuffs, you perfectly used great and clear pictures to illustrate the explanation. Just as what Rishika said, I knew that it was definitely unhealthy for one who plays lots of video games, I failed to realize that video games could cause such severe situation such as shrinking the frontal lobes. Thanks you so much for bringing such good work to me!

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Wow! Though I have heard of many of the positive effects of playing video games that you touched on like increased problem-solving skills and increased ability to work in teams, I had not heard much about the possible negative effects of gaming. In my experience, many negative claims I have heard about video games are brushed to the side and seen as a misunderstanding from an older, less informed generation. It was interesting to see activation in the posterior cingulate cortex as shown in figure 2, highlighting how the attack portion is activated during in-game attacks. Still, it was very cool to see both positive and negative effects explored in this post!

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Hi Lyla, this is such an interesting post about arts and brain! I am also a player of both Mario and Among Us, and I really agree with your argument about the effect of the video game. Before reading your post, I haven’t realized how my brain would be affected by those video games and simply thought games could increase my brain activity. Now I get to know the specific areas like grey matter and frontal lobe will be impacted by the stimulus from games. It reminds me the reason why teenagers should not play too many video games. Proper time management on playing games can reduce the shrink on our frontal lobe, thus help maintain a normal function of controlling emotions and decision making. Thank you for posting it!

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I really enjoyed this post and found it super relevant considering how much time people spend playing video games today. It was really interesting to hear about the different kinds of effects, both positive and negative, that video games can have on our brains. It seems to be important to find a balance so that one does not spend too much playing them. It may even be beneficial for someone to mix up what type of games they are playing so that the negative effects are less harmful. Overall, this was super interesting to read!

I really enjoyed reading this post and found it super relevant considering how much time people spend playing video games today. It was really interesting to hear about the different kinds of effects, both positive and negative, that video games can have on our brains. It seems to be important to find a balance so that one does not spend too much playing them. It may even be beneficial for someone to mix up what type of games they are playing so that the negative effects are less harmful. Overall, this was super interesting to read!

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can video games help with problem solving skills

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Your Gaming Skills Can Help You Shape Your Career

  • Igor Tulchinsky

can video games help with problem solving skills

Video games are fast-moving, dynamic, and anything but static. Your career can be too.

Studies have shown the benefits of gaming — whether it’s better spatial awareness, faster cognitive processing, or improved mental health, social skills, and decision-making capabilities. Here are some ways you can harness the unique skills and lessons gaming has taught you to shape your future working life.

  • Don’t settle. Video games are fast-moving, dynamic, and anything but static. Your career should be too. Every job requires some combination of problem-solving, strategy, and teamwork — just like every video game. But not every company you encounter will be as solutions-oriented, innovative, or collaborative as you might desire. Aim to find an organization that will value you and your skills.
  • Challenge your beliefs. How often have you written off a video game before even playing it? We all have internal biases that can alter our perception of the world. The same is true for our careers — you likely have personal beliefs about certain companies, industries, and job titles. Just like you shouldn’t judge a game by its popular presentation, you shouldn’t with jobs either. Instead, take the time to speak to people on the inside.
  • Try again. Fail again. Fail better. We’re often too afraid to fail in real life because we believe we won’t get a second chance. In some ways, that’s true — there are no extra lives here. But just like in video games, we can test hypotheses, experiment, process variables, and establish new ways of understanding our world.
  • Have patience. Video games can be repetitive. The same can be said for work, and our lives in general. But that doesn’t have to be a bad thing. The patience and hard work are what make the glorious cut scenes, rare achievements, and final fights worth it. In your career, the work you put in now will pay off long-term, too.
  • Think like a creator. Game developers often employ transformational creativity. This is when designers, often drawing on leaps forward in technology, drive revolutionary changes in the entire video game ecosystem. One way to cultivate transformational creativity in your work life is to embrace adjacency. If you’re struggling to come up with new ideas or find yourself making the same errors when addressing a task, try thinking about how other, adjacent disciplines might approach a similar problem.

Growing up in the golden age of video games, it was hard not to feel like you were living two lives at once.

can video games help with problem solving skills

  • IT Igor Tulchinsky is the Founder, Chairman, and CEO of WorldQuant, LLC, a global quantitative asset management firm. He was previously a portfolio manager at Millennium.

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NIH Record - 75th Anniversary - National Institutes of Health

Do Video Games Improve Cognitive Performance?

Two smiling children hold game consoles.

Study finds improved cognitive and memory skills in kids who play video games.

Photo:  Pressmaster / Shutterstock

A study of nearly 2,000 children found that those who reported playing video games for three hours per day or more performed better on cognitive skills tests involving impulse control and working memory compared to children who had never played video games. Published in JAMA Network Open , this study analyzed data from the ongoing Adolescent Brain Cognitive Development (ABCD) Study, supported by NIDA.

“Numerous studies have linked video gaming to behavior and mental health problems,” said NIDA director Dr. Nora Volkow. “This study suggests there may also be cognitive benefits associated with this popular pastime, which are worthy of further investigation.”

Scientists at the University of Vermont, Burlington, analyzed data obtained when children entered the ABCD Study at ages 9 and 10 years old. The research team examined survey, cognitive and brain imaging data from nearly 2,000 participants from within the bigger study cohort. 

The three-hour threshold was selected as it exceeds the American Academy of Pediatrics screen-time guidelines, which recommend that video gaming time be limited to one to two hours per day for older children. 

Investigators found that the children who reported playing video games for three or more hours daily were faster and more accurate on cognitive tasks than those who never played. 

In the gamer group, functional MRI brain imaging analyses found higher brain activity in regions of the brain associated with attention and memory. This group also had more brain activity in frontal brain regions associated with more cognitively demanding tasks and less brain activity in brain regions related to vision. 

While prior studies have reported associations between video gaming and increases in depression, violence and aggressive behavior, this study did not find that to be the case. There were reports of higher mental health and behavioral issues in this cohort but the authors could not confirm whether this trend reflected a true association or chance. They note this will be an important measure to continue to track and understand as these children mature.

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The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review

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Data sharing not applicable.

A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly ‘good’ or ‘bad’. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.

1. Introduction

In the last decades, a very large body of literature has shown an increasing interest in video games (VGs) and their impact on the brain, cognition and behavior, especially in children and adolescents [ 1 ]. Indeed, a widely growing number of children and adolescents play VGs for a long time, often developing real addictive behaviors [ 2 , 3 ]. In addition, the current outbreak of the COVID-19 pandemic and the following lockdown have significantly reduced outdoor activities and direct interpersonal relationships [ 4 , 5 ]. However, literature data are still inconsistent. For example, according to some meta-analytic reviews [ 6 , 7 , 8 ], exposure to violent VGs is a causal risk factor for increased aggressive behavior, cognition and affection in children and adolescents. Conversely, many cross-sectional and intervention studies have shown that the intensive use of some types of VGs leads to significant improvements in many cognitive domains and behaviours [ 1 , 9 , 10 , 11 ]. Video games are even considered as ‘virtual teachers’ and effective and ‘exemplary teachers’ [ 12 , 13 ].

The current systematic review focuses on some crucial outstanding issues within the debate on the effects of VGs on cognition and behavior in order to provide suggestions for parents, pediatricians, health providers and educators dealing with pediatric ages, especially in the complex pandemic period. Namely, it analyzes the most debated and educationally relevant problems on the relationship between video games, cognition and behavior: 1. video games’ effects on cognitive function; 2. video games’ effects on attention and addictive behaviors; 3. video games and prosocial or aggressive behavior. Therefore, the current analysis may be accounted as an original contribution to the practical dimension in the educational and rehabilitation field for parents and educators.

Early common predominant opinions mainly focused on VGs according to dichotomous thinking, as enjoyable entertainment or harmful tools [ 14 ]. The recent literature instead provided evidence on the impact of VGs on the brain and its functional modifications while playing [ 15 , 16 , 17 , 18 , 19 ], showing that video games involve different cortical and subcortical structures, with cognitive and emotional competence, such as frontal and prefrontal regions, the posterior and superior parietal lobe, the anterior and posterior cingulate cortices, limbic areas, the amygdala, the entorhinal cortex and basal nuclei [ 1 , 20 , 21 , 22 ].

Mondéjar and colleagues [ 15 ], in a group of twelve healthy preadolescents between 8 and 12 years old, evaluated the frontal lobe activity and the different types of cognitive processing during five platform-based action videogame mechanics: 1. accurate action, related to processes such as concentration, attention, impulse control and information comprehension; 2. timely action, related to working memory, selective attention, decision-making, problem solving and perception; 3. mimic sequence, related to working memory, focalized attention and inhibition control; 4. pattern learning, as selective attention, planning, inhibition control and spatial orientation; 5. logical puzzles related to attention, working memory, the capacity for abstraction, information processing, problem solving, or resistance to interference. They found prominent bioelectrical prefrontal activity during the performance related to executive functions (timely action, pattern learning, logical puzzles) and more global brain activity and a higher presence of alpha waves, or a greater activation of the temporal lobe, in the accurate action and mimic sequence. Similarly, they correlated higher magnitudes on frequency bands with five game mechanics in ten healthy children, who played with a VG platform for an average of about 20 min [ 16 ]. Theta waves, related to memory and emotions, were more significant in the five mechanics, while beta waves, related to concentration, were more prominent in only two. Moreover, activation was more significant in the intermediate and occipital areas for all the mechanics, while recurrent magnitude patterns were identified in three mechanics.

Similarly, Lee et al. [ 17 ], found a thinner cortex and a smaller gray matter volume in critical areas for evaluating reward values, error processing and adjusting behavior, namely, the anterior cingulate cortex, the orbitofrontal cortex and the frontoparietal areas, in young male adults with internet gaming disorders, compared to age-matched healthy male controls. A neuroimaging study examined in individuals affected by gaming disorders the differences during the playing of a violence-related vs. a non-violence-related version of the same VG [ 18 ]. While functional connectivity of the reward-related network and the behavioral inhibition system was altered, the orbitofrontal cortex and anterior cingulate cerebral area were overstimulated, similarly to smart drug addiction [ 17 , 23 ].

Recently, Kwak et al. [ 19 ] longitudinally compared 14 adolescents with internet gaming disorder to 12 professional internet gaming students who practiced for about ten hours a day, within a defined support system that included practice, physical exercise, lectures on team strategy, rest and mealtimes. After one year, both groups showed increased brain activity within the attention system of the parietal lobe. However, professional gamers improved problematic behaviors, impulsivity, aggression, depression and anxiety, while adolescents with internet gaming disorder showed no behavioral improvement and a dysfunctional brain activity within the impulse control network in the left orbitofrontal cortex.

The current systematic review was structured according to the guidelines and recommendations contained in the PRISMA statement [ 24 ].

Eligibility Criteria

Both experimental and correlational studies and meta-analyses between the years of 2000 and 2020 that investigated outcomes of VG exposure were included. They were considered children and adolescents. Studies employing different methodologies were included: studies in which naive participants were trained to use a VG versus a control group and studies comparing experienced versus non-gamers, or inexperienced players. Primary outcome measures were any type of structural and functional data obtained using neuroimaging techniques and behavioral testing.

Information Sources

One hundred and twenty-two studies were identified through electronic database searching in Ovid MEDLINE, Embase, PsycINFO, PubMed, Scopus (Elsevier) and Web of Sciences. The final database search was run on January 2021 using the following keywords: video games; video games and cognition; video games and epidemic; cognitive control; behavior control; brain and video games; spatial cognition; prosocial behavior; violence in video games; aggressive behavior; addictions in adolescents; children and video games.

Study Selection

Inclusion criteria: written in English; published since 2000; deals in depth with cognitive skills, attention, executive functions, or cognitive control; follows a high methodological rigor.

Exclusion criteria: does not refer to key topics directly; the full text could not be obtained; lack of transparency due to missing methodology information. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were irrelevant to the topic or because the full text was not obtained. General communication materials, such as pamphlets, posters and infographics, were excluded as they do not provide evidence about their effectiveness.

Figure 1 shows the selection of studies flowchart.

An external file that holds a picture, illustration, etc.
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Selection of studies flowchart.

3.1. Effect of Video Games on Cognitive Functions

Any modern VG requires an extensive repertoire of attentional, perceptual and executive abilities, such as a deep perceptual analysis of complex unfamiliar environments, detecting relevant or irrelevant stimuli, interference control, speed of information processing, planning and decision making, cognitive flexibility and working memory.

Literature data in the last years have proven that VGs may improve a variety of cognitive domains [ 1 , 25 ] as, for example, even just 10 hours of VG could improve spatial attention and mental rotation [ 26 , 27 ]. A large variety of design studies reported in habitual players better performance in multiple cognitive domains, including selective attention [ 3 , 21 , 26 , 28 ], speed of processing [ 21 , 28 ], executive functions [ 29 , 30 ] and working memory [ 31 ]. Similarly, a large body of intervention studies have shown improvements in the same cognitive domains in non-players following training in action VGs [ 27 , 32 , 33 , 34 , 35 , 36 , 37 ]. Recently, Benoit et al. [ 38 ] examined in 14 professional VG players and 16 casual VG players various cognitive abilities, such as processing speed, attention, memory, executive functions, manual dexterity and tracking multiple objects in three dimensions [ 39 ]. Professional players showed a very large advantage in visual–spatial short-term memory and visual attention, and less in selective and sustained attention and auditory working memory. Moreover, they showed better speed thresholds in tracking multiple objects in three dimensions overall, though the rate of improvement did not differ in the two groups. In two previous meta-analyses, Bediou et al. [ 40 ] focused on the long-term effects of action VGs on various cognitive domains using both cross-sectional and intervention studies. Overall, the results documented a positive impact of action video gaming on cognition. In cross-sectional studies, a main effect of about half a standard deviation was found. The habitual action game players showed better performance than non-players. Likewise, intervention studies showed about a third of a standard deviation advantage in cognition domains in action VG trainees. Perception, spatial cognition and top-down attention were the three cognitive domains with the most robust impact [ 40 ].

Homer et al. [ 41 ] examined the effectiveness of a custom-designed VG (‘alien game’) in a group of 82 healthy adolescents (age range 14–18 years; average = 15.5 years) trained to play for 20 min per week for 6 consecutive weeks. Such a digital game was devised to target, in a fun way, the specific executive ability of shifting, as the ability to shift between tasks or mental sets, hypothesizing that after playing the ‘alien game’ over a period of several weeks, adolescents would show significant improvements in the targeted ability. Pre- and post-test measures of another executive ability, inhibition, as the ability to control a prepotent response, were also recorded in order to examine the extent to which training would transfer from one executive ability to another. Significant advantages both in shifting and in inhibition abilities were found, providing evidence that VGs can be effective tools for training executive abilities [ 42 , 43 ].

Similarly, Oei and Patterson [ 44 ] examined the effect of action and non-action VGs on executive functions. Fifty-two non-VG gamers played one of four different games for 20 h. Pre- and post-training tests of executive function were administered. The group that trained on the physics-based puzzle game, demanding high level planning, problem solving, reframing, strategizing and new strategies from level to level, improved in several aspects of executive function. In a previous study, the same authors [ 45 ] instructed 75 non-gamers, (average age 21.07 ± 2.12) to play for 20 h, one hour a day/five days a week over four weeks. They compared effects of action and non-action games to examine whether non-action games also improve cognition. Four tests pre- and post-training were administered. The results showed that cognitive improvements were not limited to training with action games and that different games improved different aspects of cognition. Action VGs have even been used to treat dyslexic children [ 46 , 47 ]. Only 12 h of action VGs, for nine sessions of 80 min per day, significantly improved reading and attentional skills [ 48 ].

Moreover, several meta-analytic studies provide evidence that action VG training may become an efficient way to improve the cognitive performance of healthy adults. Wang et al. [ 49 ], in a meta-analysis, found that healthy adults achieve moderate benefits from action VG training in overall cognitive ability and moderate to small benefits in specific cognitive domains. In contrast, young adults gain more benefits than older adults in both overall cognition and specific cognitive domains.

In summation, the studies on VG effects, by different methodologies, document both in adults and in children significant positive outcomes in different cognitive domains. Such performance improvements may be paralleled by functional brain remodelling [ 14 ].

3.2. Video Games Effect on Attention and Addictive Behaviors

Attentional problems are accounted as a crucial area of focus on outcomes of intensive game-play practices in children and adolescents. However, literature on the topic appears inconsistent. While some research has found mixed results [ 50 ] or a positive effect [ 51 , 52 , 53 ], or no relationship between VG practice and attention, other studies have linked VG playing with greater attention problems, such as impulsiveness, self-control, executive functioning, and cognitive control [ 53 , 54 , 55 ].

Gentile et al. [ 56 ], examining longitudinally, over 3 years, a large sample of child and adolescent VG players aged 8–17 (mean = 11.2 ± 2.1), suggested a bidirectional causality: children who spend more time playing VGs have more attention problems; in turn, subjects who have more attention problems spend more time playing VGs. Therefore, children and adolescents with attention problems are more attracted to VGs (excitement hypothesis), and, in turn, they find it less engaging to focus on activities requiring more control and sustained attention, such as educational activities, homework or household chores (displacement hypothesis). According to such hypotheses, and to the operant conditioning model [ 57 , 58 ], VGs, providing strong motivational cues, become more rewarding for impulsive children and teenagers [ 51 ] who, in such contexts, experience a sense of value and feelings of mastery that they do not experience in their daily relationships [ 59 ].

Actually, any modern VG is a highly engaging activity with a variety of attractive cues, such as, for example, violence, rapid movement, fast pacing and flashing lights [ 60 , 61 ]. According to the attractive hypothesis [ 56 ], it may provide a strong motivation and support for attention and even become addictive, especially in subjects with problems maintaining attention in usual, monotonous and poorly engaging tasks. Therefore, paradoxically, a greater VG exposure may improve visual attention skills involved in such engaging play [ 26 ], but it may impair the ability to selectively focus on a target for lasting time, without external exciting cues.

Probably, in line with the bidirectional causality framework [ 56 ], such rewarding conditions could become the psychological context for the structuring of addictive behaviors, such as a sense of euphoria while playing, feeling depressed away from the game, an uncontrollable and persistent craving to play, neglect of family and friends, problems with school or jobs, alteration of sleeping routines, irregular meals and poor hygiene [ 14 ]. The most psychologically fragile subjects may be most attracted to an engaging and rewarding activity, ensuring an effective compensation to their fragility [ 14 ]. However, the topic of video game addiction continues to present today many outstanding issues. There is a large consensus that ‘pathological use’ is more debilitating than ‘excessive use’ of VGs alone [ 62 , 63 , 64 ]. Addictive behavior appears associated with an actual lowering in academic, social, occupational, developmental and behavioral dimensions, while excessive use may simply be an excessive amount of time gaming. According to Griffiths’ suggestions, ‘healthy excessive enthusiasms add to life, whereas addiction takes away from it’ [ 65 ]. However, it is sometimes difficult to identify the clear line between unproblematic overuse of gaming and the pathological and compulsive overuse that compromises one’s lifestyle and psychosocial adjustment [ 66 , 67 , 68 ]. Therefore, there may be a risk of stigmatizing an enjoyable practice, which, for a minority of excessive users, may be associated with addiction-related behaviors [ 69 , 70 ]. Przybylski and colleagues, in four survey studies with large international cohorts (N = 18,932), found that the percentage of the general population who could qualify for internet gaming disorders was extremely small (less than one percent) [ 71 ].

In such a discussion of the pathological nature of VGs, another outstanding question is whether pathological play is a major problem, or if it is the phenomenological manifestation of another pathological condition. Several studies have suggested that video game play can become harmful enough to be categorized as a psychiatric disorder, or it could be a symptom of an underlying psychopathological condition, such as depression or anxiety. Moreover, the functional impairments observed in individuals with game addictions are also thought to be similar to the impairments observed in other addictions. Neuroimaging studies have shown that the brain reward pathways which are activated during video game playing are also activated during cue-induced cravings of drug, alcohol or other type of substances abuse [ 72 , 73 , 74 ].

Some longitudinal studies [ 14 , 75 , 76 ] proved that pathological addictive behaviors, such as depression, are likely to be outcomes of pathological gaming rather than predictors of it [ 77 , 78 ]. Lam and Peng [ 79 ], in a prospective study with a randomly generated cohort of 881 healthy adolescents aged between 13 and 16 years, found that the pathological use of the internet results in later depression. Similarly, Liau et al. [ 80 ], in a 2-year longitudinal study involving 3034 children and adolescents aged 8 to 14 years, found that pathological video gaming has potentially serious mental health consequences, in particular of depression.

In summary, attention problems and addictive behaviors in the context of VGs should be addressed in a circular and bidirectional way in which each variable can influence the others.

3.3. Video Games Effect and Prosocial and Aggressive Behaviors

The positive impact of video games also concerns the social and relational dimension, as occurs in the VG training of prosocial or educational skills. Several studies have reported that playing prosocial VGs, even for a short time, increases prosocial cognition [ 81 ], positive affect [ 82 ] and helping behaviors [ 13 , 81 , 82 , 83 , 84 , 85 ], whereas it decreases antisocial thoughts and the hostile expectation bias, such as the tendency to perceive any provocative actions of other people as hostile even when they are accidental [ 13 , 86 ]. Such findings have been found in correlational, longitudinal and experimental investigations [ 82 , 85 , 87 ].

In four different experiments [ 13 ], playing VGs with prosocial content was positively related to increased prosocial behavior, even though participants played the VGs for a relatively short time, suggesting that VGs with prosocial content could be used to improve social interactions, increase prosocial behavior, reduce aggression and encourage tolerance.

Following experimental, correlational, longitudinal and meta-analytic studies provided further evidence that playing a prosocial VG results in greater interpersonal empathy, cooperation and sharing and subsequently in prosocial behavior [ 87 , 88 , 89 , 90 ].

Such literature’s data are consistent with the General Learning Model [ 91 , 92 ], according to which the positive or negative content of the game impacts on the player’s cognition, emotions and physiological arousal, which, in turn, leads to positive or negative learning and behavioral responses [ 12 , 93 , 94 , 95 ]. Therefore, repeated prosocial behavioral scripts can be translated into long-term effects in cognitive, emotional and affective constructs related to prosocial actions, cognition, feelings, and physiological arousal, such as perceptual and expectation schemata, beliefs, scripts, attitudes and stereotypes, empathy and personality structure [ 83 , 91 ].

In the same conceptual framework, educational video games have been found to positively affect behaviors in a wide range of domains [ 12 ], school subjects [ 96 ] and health conditions [ 97 , 98 ]. In randomized clinical trials, for example, diabetic or asthmatic children and adolescents improved their self-care and reduced their emergency clinical utilization after playing health education and disease management VGs. After six months of playing, diabetic patients decreased their emergency visits by 77 percent [ 99 ]. Therefore, well-designed games can provide powerful interactive experiences that can foster young children’s learning, skill building, self-care and healthy development [ 100 ].

Violence in VGs is a matter of intense debate, both in public opinion and in the scientific context [ 101 , 102 ]. A vast majority of common opinions, parents and educators consider the violence of VGs as the most negatively impacting feature to emotional and relational development of youth and children. Actually, studies agree on the negative impact of violent video games on aggressive behavior. Several meta-analyses have examined violent VGs [ 6 , 7 , 8 , 103 ] and, although they vary greatly in terms of how many studies they include, they seem to agree with each other. The most comprehensive [ 8 ] showed that violent VGs, gradually and unconsciously, as a result of repeated exposure to justified and fun violence, would increase aggressive thoughts, affect and behavior, physiological persistent alertnes, and would desensitize players to violence and to the pain and suffering of others, supporting a perceptual and cognitive bias to attribute hostile intentions to others.

Similarly, experimental, correlational and longitudinal studies supported the causal relationship between violent VGs and aggression, in the short- and long-term, both in a laboratory and in a real-life context. A greater amount of violent VGs, or even a brief exposure, were significantly associated with more positive attitudes toward violence [ 104 ], higher trait hostility [ 105 ] and with increased aggressive behaviors [ 106 ], physical fights [ 107 ] and aggressive thoughts [ 108 ] and affect [ 109 ]. In a two-year longitudinal study, children and adolescents who played a lot of violent VGs showed over time more aggressive behaviors, including fights and delinquency [ 110 ]. Saleem, Anderson and Gentile [ 82 ] examined the effects of short-term exposure to prosocial, neutral and violent VGs in a sample of 191 children of 9–14 years old. Results indicated that while playing prosocial games increased helpful and decreased hurtful behaviour, the violent games had the opposite effect.

In summation, the overall literature data support the opinion that violent video games, over time, affect the brain and activate a greater availability to aggressive behavior patterns, although some researchers have pointed out that the negative effects of violent VGs are small and may be a publication bias [ 14 , 111 ].

4. Discussion

The focus of the current overview was to identify, from a functional point of view, the most significant issues in the debate on the impact of VGs on cognition and behavior in children and adolescents, in order to provide suggestions for a proper management of VG practice.

Overall, the reviewed literature agrees in considering the practice of VGs as much more than just entertainment or a leisure activity. Moreover, research agrees that any debate on the effectiveness of VGs cannot refer to a unitary construct [ 14 ], nor to a rigidly dichotomous approach, according to which VGs are ‘good’ or ‘bad’ [ 1 , 12 , 112 , 113 ].

The term ‘video game’ should be viewed as an ‘umbrella term’ that covers different meanings, far from a single unitary construct [ 14 , 114 ]. Furthermore, VGs and their effects should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other and with a set of other variables, such as, for example, the player’s age and personality traits, the amount of time spent playing, the presence of an adult, the game alone or together with others and so on [ 115 ].

Gentile and colleagues [ 116 , 117 , 118 , 119 ] have identified five main features of VGs that can affect players: 1. amount of play; 2. content; 3. context; 4. structure; and 5. mechanics. Each of these aspects can produce or increase different thoughts, feelings and behaviors.

However, the content effects, individually focused, are frequently overemphasized. According to the General Learning Model, children would learn the contents of the specific games and apply them to their lives. Nevertheless, a violent game using a team-based game modality may have different impacts than a violent game using a ‘free for all’ game modality. Although both are equally violent games, the former could suggest teamwork and collaborative behaviors, while playing in an ‘everyone for oneself’ mode could foster less empathy and more aggressive thoughts and behaviors [ 8 , 88 ].

Likewise, the outside social context can have different effects and it may even mitigate or reinforce the effects of the content. Playing violent games together with others could increase aggression outcomes if players reinforce each other in aggressive behavior. Instead, it could have a prosocial effect if the motivations to play together are to help each other [ 120 ].

According to the dominant literature, the psychological appeal of video games may be related to an operant conditioning that reinforces multiple psychological instances, including the need for belonging and social interaction [ 57 , 58 ]. On such drives and reinforcements, the playing time can expand, and it may become endless in addicted subjects. However, the amount of play, regardless of the content, can become harmful when it displaces beneficial activities, affects academic performance or social dimensions [ 52 , 121 ], or supports health problems, such as, for instance, obesity [ 122 , 123 , 124 ], repetitive strain disorder and video game addiction [ 76 , 83 ]. However, a greater amount of time inevitably implies increased repetition of other game dimensions. Therefore, it is likely that some associations between time spent and negative outcomes result from other dimensions, and not from amount of time per se. Moreover, children who perform poorly at school are likely to spend more time playing games, according to the displacement hypothesis, but over time, the excessive amount of play may further damage academic performance in a vicious circle [ 116 ].

VGs can also have a different psychological appeal in relation to their structural organization and the way they are displayed. Many structural features can affect playing behavior, regardless of the individual’s psychological, physiological, or socioeconomic status [ 125 ], such as, for instance, the degree of realism of the graphics, sound and back-ground, the game duration, the advancement rate, the game dynamics such as exploring new areas, elements of surprise, fulfilling a request, the control options of the sound, graphics, the character development over time and character customization options, the winning and losing features as the potential to lose or accumulate points, finding bonuses, having to start a level again, the ability to save regularly, the multi-player option building alliances and beating other players [ 125 ].

The more or less realistic mechanics can also configure the game differently and affect fine or gross motor skills, hand-eye coordination or even balance skills, depending on the type of controller, such as a mouse and keyboard, a game control pad, a balance board, or a joystick.

Therefore, VGs may differ widely in multiple dimensions and, as a result, in their effects on cognitive skills and behavior [ 3 , 33 ]. Moreover, the different dimensions may interact with each other and with the psychological, emotional and personality characteristics of the individual player and context. Even the same game can have both positive and negative effects in different contexts and for different subjects.

The current analysis of the literature, therefore, supports the need for further experimental and longitudinal research on the role of multiple characteristics of video games and their interactions. A wide-ranging approach dynamically focused on the multiple dimensions will allow a deeper theoretical understanding of the different aspects of video games.

Nevertheless, according to common opinion, the violence would always have a negative impact on behavior, especially in pediatric subjects. However, a strictly causal relationship between violent VGs and aggressive behavior appears rather reductive [ 126 , 127 ]. Aggressive behavior is a complex one and arises from the interaction of a lot of factors. Therefore, violent VGs, with no other risk factors, should not be considered ‘per se’ the linear cause and single source of aggressive or violent behavior. Antisocial outcomes can be influenced by personality variables, such as trait aggression, or by a number of the ‘third variables’ such as gender, parental education, exposure to family violence and delinquency history [ 83 ]. According to social learning theories [ 128 ], aggressive behavior would arise from repeated exposure to violence patterns [ 129 ]. Therefore, children who have other risk factors for violent or aggressive behavior, such as violent family patterns, excessive amount of time spent playing, playing alone, and so on are more likely to have negative consequences from playing violent video games.

An alternative theoretical framework [ 126 , 127 ] assumes that violent behavior would result from the interaction of genetically predisposed personality traits and stressful situations. In such a model, violent VGs would act as ‘stylistic catalysts’ [ 127 ], providing an individual predisposed to violence with the various models of violent behavior. Therefore, an aggressive child temperament would derive from a biological pathway, while the violent VG, as a ‘stylistic catalyst’, may suggest the specific violent behavior to enact.

Conversely, playing prosocial VGs, even for a short time, increases prosocial cognition, affect and behaviors in children and adolescents [ 13 , 81 , 82 , 83 , 84 , 85 , 89 ]. Several intervention or training studies showed that a prosocial VG should activate experiences, knowledge, feelings and patterns of behavior relating to prosocial actions, cognition, feelings and physiological arousal. In turn, in line with the General Learning Model, [ 91 , 130 ], recurrent prosocial behavioral scripts produce new learning, new behavioral patterns and emotional and affective cognitive constructs [ 83 ].

Moreover, several studies emphasize the educational and academic potential of VGs that may become effective and ‘exemplary teachers’ [ 12 , 82 ] providing fun and motivating contexts for deep learning in a wide range of content [ 12 ], such as school learning [ 96 ], rehabilitation activities [ 46 , 47 ], new health care and protection behavior development and the enhancement of specific skills [ 97 , 99 , 100 ]. Similarly, the literature data document that the intensive use of VGs results in generalized improvements in cognitive functions or specific cognitive domains, and in behavioral changes [ 1 ]. Actually, VGs involve a wide range of cognitive functions, and attentional, perceptual, executive, planning and problem solving skills. They can, therefore, be expected to improve different perceptual and cognitive domains. However, on a methodological level, the impact on behavior and cognition cannot be simplistically viewed as the linear result of a causal relationship between VG and performance. For instance, subjects with better perceptual abilities are likely to choose to play and, as a result, their increase in performance may reflect their baseline level rather than the effects of the game.

Studies focused on the attentional functions in VG playing reported inconsistent data. Playing action games may improve attention skills implied in a specific game. However, according to the attractive hypothesis [ 56 ] and operant conditioning theory, children and adolescents with attentional problems may be attracted by the motivating and engaging VG activities. On the other hand, children and adolescents with a wider VG exposure show greater attention problems [ 53 ]. The relationship between VGs and attention, then, seem to be approached in terms of bidirectional causality [ 56 ].

Similarly, since VGs and their cues appear more pleasant and desirable, a large amount of attractive VG exposure can lead to addiction and impair ability to focus on effortful goal oriented behavior [ 131 ]. However, the literature does not yet appear to agree on the objective diagnostic criteria for classifying behavioral game addiction [ 132 ].

In the fifth edition appendix of the Diagnostic and Statistical Manual of Mental Disorders [ 133 ], the diagnostic criteria for Internet Gaming Disorder included both specific internet games and offline games. However, this has led to some confusion as to whether excessive video games must necessarily occur online [ 134 , 135 ]. According to some authors, since ‘Internet addiction’ includes heterogeneous behaviors and etiological mechanisms, the term ‘video game disorder’ or simply ‘gaming disorder’ would be more suitable [ 136 , 137 ], while the term ‘Internet addiction’ appears inappropriate. Individuals rarely become addicted to the medium of the internet itself [ 137 , 138 ]. Moreover, it has also been supported theoretically [ 135 ] and empirically proven [ 139 ] that problematic internet use and problematic online gaming are not the same.

The debate on the relationship between pure game addiction behaviors and game addiction in comorbidity with other psychiatric disorders appears still on. Some researchers have argued that game addiction, as a standalone clinical entity, does not exist [ 140 ], but it is simply a symptom of psychiatric illnesses such as major depressive disorder or Attention Deficit Hyperactivity Disorder. Equally poorly defined is the question of genetic predisposition and vulnerability to game addiction.

Likewise, the relationship between clinical symptoms and changes in brain activity and the dynamics by which video games triggers such widespread brain plasticity needs to be more clearly defined.

5. Conclusions

The current analysis of the literature provides strong evidence on the power of video games as highly motivating and engaging tools in the broader context of cognitive, emotional and relational development of children and adolescents. However, the effectiveness of such tools does not arise exclusively from their content, but it results from a set of variables interacting each other.

Video games, beyond their content, can favor pathological aggression, withdrawal, escape from reality and reduction of interests. Virtual reality becomes more attractive than the real one and can become the ‘non-place’ to escape from the complexity of everyday life. Recently, to contain the spread of the COVID-19 pandemic, health authorities have forced populations to stay home and children and adolescents may experience an exacerbation of exposure to video games.

Parents, educators and teachers should ensure an educational presence, monitoring times and modalities of VG practice in a broader context in which children and adolescents live with a wider repertoire of interests, without losing social and relational engagement. Moreover, pediatric health care visits may be a great opportunity to support parents helping children to deal with media and video games.

On these assumptions, as practical suggestions to prevent or mitigate addictive behaviors, parents and educators should enforce the golden rule as the educational presence of the adult.

Moreover, in line with the literature, the core values to prevent a negative impact of video games should be focused on a few rules to be proposed with assertiveness and authority: 1. set a clear time limit to play, 2. prefer games that can also be played with family, 3. alternate video games with other games and activities, 4. avoid highly addictive games, 5. keep a social life in the real world.

Author Contributions

Conceptualization, D.S., L.D.F. and G.L.; methodology, D.S., E.G.; formal analysis, D.S., E.G. and L.D.F.; data curation, E.G. and L.D.F.; writing—original draft preparation, D.S., E.G. and L.D.F.; writing—review and editing, D.S.; supervision, D.S. and G.L.; funding acquisition, D.S. and G.L. All authors have read and agreed to the published version of the manuscript.

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Data availability statement, conflicts of interest.

The authors declare no conflict of interest.

Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

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Can video gameplay improve undergraduates’ problem-solving skills?

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In this study, the authors investigated if two distinct types of video gameplay improved undergraduates’ problem-solving skills. Two groups of student participants were recruited to play either a roleplaying video game (World of Warcraft; experimental group) or a brain-training video game (CogniFit; control group). Participants were measured on their problem-solving skills before and after 20 hours of video gameplay. Two measures were used to assess problem-solving skills for this study, the Tower of Hanoi and The PISA Problem Solving Test. The Tower of Hanoi measured the rule application component of problem-solving skills and the PISA Problem Solving test measured transfer of problem-solving skills from video gameplay to novel scenarios on the test. No significant differences were found between the two groups on either problem-solving measure. Implications for future studies on game-based learning are discussed.

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  • Developmental and Educational Psychology

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  • 10.4018/IJGBL.2020040102

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T1 - Can video gameplay improve undergraduates’ problem-solving skills?

AU - Emihovich, Benjamin

AU - Roque, Nelson

AU - Mason, Justin

N1 - Publisher Copyright: Copyright © 2020, IGI Global.

PY - 2020/4/1

Y1 - 2020/4/1

N2 - In this study, the authors investigated if two distinct types of video gameplay improved undergraduates’ problem-solving skills. Two groups of student participants were recruited to play either a roleplaying video game (World of Warcraft; experimental group) or a brain-training video game (CogniFit; control group). Participants were measured on their problem-solving skills before and after 20 hours of video gameplay. Two measures were used to assess problem-solving skills for this study, the Tower of Hanoi and The PISA Problem Solving Test. The Tower of Hanoi measured the rule application component of problem-solving skills and the PISA Problem Solving test measured transfer of problem-solving skills from video gameplay to novel scenarios on the test. No significant differences were found between the two groups on either problem-solving measure. Implications for future studies on game-based learning are discussed.

AB - In this study, the authors investigated if two distinct types of video gameplay improved undergraduates’ problem-solving skills. Two groups of student participants were recruited to play either a roleplaying video game (World of Warcraft; experimental group) or a brain-training video game (CogniFit; control group). Participants were measured on their problem-solving skills before and after 20 hours of video gameplay. Two measures were used to assess problem-solving skills for this study, the Tower of Hanoi and The PISA Problem Solving Test. The Tower of Hanoi measured the rule application component of problem-solving skills and the PISA Problem Solving test measured transfer of problem-solving skills from video gameplay to novel scenarios on the test. No significant differences were found between the two groups on either problem-solving measure. Implications for future studies on game-based learning are discussed.

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UR - http://www.scopus.com/inward/citedby.url?scp=85090366940&partnerID=8YFLogxK

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M3 - Article

AN - SCOPUS:85090366940

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Not Just Fun: New Study Indicates Video Games Can Improve Career Prospects

By University of Surrey January 26, 2023

Man Playing Video Games

Video games have become a popular form of entertainment for people of all ages. They can offer a variety of benefits such as improving hand-eye coordination, problem-solving skills, and decision-making abilities. However,  it is important to remember that video games can also have negative effects if played excessively or without balance.

In an effort to understand the relationship between online gaming behavior and career interests, researchers from Surrey collaborated with Game Academy Ltd. to study the gaming habits of 16,033 participants. The research aimed to explore how the hobby could aid in future career planning and professional training for video game players. Prior to this study, little was known about how people’s gaming choices related to their career aspirations.

The study participants utilized Steam, a digital distribution service and storefront for video games, and played various games on the platform. Researchers examined the 800 games that were played the most and only included participants for whom they had information on gender and occupation.

Researchers discovered that IT professionals and engineers played puzzle-platform games, which possibly enhance their spatial skills. People in managerial roles showed an interest in action roleplay games where organizational and planning skills are involved and engineering professionals were associated with strategy games which often require problem-solving and spatial skills. There were apparent gender differences too – females preferred playing single-player games, whereas males preferred playing shooting games.

Dr. Anna-Stiina Wallinheimo, lead author of the study, Cognitive Psychologist, and Postdoctoral Research Fellow at the University of Surrey’s Centre for Translation Studies (CTS) said: “In recruitment processes, the best candidates may be missed because organizations do not consider the soft skills that have been gained through non-work activities (for example, online gaming). As a result of our research, we believe applicants’ online gaming experiences should be highlighted because these acquired soft skills can really help to develop their all-around strengths for the job at hand.”

Dr. Anesa Hosein, co-author of the study and Associate Professor in Higher Education at the University of Surrey said: “By understanding to what extent career interests are reflected in game playing, we may be able to demonstrate more clearly how these align with career interests and encourage employers to understand the value of the soft skills associated with gaming. Our research could also inspire game developers to work on honing these soft skills more closely in their design. Furthermore, places of learning, such as universities, could allow students to reflect and incorporate gaming as part of their career development and consider how gaming can be included in the curriculum to enhance alignment between students’ learning, career aspirations, and extra-curricular gaming interests.”

Reference: “How Online Gaming Could Enhance Your Career Prospects” by Anna-Stiina Wallinheimo, Anesa Hosein, David Barrie, Andrey Chernyavskiy, Irina Agafonova and Peter Williams, 11 November 2022, SIMULATION . DOI: 10.1177/10468781221137361

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3 comments on "not just fun: new study indicates video games can improve career prospects".

can video games help with problem solving skills

As a Software Engineer I prefer playing action rpgs and shooters.

Games are my relaxation time and doing hardcore strategy and rpg games require too many of the same skills I use all day. Games like these feel more like “work” than fun to me.

can video games help with problem solving skills

Have there been games developed for helping addicts achieve an interest as they are entering treatment?

can video games help with problem solving skills

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Videogames.org.au

Video games offer a deep learning experience

A well recognised benefit of video games is no doubt the cognitive development that games induce in their players. Games offer a deep learning experience and train exactly the skills employers are looking for . The opportunities to develop games that are specifically training these skills are endless!

Playing video games is often perceived as a lazy form of entertainment and concerned parents often want their children to be playing outside instead of playing so-called addictive games. Video games actually promote a wide range of cognitive skills. If we can identify which games are best at developing these skills, then we can use these in the overall cognitive  development and education of our children and young people.

can video games help with problem solving skills

How to use video games safely in schools.

Get these resources to introduce video games in your practice:

  • Whole of School approach to being a ‘Safe Gaming School’
  • Game development in the classroom  resources
  • All 16 worksheets/tools/factsheets  to support teachers and wellbeing staff
  • The Parent’s Workbook for Dealing with Gaming Issues
  • All 14 tools/factsheets to give as resources to the families in your school.
  • All 14 information factsheets in the Info Pack 
  • A license  to use all the above resources with all families in your school

Help for parents

More research.

‘ Use of Computer and Video Games in the Classroom ‘ by John Kirriemuir 

Videogames and Wellbeing: A Comprehensive Review,  Gaming Research Group, Young and Well Cooperative Research Centre – Dr Daniel Johnson

Cognitive Development of skills

 problem solving skills/decision making skills.

Traditionally video games train problem solving and strategy development skills by getting the player solve increasingly complicated problems. In many cases there is a time pressure which develops speed and decision making skills. Studies have shown that playing video games also increases creativity in young people.

Strategy development

Video game playing predominantly exercises the brain. In most cases it involves working out some sort of strategy to stay alive or defeat a boss; build a structure or blow one up. This makes it a very active pastime, at least on a cognitive level. This has been recognised by several researchers and clinicians and video game principles continue to be implemented in training situations, rehabilitation and other cognitive development exercises.

“First Person Shooters are often regarded as games that feature cognitive development”

Attention Allocation skills

Gamers have faster, more accurate attention allocation skills giving them the ability to prioritise decisions better and weigh up where their attention needs to be at a given time and for how long.

Spatial Skills

Spatial ability is a category of reasoning skills that refers to the capacity to think about objects in three dimensions and to draw conclusions about those objects from limited information. For example, a person with good spatial reasoning skills might be particularly quick to finish a tangram puzzle, a game in which smaller shapes must combine to form a larger shape. Someone with good spatial abilities might also be good at thinking about how an object will look when rotated. These skills are valuable in many real-world situations and can be improved with practice. Spatial skills are essential for maths, science, engineering and technology.

Video games are regularly used for their cognitive development ability

Video games in the classroom.

Video games combine instruction and demonstration, making it an effective learning technique. As such video games can be highly beneficial in a classroom environment by engaging children and young people and making learning fun. Many video games are specifically developed to link learning with fun. Some examples are: reading eggs, mathletics, spelling games.

ARTICLE: The Educational Benefits of Video Games by Mark Griffiths

Rehabilitation

Video games are also used in the rehabilitation of patients with some form of brain damage due to their clear benefits. Video gaming can stimulate neurogenesis (growth of new neurons) and connectivity in the brain regions responsible for spatial orientation, memory formation and strategic planning. Studies have demonstrated the direct causal link between video gaming and a volumetric brain increase. This proves that specific brain regions can be trained by means of video games.

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Home » Blog » What Video Games Can Help Improve Problem Solving Skills

What Video Games Can Help Improve Problem Solving Skills

  • June 9, 2022

can video games help with problem solving skills

Problems are part and parcel of our daily lives. We all stumble across life with numerous issues at any given point in time. Some can solve them easily, while others take time. What is the difference between these two? It is their approach towards the problem.

Problems can be a blessing in disguise, and one needs to be able to see the potential of self-improvement in them.

What Video Games Can Help Improve Problem Solving Skills

One of the easiest ways that you must consider for  improving your problem-solving  skills is by playing video games, solving puzzles, online casino games, and more. Problems delay your thoughts, your actions, and all your plans. Without striving to overcome all these stumbling blocks in your direction, the possibilities of getting stuck in between traffic lights are high. You don’t want your goals to be messed up! So training your mind to break the loop and progress through reasoning will help build your problem-solving skills.

Fat Santa free play is available for a demo game, you can absolutely test your instinct and decision-making skills.

Grand Theft Auto (GTA)

Amazon.com: Grand Theft Auto V Pc: Video Games

If you are in a situation of being given a lot of tasks, time and deadlines, try to act like you are the character of GTA. Multi-tasking can improve your problem-solving skills because you are challenged to continue your work without any disturbances. You become more focused on accomplishing goals and finding solutions even if you receive tons of tasks on your desk.

As a matter of fact, video games have become more complicated. In order to assess the comprehension level of an individual in terms of business, work, and other community relationships, they prove to be good tools.

MOBA Games (Multiplayer Online Battle Arena)

How can you solve problems logically if you are afraid to socialize? Do you have trust issues when working with somebody? Your social abilities are advantageous, especially when you are strategizing solutions and are involved in teamwork.

can video games help with problem solving skills

These MOBA games , such as DOTA, Mobile Legends, League of Legends, and more, allow you to set up your microphones, headsets, or even cameras in order to talk to your teammates during the game. You can detonate obstacles in one snap through collaboration. It helps build one’s social skills and opens one’s mind to a lot of avenues.

Call of Duty

There is no doubt that Call of Duty is very well-known because it trains you to be a visual observer, and your spatial awareness is also stimulated. COD teaches you to become goal-oriented, and that makes you a good example of a solution provider.

Given a situation, if you were monitoring the system of your company used by different departments and suddenly program errors started to occur.  Your resilience to not break under pressure is the only thing that can save you during the said crisis. This is just an example of how Call of Duty influences your problem-solving strategy.

Call of Duty®: Warzone | Download

Magic Poker

Another tip to take note of improving problem-solving skills is judgment and prediction. Poker is very popular amongst gamblers for its need for the right judgment abilities. Betting a higher coin value will increase the bet amount, and you will have to create a good card combination to aim for the jackpot. This is where you can brush up on your judgment skills and get yourself a win. Once you hit it, you can half or double your stakes. Do not compromise a good prediction because you may end up going home and broke.

4 Problem Solving Aspects that Video Games Enhance

As Albert Einstein once said , “We cannot solve our problems with the same level of thinking that created them.” This quote encourages everyone to keep on learning and reading in order to advance and develop our existing problem-solving skills. And when speaking of video games, there is a pool of skills that you can further develop.

Critical Thinking

Video games are created involving ways to train the player to think wisely and precisely no matter what the situation is. Offline and online games can be designed in different genres, but most challenging games, such as strategy games, require the player’s good analysis and reasoning capabilities. If you can analyze a difficult situation, then you are strong enough to surpass it.

Video games are very influential, especially if you are just at home and recently bought your PS5. If you are the person who excels in creativity while trying to win an opponent’s battle plan, you can counter your problems with a super skill.

The devil is in the details. They distract you from accomplishing your to-do list and ended up with a day-over. Video games enhance your focus and attention to get you to the desired point. You are trained to observe every single detail of a situation. This skill will also help you in enhancing your approach to a particular challenge.

Enhanced Visual Memory

Like a jigsaw puzzle, you are challenged to shape yourself from being shattered into pieces by your frustrations. When playing with puzzles, you become more attentive to remembering each piece, the size, color, shape and picture. Your memory is enhanced visually in order for you to identify the correct pieces and make your moves.

Tips for Playing Games

Gaming does not only involve fun time but also remarkable mental strategies. In order to be able to maximize the chances of success, one has to carefully create strategies.

Below are some pointers for approaching a challenge:

  • Be careful with your time and plan ahead.
  • Choose your battles wisely and never play if you don’t understand the game rules.
  • Stick to a particular genre or a game if you want to master and entrust your winnings.
  • Take advantage of the streams and gameplay because these may help you win or update your strategy.
  • Lastly, do not disregard classic or ‘children’ games, such as chess or tic-tac-toe, because they are the backbone of most modern strategy games.

Games like chess force you to consider a wide array of possibilities and outcomes. It enhances your pattern recognition skills, and helps you learn to think strategically. Chess.com has apps for iPhones and Android devices.

can video games help with problem solving skills

We are all players in life. Sometimes we take home the crown, and sometimes we arrive home as losers. Winning your problems is the jackpot that everyone wants to achieve. Thanks to online game

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Skills You Get from Playing Video Games

Time management, social skills, critical thinking, patience and endurance, hand-eye coordination, cognitive skills.

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Home » Blog » Gaming Enabled: Helping Kids With Disabilities Enjoy Video Games

Gaming Enabled: Helping Kids With Disabilities Enjoy Video Games

can video games help with problem solving skills

Growing up in the 90s, I was fascinated by video games. The lights and sounds of the arcade cabinets at the local pizza joint would suck me in like quicksand, pulling on my imagination until I simply had to play them. But my parents would shrug and explain that my wheelchair simply couldn’t get close enough to reach the buttons. This justified skepticism went double whenever I asked my parents for a Game Boy. Afterall, someone with severe cerebral palsy such as myself often can’t use their hands at all, so how was I going to pick up a Game Boy and start playing? But life finds a way, or in this case, Grandma. I can still remember the conversation. My dad was determined that my Grandma not waste her money just because my brother had a Game Boy and I was feeling left out. But no, she said, “He wants to try, and I want to help him.”

$70 and one trip to Toys“R”Us later, I was the proud owner of a red Game Boy Pocket. I know it’s corny to say, but that Game Boy changed my life. It also gave me a form of therapy. Prior to starting to play games, I couldn’t really wrap my hands around a pencil well enough to sign my name. My Game Boy acted as a first step in the therapy process that increased my dexterity and made it possible to learn basic fine-motor skills. But that wasn’t the end of how gaming helped me.

Over the next decade plus, gaming was both a hobby and a therapy for me. It gave me a touchpoint with non-disabled children to make friends, and it helped me through some of the toughest transitions of my childhood: moving countries, the death of a best friend, and many of the regular day-to-day things that make living with a disability challenging. Since then, I’ve turned my love for gaming into a full-time calling. The joke around my house is that for years, my parents were quite clear, “You will not spend the rest of your life playing video games.” Well, two college degrees, dozens of game credits on my resume, and hundreds of articles on gaming with a disability later, much to my parents’ amusement, I do spend most of my time playing and writing about games, and as an adult, gaming has broadened my horizons far beyond what that little boy who couldn’t reach the arcade cabinet would have thought possible.

Video Games Are for Everyone

Parents often reach out to me and ask, “Can my child with special needs game?” These days, anybody can enjoy video games. It’s just a matter of knowing what questions to ask and being aware of the options out there when it comes to making games accessible. Before I recommend any resources, the first thing I tell parents is that they shouldn’t be looking for an “accessible” game. They should be looking for a game that their child enjoys. Afterall, if a game gives a child enjoyment, it doesn’t matter if they’re actually able to beat it.

“He wants to try, and I want to help him.”

A perfect example of this in my own life are the early Assassin’s Creed games. I love the setting and the story, but the gameplay was a challenge for me. However, when the multiplayer mode in Assassin’s Creed Brotherhood released, a whole new world of competitive entertainment opened up for me. This was not only a game mode I could enjoy, but a game mode that I could excel at against other able-bodied players. If I had simply been looking for the most accessible game, I would have missed out on these experiences, and missed out on one of my favorite multiplayer games ever created.

After that, the first thing that I always recommend is that, especially for younger kids, gaming should be a family activity. If you game with your child, you’ll have a much clearer understanding of what makes games difficult for them and what kind of games they enjoy. With this knowledge, you’ll have the inside track on understanding their needs and how to meet them. Rehabs are also a great place to start when it comes to video games. Most major children’s rehabs and children’s hospitals in the US have an assistive tech or adaptive recreation department, and many of them have actual adaptive gaming programs. In Minnesota, the program that I’ve worked with is connected with Gillette Children’s Hospital . These types of programs typically have video game systems available a few days a month for children with disabilities to come together under the supervision of parents and therapists to play games. If you’re worried about the financial commitment, this is where I would start. It will give you and your child the opportunity to experiment with which video game and video game systems are accessible without the burden of the initial financial expense.

Your Family’s Video Game Environment

The Xbox Adaptive Controller. White rectangular controller designed to help enable people with disabilities play video games. The controller includes a plus-shaped directional pad and two large black circles on the top.

Xbox Adaptive Controller

In order to make gaming as accessible as possible, having your own system is really best. No matter which hardware you choose, Xbox, PlayStation, Nintendo, or PC, there are tons of ways to make your physical hardware accessible, although typically, I suggest that people start by looking at either the Xbox Adaptive Controller , the PlayStation Access Controller , or a completely custom solution built by the AbleGamers charity.

Once you have a system, it’s still pretty overwhelming. There are hundreds of games released each year and lots of opportunities to accidentally purchase a game you can’t play. That’s why I started my company, Can I Play That? , to review games so disabled players wouldn’t risk spending money on experiences they couldn’t enjoy. Since the mid 2000s, there has been a boom in game accessibility awareness, and there are mountains of resources to help individuals and families with disabilities to figure out what games they can play.

Both Can I Play That? and Game Accessibility Nexus provide wonderful resources for navigating this hobby. You should use these resources to research your options, and if possible, leverage the

PlayStation Access Controller, a video game controller designed to help people with disabilities play video games more easily. The controller is a circular panel that features several buttons around the circumference. Attached is a large joystick on the left side.

PlayStation Access Controller

disabled gaming community on social media. The game accessibility community online is full of knowledgeable experts that are often very willing and excited to answer questions. Game developers too have gotten better at advertising the accessibility of games prior to launch. So if you’re able to do your research, finding games that your child can enjoy is a rewarding journey that is neither too complicated nor too time consuming.

More Than Just “A Game”

Even though helping your disabled child enjoy video games takes extra time and effort, it is beyond worth it. I could write another 1000 words on how gaming has improved my life both as a child and as an adult, but in brief, here are a few of the key benefits of gaming for children with disabilities.

First and foremost is community. Whether it’s split screen co-op or online multiplayer, video games are the ultimate meritocracy, where a child’s physical appearance does not affect how other people see them. I know in my own life, kids tended to treat me like I was an outsider until they saw the copy of Pokémon Yellow sticking out of the back of my Game Boy. Trading with kids on the playground or in my youth group gave me a reason to talk to others and gave me an easy avenue to making friends.

As I went through my junior high and teenage years, the biggest gift video games gave me was a sense of empowered independence. Once I was in the game’s world, I wasn’t just “the kid in the wheelchair”. I was master of my own destiny, whether that destiny was to save Princess Zelda or repel a Zerg invasion in StarCraft . Video games can never replace real world experience, but they can give disabled players a sense of accomplishment in ways they oftentimes can’t access outside of the digital world.

Even though helping your disabled child enjoy video games takes extra time and effort, it is beyond worth it.

Another benefit to this level of escapism was pain management. Whether it was the mental health challenges that came with managing my disability, or the physical pain of a therapy session, gaming provided me a wonderful distraction that dulled the pain and gave me something to focus on.

But, in my opinion, the biggest benefit of gaming for kids with disabilities is the potential career path that it will open for them later in life. As an advocate for increasing diversity in game development, as well as making games more accessible, I can say confidently that the games industry is the first industry in history that is uniquely suited to provide people with profound disabilities meaningful careers. The biggest barrier to most disabled young people getting jobs is access to the physical workspace. Game development itself is a discipline that can be done entirely remotely, making it easier for profoundly disabled young people to find exciting and fulfilling careers that compensate for their physical challenges. I encourage parents who are worried about career options for their special needs child to look at gaming not only as a hobby, but also at the various aspects of game development as a uniquely accessible and rewarding career path.

Happily, whether it’s accessible careers or the accessibility of games themselves, I can say with confidence that we are moving at full speed into a more accessible future for gaming. 15 years ago, a single colorblind filter would have been enough to cause a stir in the game industry, but today more and more developers are building robust accessibility options into their games. Even as the industry goes through turbulent times, many developers remain committed to accessibility, and you see more and more games with not only subtitles and closed captioning, but fully remappable controls, content filtering for people with phobias, and even support for external tech devices like screen readers. All this indicates that, to me at least, in the future, a disability won’t be a barrier to playing and enjoying games.

Joshua Straub Headshot

Joshua Straub is the Editor-in-Chief of Can I Play That? and the founder of AbilityPoints . Since 2012, he has been advocating for greater accessibility in games and easier access to employment for the disabled. He is a Ph.D. student in Human Factors and Ergonomics, and works as a consultant for game developers looking to make their games more accessible. He was diagnosed with Cerebral Palsy at age 1, and has used a wheelchair for mobility all his life.

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COMMENTS

  1. Video games play may provide learning, health, social benefits

    Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013.

  2. Can Video Gameplay Improve Undergraduates' Problem-Solving Skills?

    Video Games and Problem-Solving Skills. According to Mayer and Wittrock's (2006) definition, problem solving includes four central characteristics: (1) occurs internally to the problem solver's cognitive system; (2) is a process that involves conceptualizing and manipulating knowledge; (3) is goal directed; and (4) is dependent on the knowledge and skills of the problem solver to establish ...

  3. Well-Designed Video Games Can Enhance Problem-Solving Skills and Make

    Well-Designed Video Games Can Enhance Problem-Solving Skills and Make Learning More Effective. The tragic December deaths of 20 first-graders and six school staff members in Sandy Hook, Connecticut, along with the Boston Marathon tragedy and other recent attacks, have brought the decades-old debate over the behavioral effects of video games ...

  4. How Playing Video Games Can Improve Problem-Solving Skills

    Another significant aspect of video games that fosters problem-solving skills is the need for quick decision making. Many video games, especially action-packed ones, require players to make split ...

  5. Video Games That Help Improve Problem-Solving Skills

    Strategic games like "StarCraft," a military-science-fiction game, can also improve the ability to solve imaginary and real-life problems, possibly because they teach users to both formulate and ...

  6. The Benefits of Gaming: How Video Games Can Improve Problem-Solving

    Remember - no matter what games you play, your cognitive skills always get a boost! Leveling Up Your Problem-Solving Confidence Through Gaming. Beyond cognitive skills, video games also boost confidence when tackling problems. Successfully overcoming in-game challenges builds a positive mentality that transforms into everyday puzzle-solving.

  7. Using Video Games to Improve Capabilities in Decision Making and

    The number of measures for other population sample wasn’t present. 9 2019 The relationship between video games, problem-solving skills, and academic performance from IT students’ perspective 10 Quantit ative (Experi ment) Questionnaires were sent to students. ... Pros: The Memory Alteration Test has been proven to help people with ...

  8. Video games on the Brain

    Cognitively, all video games are proven to improve one's problem solving ability as well as reasoning capabilities. Different types of video games develop different skills as well as activate different parts of the brain. More broadly speaking, games that require team efforts help develop collaboration abilities.

  9. Improving Undergraduates' Problem-Solving Skills through Video Gameplay

    The rules in digital games impact the learning of problem-solving. [24] conducted a study to investigate the impact of video game play on students' problem-solving skills and found that the rule ...

  10. Your Gaming Skills Can Help You Shape Your Career

    Video games are fast-moving, dynamic, and anything but static. Your career should be too. Every job requires some combination of problem-solving, strategy, and teamwork — just like every video game.

  11. The Power of Play: How Video Games Enhance Problem-Solving Skills in

    Video games have been the subject of extensive research, and numerous studies have shown that they can enhance problem-solving skills in individuals. One way video games achieve this is through the complex and challenging gameplay mechanics they offer. Many games require players to solve intricate puzzles, overcome obstacles, and strategize ...

  12. Do Video Games Improve Cognitive Performance?

    The NIH Record, founded in 1949, is the biweekly newsletter for employees of the National Institutes of Health. Published 25 times each year, it comes out on payday Fridays. A study of nearly 2,000 children found that those who reported playing video games for three hours per day or more performed better on cognitive skills tests involving ...

  13. Video Games: Do They Have Mental Health Benefits?

    Video games can help you relieve stress and get your mind going. Some benefits include: ... Role-playing and other strategic games can help strengthen problem-solving skills. There's little ...

  14. Unlocking the Power of Video Games: How Gaming Can Improve Problem

    One way video games improve problem-solving skills is by encouraging players to think critically. Many games require players to analyze situations, identify patterns, and make decisions that have ...

  15. (PDF) Using Strategy Video Games to Improve Problem Solving and

    Results: video games, of which purpose is players' entertainment, were found to be positively associated with cognitive functions (e.g. attention, problem solving skills) despite some discrepancy ...

  16. The Playing Brain. The Impact of Video Games on Cognition and Behavior

    Moreover, in line with the literature, the core values to prevent a negative impact of video games should be focused on a few rules to be proposed with assertiveness and authority: 1. set a clear time limit to play, 2. prefer games that can also be played with family, 3. alternate video games with other games and activities, 4. avoid highly ...

  17. Can video gameplay improve undergraduates' problem-solving skills

    Abstract. In this study, the authors investigated if two distinct types of video gameplay improved undergraduates' problem-solving skills. Two groups of student participants were recruited to play either a roleplaying video game (World of Warcraft; experimental group) or a brain-training video game (CogniFit; control group).

  18. Not Just Fun: New Study Indicates Video Games Can ...

    They can offer a variety of benefits such as improving hand-eye coordination, problem-solving skills, and decision-making abilities. However, it is important to remember that video games can also have negative effects if played excessively or without balance. In an effort to understand the relationship between online gaming behavior and career ...

  19. Cognitive development as a benefit of playing video games

    Cognitive Development of skills Problem solving skills/decision making skills. Traditionally video games train problem solving and strategy development skills by getting the player solve increasingly complicated problems. In many cases there is a time pressure which develops speed and decision making skills.

  20. 10 Ways Video Games Help Improve Your Problem-Solving Skills

    Enhancing Logical Thinking. Many video games, such as strategy and puzzle games, require players to think logically and make strategic decisions to solve problems. These games can strengthen logical thinking skills, as players often have to analyze situations, experiment with potential solutions, and observe the consequences of their actions.

  21. Play These 6 Video Games to Help Improve Your Problem-Solving Skills

    McGonigal says playing fast-paced games like Call of Duty, a first-person shooter game, can help improve visual attention and spatial intelligence skills, which can lead to better performance in science, technology, engineering, and mathematics. Call of Duty: Black Ops III/Activision. Another fast-paced game, Forza, a car racing game, may help ...

  22. What Video Games Can Help Improve Problem Solving Skills

    This quote encourages everyone to keep on learning and reading in order to advance and develop our existing problem-solving skills. And when speaking of video games, there is a pool of skills that you can further develop. Critical Thinking. Video games are created involving ways to train the player to think wisely and precisely no matter what ...

  23. Skills You Get from Playing Video Games

    Playing games, whether for fun or to challenge others, can help you obtain numerous skills that are beneficial in both personal and professional contexts. These skills include problem-solving ...

  24. Gaming Enabled: Helping Kids With Disabilities Enjoy Video Games

    Even though helping your disabled child enjoy video games takes extra time and effort, it is beyond worth it. I could write another 1000 words on how gaming has improved my life both as a child and as an adult, but in brief, here are a few of the key benefits of gaming for children with disabilities. First and foremost is community.