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.

video games and problem solving

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

video games and problem solving

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.

video games and problem solving

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.

video games and problem solving

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

video games and problem solving

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

video games and problem solving

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Monday, October 24, 2022

Video gaming may be associated with better cognitive performance in children

Additional research necessary to parse potential benefits and harms of video games on the developing brain.

On Monday, April 10, 2023, a Notice of Retraction and Replacement published for the article featured below . The key findings remain the same. The press release has been updated, in line with the retracted and replacement article, to clarify that attention problems, depression symptoms, and attention-deficit/hyperactivity disorder (ADHD) scores were significantly higher among children who played three hours per day or more compared to children who had never played video games.

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 today in JAMA Network Open , this study analyzed data from the ongoing  Adolescent Brain Cognitive Development (ABCD) Study , which is supported by the National Institute on Drug Abuse (NIDA) and other entities of the National Institutes of Health.

“This study adds to our growing understanding of the associations between playing video games and brain development,” said NIDA Director Nora Volkow, M.D. “Numerous studies have linked video gaming to behavior and mental health problems. This study suggests that there may also be cognitive benefits associated with this popular pastime, which are worthy of further investigation.”

Although a number of studies have investigated the relationship between video gaming and cognitive behavior, the neurobiological mechanisms underlying the associations are not well understood. Only a handful of neuroimaging studies have addressed this topic, and the sample sizes for those studies have been small, with fewer than 80 participants.

To address this research gap, 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. They separated these children into two groups, those who reported playing no video games at all and those who reported playing video games for three hours per day or more. This threshold was selected as it exceeds the American Academy of Pediatrics screen time guidelines , which recommend that videogaming time be limited to one to two hours per day for older children. For each group, the investigators evaluated the children’s performance on two tasks that reflected their ability to control impulsive behavior and to memorize information, as well as the children’s brain activity while performing the tasks.

The researchers found that the children who reported playing video games for three or more hours per day were faster and more accurate on both cognitive tasks than those who never played. They also observed that the differences in cognitive function observed between the two groups was accompanied by differences in brain activity. Functional MRI brain imaging analyses found that children who played video games for three or more hours per day showed higher brain activity in regions of the brain associated with attention and memory than did those who never played. At the same time, those children who played at least three hours of videogames per day showed more brain activity in frontal brain regions that are associated with more cognitively demanding tasks and less brain activity in brain regions related to vision.  

The researchers think these patterns may stem from practicing tasks related to impulse control and memory while playing videogames, which can be cognitively demanding, and that these changes may lead to improved performance on related tasks. Furthermore, the comparatively low activity in visual areas among children who reported playing video games may reflect that this area of the brain may become more efficient at visual processing as a result of repeated practice through video games.

While prior studies have reported associations between video gaming and increases in violence and aggressive behavior, this study did not find that to be the case. Though children who reported playing video games for three or more hours per day scored higher on measures of attention problems, depression symptoms, and attention-deficit/hyperactivity disorder (ADHD) compared to children who played no video games, the researchers found that these mental health and behavioral scores did not reach clinical significance in either group, meaning, they did not meet the thresholds for risk of problem behaviors or clinical symptoms. The authors note that these will be important measures to continue to track and understand as the children mature.

Further, the researchers stress that this cross-sectional study does not allow for cause-and-effect analyses, and that it could be that children who are good at these types of cognitive tasks may choose to play video games. The authors also emphasize that their findings do not mean that children should spend unlimited time on their computers, mobile phones, or TVs, and that the outcomes likely depend largely on the specific activities children engage in. For instance, they hypothesize that the specific genre of video games, such as action-adventure, puzzle solving, sports, or shooting games, may have different effects for neurocognitive development, and this level of specificity on the type of video game played was not assessed by the study.

“While we cannot say whether playing video games regularly caused superior neurocognitive performance, it is an encouraging finding, and one that we must continue to investigate in these children as they transition into adolescence and young adulthood,” said Bader Chaarani, Ph.D., assistant professor of psychiatry at the University of Vermont and the lead author on the study. “Many parents today are concerned about the effects of video games on their children’s health and development, and as these games continue to proliferate among young people, it is crucial that we better understand both the positive and negative impact that such games may have.”

Through the ABCD Study, researchers will be able to conduct similar analyses for the same children over time into early adulthood, to see if changes in video gaming behavior are linked to changes in cognitive skills, brain activity, behavior, and mental health. The longitudinal study design and comprehensive data set will also enable them to better account for various other factors in the children’s families and environment that may influence their cognitive and behavioral development, such as exercise, sleep quality, and other influences.

The ABCD Study, the largest of its kind in the United States, is tracking nearly 12,000 youth as they grow into young adults. Investigators regularly measure participants’ brain structure and activity using magnetic resonance imaging (MRI) and collect psychological, environmental, and cognitive information, as well as biological samples. The goal of the study is to understand the factors that influence brain, cognitive, and social-emotional development, to inform the development of interventions to enhance a young person’s life trajectory.

The Adolescent Brain Cognitive Development Study and ABCD Study are registered service marks and trademarks, respectively, of the U.S. Department of Health and Human Services

About the National Institute on Drug Abuse (NIDA): NIDA is a component of the National Institutes of Health, U.S. Department of Health and Human Services. NIDA supports most of the world’s research on the health aspects of drug use and addiction. The Institute carries out a large variety of programs to inform policy, improve practice, and advance addiction science. For more information about NIDA and its programs, visit www.nida.nih.gov .

About the National Institutes of Health (NIH): NIH, the nation's medical research agency, includes 27 Institutes and Centers and is a component of the U.S. Department of Health and Human Services. NIH is the primary federal agency conducting and supporting basic, clinical, and translational medical research, and is investigating the causes, treatments, and cures for both common and rare diseases. For more information about NIH and its programs, visit www.nih.gov .

NIH…Turning Discovery Into Health ®

  B Chaarani, et al.  Association of video gaming with cognitive performance among children .  JAMA Open Network.  DOI: 10.1001/jamanetworkopen.2022.35721 (2022).

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Your Gaming Skills Can Help You Shape Your Career

  • Igor Tulchinsky

video games and problem solving

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.

video games and problem solving

  • 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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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.

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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.

Video games could improve your decision-making skills. Here's how

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Frequent players of video games have superior sensorimotor decision-making skills compared to those who do not. Image:  Unsplash/JESHOOTS.COM

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Stay up to date:.

  • Frequent players of video games have superior sensorimotor decision-making skills compared to non-players, a recent study shows.
  • Researchers found that playing video games enhanced several subprocesses for sensation, perception and mapping to action.
  • Video games could be a helpful tool for training perceptual decision-making and increasing task-specific activity.

Frequent players of video games show superior sensorimotor decision-making skills and enhanced activity in key regions of the brain as compared to non-players, according to a recent study.

this chart shows a rise in the number of people who play video games

The authors, who used functional magnetic resonance imaging (FMRI) in the study, say the findings suggest that video games could be a useful tool for training in perceptual decision-making.

“Video games are played by the overwhelming majority of our youth more than three hours every week, but the beneficial effects on decision-making abilities and the brain are not exactly known,” says lead researcher Mukesh Dhamala, associate professor in Georgia State University’s physics and astronomy department and the university’s Neuroscience Institute.

“Our work provides some answers on that,” Dhamala says. “Video game playing can effectively be used for training—for example, decision-making efficiency training and therapeutic interventions —once the relevant brain networks are identified.”

Dhamala was the adviser for Tim Jordan, the lead author of the paper, who offered a personal example of how such research could inform the use of video games for training the brain.

Jordan, who received a PhD in physics and astronomy from Georgia State in 2021, had weak vision in one eye as a child. As part of a research study when he was about 5, he was asked to cover his good eye and play video games as a way to strengthen the vision in the weak one. Jordan credits video game training with helping him go from legally blind in one eye to building strong capacity for visual processing, allowing him to eventually play lacrosse and paintball. He is now a postdoctoral researcher at UCLA.

The new research project involved 47 college-age participants, with 28 categorized as regular video game players and 19 as non-players.

The subjects laid inside an FMRI machine with a mirror that allowed them to see a cue immediately followed by a display of moving dots. Participants were asked to press a button in their right or left hand to indicate the direction the dots were moving, or resist pressing either button if there was no directional movement.

The researchers found that video game players were faster and more accurate with their responses.

The latest figures show that 56% of 8-12-year-olds across 29 countries are involved in at least one of the world's major cyber-risks: cyberbullying, video-game addiction, online sexual behaviour or meeting with strangers encountered on the web.

Using the Forum's platform to accelerate its work globally, #DQEveryChild , an initiative to increase the digital intelligence quotient (DQ) of children aged 8-12, has reduced cyber-risk exposure by 15%.

In March 2019, the DQ Global Standards Report 2019 was launched – the first attempt to define a global standard for digital literacy, skills and readiness across the education and technology sectors.

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Analysis of the resulting brain scans found that the differences were correlated with enhanced activity in certain parts of the brain.

“These results indicate that video game playing potentially enhances several of the subprocesses for sensation, perception, and mapping to action to improve decision-making skills,” the authors write. “These findings begin to illuminate how video game playing alters the brain in order to improve task performance and their potential implications for increasing task-specific activity.”

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The study also notes there was no trade-off between speed and accuracy of response—the video game players were better on both measures.

“This lack of speed-accuracy trade-off would indicate video game playing as a good candidate for cognitive training as it pertains to decision-making,” the authors write.

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  • Published: 03 February 2020

Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement

  • Eunhye Choi 1 ,
  • Suk-Ho Shin 2 ,
  • Jeh-Kwang Ryu 3 ,
  • Kyu-In Jung 1 ,
  • Shin-Young Kim 1 &
  • Min-Hyeon Park   ORCID: orcid.org/0000-0002-1731-1388 1  

Behavioral and Brain Functions volume  16 , Article number:  2 ( 2020 ) Cite this article

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Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Literatures were searched with search terms (e.g. genres of video games, cognitive training) on database and Google scholar.

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 between studies. However, the enhancement of cognitive functions through video gaming was limited to the task or performance requiring the same cognitive functions. Moreover, as several factors (e.g. age, gender) were identified to modulate cognitive enhancement, the individual difference in the association between video game playing and cognitive function was found.

Commercial video games are suggested to have the potential for cognitive function enhancement. As understanding the association between video gaming and cognitive function in a more balanced view is essential to evaluate the potential outcomes of commercial video games that more people reported to engage, this review contributes to provide more objective evidence for commercial video gaming.

Despite objective research findings which addressed both positive and negative sides of video game (VG) playing, the negativity of VG playing, such as the obsession with VG playing [ 1 ] and increased feeling and thoughts of aggression [ 2 ], has been more focused. The World Health Organization announced the inclusion of “gaming disorder” in the category of addictive behavior disorders in the 11th International Statistical Classification of Diseases and Related Health Problems [ 3 ]. However, violent VGs, which were reported to increase aggression [ 1 ], were found to be positively associated with visuo-spatial abilities without the influence on aggression [ 4 ]. It seemed because action video games (AVGs), which can include violent elements, do not always refer to violent VGs [ 5 ]. Consistent with the argument that VGs should be regarded as one type of learning [ 6 ], VGs were also found to enhance cognitive functions better than conventional methods of learning [ 7 ] by conveying information in a different way from traditional media [ 8 ]. Taken together, unlike the emphasis on the negativity on VG playing, VGs, which provide players with richer environment of cognitive, emotional and social experience, are suggested to enhance their cognitive functions [ 9 ] by simulating cognitive processes, which are activated in real world, in the process of completing VG tasks [ 10 ]. Thus, it is important to understand commercial VGs in a more balanced view. In order to deepen the understanding of commercial VGs, this study reviews genres of VGs, cognitive functions identified to be positively associated with VG playing, and factors for individual difference in the association between VGs and cognitive enhancement.

Literatures were searched on Google Scholar and database (e.g. PubMed, PsychInfo) without date restriction. All designs of studies, found through the search (e.g. cross-sectional studies, training studies and review papers), were included. Search terms for the first section, reviewing genres of VGs, were “genres of (video) games”. “Serious games” was additionally used search term to make the distinction between serious games and commercial VGs. In the second section discussing the association between VG playing and cognitive functions, search terms were “video game (playing)”, “cognitive function/training” and “the association between VG and cognitive function”. Searched literatures for commercial VGs were categorized as six different cognitive functions. As AVGs were found to be highly investigated among various genres of VGs in the search, more literatures for AVGs were included in the second section. Based on literatures for the second section and additionally searched literatures with search terms (e.g. “age and video game”), the last section discussed the factors that were considered as variables for the individual difference in the association of VGs with cognitive functions.

Genres of VGs

Cognitive trainings, having components of VGs (i.e. adapting the difficulty level based on the performance and instantly providing the feedback) [ 11 ], were found to be effective through the individualization of the training (see Table  1 ). Constant provision of feedback was helpful for self-monitoring of the progress in VGs [ 12 ] in that players were able to change their decisions based on the feedback [ 13 ]. VGs, which are suggested to have the potential to train cognitive functions, seem to be divided into two genres depending on the purpose of the development: serious games and commercial VGs. Serious games, which are developed for learning and changes of behavior in various areas such as business, education, healthcare and policies of the government [ 14 , 15 ], were found to be more effective learning methods compared to conventional methods of learning when people played multiple sessions in groups with supplementary instructions [ 16 ]. Unlike serious games, commercial VGs were designed for the entertainment of players [ 17 ]. Although it is not designed for learning, commercial VGs provide players with goal-driven environment that they face various challenges and conflicts [ 18 ]. Players were found to execute their cognitive skills in a more integrated way by playing commercial VGs [ 19 ]. Moreover, people are more motivated to play commercial VGs [ 20 ]. Taken together, the potential influence of commercial VGs on the enhancement of cognitive functions is suggested. Thus, this section focuses on the classification of commercial VGs.

Based on four literatures [ 17 , 22 , 23 , 24 ], five genres of VGs were identified (see Table  2 ). Firstly identified genre of commercial VGs is traditional games (TGs) such as puzzle, card and board VGs [ 23 ]. Secondly identified genre is simulation games (SGs) (i.e. sports or driving VGs [ 22 ], Sims building up towns or communities [ 24 ]). Thirdly identified genre is strategy video games (SVGs) referring to VG that players generally play in the global view by focusing on visual information [ 22 ] and planning the strategies [ 17 ]. As Table  2 shows, SVGs are sub-divided into real-time strategy (RTS) and turn-based strategy (FBS) depending on the way mental process occurs. In SVGs (e.g. Starcraft), expert play (i.e. the integration and contextualization of VG-world activities) is highly associated with the best possible outcomes of VGs [ 22 ]. Fourthly identified genre is action video games (AVGs) that are characterized by the existence of a static physical locator connecting gaze and actions of players in the game environment [ 22 ]. As shown in Table  2 , AVGs are divided into first-person shooters (FPS) and third-person games (TPG) depending on the perspective of the players in the game. The final genre identified in the literatures is fantasy games (FGs). They can be defined as VGs where players explore the game environment in relatively slow pace in order to solve problems [ 17 ] and that focus on the imagination by offering fantasy environment with rules to players [ 22 ]. Among described sub-genres of FGs in Table  2 , role-playing games (RPGs) are the starting point where the notion of VG community was formed [ 22 ]. Massive Multi-player Online RPGs (MMORPGs) are VGs where social and participatory aspects are emphasized by providing the VG itself as the social arena [ 22 ].

Although commercial VGs are classified as five genres in this review, the categorization of VGs seems to vary depending on the criteria for the classification (e.g. interaction type that players experience in VG environments) [ 17 ]. That is, same VGs can be classified as different genres depending on the aspect the researcher focused. For example, RPGs, which were categorized as ‘FGs’ based on characteristics of the VG environment [ 17 ], were categorized as ‘SVGs’ based on the way players performed in VGs [ 25 ]. Thus, more standardized categorizations of VGs are required by conducting further studies in order to more accurately investigate the association between VG playing and cognitive improvement. However, despite this limitation found in the genre classification, it is expected that different genres would be associated with different cognitive functions. It is because players face different designs of VG environments and show the different way of playing. Thus, the association of different VGs with cognitive function is reviewed in the next section.

Cognitive functions identified to be positively related to VG playing

Although cognitive functions are found to be trained through VG playing during relatively short period, enhanced type of cognitive functions depends on genres of VGs [ 20 ]. In this section, the association of different genres with cognitive functions is reviewed. The transfer effect of VGs (i.e. the extent to which cognitive improvement associated with VGs is transferred into untrained cognitive functions) is also discussed. Six cognitive functions are identified to be positively associated with VGs.

Firstly identified cognitive function is attention. Frequent VG players were better at sustaining attention [ 26 ], and players of working memory (WM) and reasoning casual VGs showed the improvement in divided attention [ 19 ]. Compared to other genres of VGs played with slow pace, AVGs were highly associated with improvement in selective attention [ 27 ] which refers to the allocation of attention to relevant information [ 28 ]. FPS players were found to efficiently allocate attention through the improvement in the top-down process of attention [ 29 ]. Although Leauge of Legends (LoL) top-ranking players were better at selective attention than players with lower level skills and less gaming experience, one hour of AVG session resulted in better selective attention in less skilled players [ 30 ]. Players of AVGs and adventure games also showed attenuated attentional blink [ 31 ], which refers to the failure to detect and process the target that was subsequently presented right after the previously processed target [ 32 ]. That is, the training of AVGs, but not other genres of VGs (e.g. TGs and SGs), improved the recovery from attentional blink [ 32 ]. Furthermore, the improvement in attention, found to be associated with VGs [ 33 , 34 ], accompany changes in brain regions. While dorsal fronto-parietal network, which is involved in top-down process of attention [ 35 ], was more activated with increased attentional demands in non-VG players or players of other genres (e.g. SVGs), AVG players barely recruited this network and showed reduced activation in visual motion sensitive area (MT/MST) of which activation results from moving distracters [ 34 ]. Changes in brain activation suggested that AVG players were better at filtering information and efficiently allocating attention to important information. Moreover, AVG experience was found to be positively associated with the plasticity of white matter network in regions (e.g. prefrontal cortex; PFC) [ 36 ] that involves in cognitive control (i.e. goal-directed neural process) [ 37 ]. Even older players showed increased activation in right dorsolateral PFC (DLPFC) [ 38 ]. Taken together, VG playing, especially AVG playing, is associated with the enhancement of visual attention that takes an important role in the efficient processing of information [ 39 ].

Based on the interaction between visual attention and WM [ 40 ], secondly identified cognitive function is WM that refers to the maintenance of presented visual stimuli [ 41 ]. When the association between casual WM reasoning games and cognitive function enhancement was investigated, the enhancement in WM was not found [ 19 ]. However, frequent VG playing was associated with the improvement in WM capacity [ 26 ]. The 20 h of training to play hidden-object and memory matrix VGs resulted in the improvement in spatial WM [ 32 ]. Although 20 h of AVG training did not enhance spatial WM [ 32 ], 30 h of AVG training during 1 month, compared to the training of SGs, resulted in the enhancement in visual WM [ 28 ]. Extensive experience of AVG playing was associated with better visual WM capacity [ 42 ]. FPS players showed more accurate and faster processing of relevant information with better WM capacity compared to non-players [ 43 ]. That is, AVG players showed more precise and detailed visual representation [ 44 ] and performed better in a change detection task than non-VG players [ 45 ]. When AVGs were played in long term, salience network, involved in the detection of visual stimuli (e.g. anterior cingulated cortex and anterior insula) and central executive network, involved in attentional control and WM such as DLPFC and posterior parietal cortex, were highly integrated [ 46 ]. AVG players showed improved WM capacity by efficiently allocating attention to important information [ 42 ]. These findings suggested that playing VGs, especially AVGs, is suggested to have the potential to enhance WM that is important for the learning of skills and the acquisition of knowledge [ 41 , 42 ]. However, as it is unclear whether the discrepancy between AVG training studies result from the different duration of trainings or different aspects of WM, further studies are required.

Thirdly identified cognitive function is visuo-spatial function referring to perception, recognition, and manipulation of visual stimuli (e.g. visuo-motor coordination, navigation skill) [ 27 ]. Enhanced spatial cognition was reported in players of Tetris [ 47 ], which can be classified as one of TGs, and playing TGs (i.e. logic/puzzle games) was associated with gray matter (GM) volume in bilateral entorhinal cortex [ 48 ] that is involved in navigation [ 49 ]. AVGs and SVGs were also found to be associated with the enhanced visuo-spatial function [ 50 ]. Ten hours of AVG training resulted in better navigation skills through the adoption of response strategy, which indirectly measure/indicate the volume of hippocampus and striatum [ 51 ]. Consistently, AVG players, who were trained to play SuperMario for 2 months, showed the improvement in the processing of spatial information and the coordination of visuo-motor function along with larger GM volume in brain regions (i.e. right hippocampus, right DLPFC and bilateral cerebellum) [ 52 ]. Moreover, increases in white matter connections between occipital and parietal areas were found in RTS players compared to non-video gamers [ 53 ]. Furthermore, adolescents with more experience of VG playing showed thicker cortex in left frontal eye-fields that engage in allocating visuo-spatial attention and integrating relevant visuo-motor information [ 54 ]. That is, playing VGs was found to be associated with neural plasticity in brain regions involved in navigation and visual attention (i.e. bilateral entorhinal cortex, hippocampal and occipital GM volume) [ 48 ]. Taken together, although the exact duration of VG training for the detection of structural changes in brain was not identified [ 54 ], VGs are suggested to be associated with the enhancement in visuo-spatial function.

Fourthly identified cognitive function is probabilistic learning that refers to the usage of declarative memory to resolve the uncertainty [ 55 ]. Fifty hours of AVG training in non-VG players increased the efficiency to use not only visually but also auditorily available information [ 56 ]. AVG players also showed higher activation in brain regions involved in visual imagery, semantic memory and cognitive control (e.g. hippocampus, precuneus, thalamus) compared to non-AVG players [ 55 ]. Higher activation in hippocampus in AVG players was related to more pronounced usage of declarative knowledge [ 55 ]. Moreover, the cortex of left DLPFC, involved in resolving the ambiguity by using the cues in the environments, was found to be thicker in adolescents reporting longer duration of VG playing, suggesting players became better at resolving the ambiguity efficiently through VG playing [ 54 ]. It can be concluded that VG playing could enhance the probabilistic learning through the efficient use of evidence presented in the environment of VG.

Fifthly identified cognitive function is problem solving skills. Problem solving skills were improved more through a puzzle VG compared to cognitive training game [ 57 ]. Adolescents, playing strategic VGs (i.e. SVGs, RPGs) more frequently during 4 years of high school period, also showed better skill to solve problems [ 25 ]. Playing strategic VGs, but not fast-paced VGs, was also found to be associated with better academic achievement in that improved problem solving skills mediated the positive association between playing SVGs and academic performance [ 25 ]. Moreover, playing commercial VGs enhanced graduate skills (e.g. problem solving skills, communication) in university students, suggesting the potential efficacy of VG-based learning [ 58 ]. However, gaming habits (e.g. frequency and time of video gaming, genres of VGs) was found to have no influence academic skills in high school students [ 59 ]. The inconsistency between findings seemed to be the different use of measurement for problem solving skills. While self-reports were used to measure problem solving skills in [ 25 ] and [ 58 ], the measurement of academic skills (e.g. mathematics, science) was used in [ 59 ]. Although the longitudinal design of [ 25 ] suggested the potential positive influence of strategic VGs on problem solving skill, further studies that investigate the extent to which problem solving skills can be enhanced through VG playing and examine changes in relevant brain regions should be conducted.

The last cognitive function that is identified to be positively associated with VG is second language (L2) learning in that not only serious games but also commercial VGs provide players with the opportunity for language practice and acquisition [ 60 ]. Among various genres, MMORPGs, which are full with the opportunity of interaction between players, and between players and the VG environment in target language [ 61 ], are suggested as the efficient method for speaking practice [ 62 ] and are reported to facilitate the learning of L2 [ 63 ]. Players engaging in frequent interaction in VG environments were found to show strengthened functional connectivity (FC) within brain regions involved in language processing (i.e. left anterior insular/frontal operculum and visual word form area) [ 63 ]. Moreover, the attentional bias toward information relevant to the task was identified as the possible mechanism for facilitated L2 learning in MMORPGs in that the activation in DLPFC, parahippocampal gyrus and thalamus was higher in players of MMORPGs in the response to VG-related cues compared to neutral cues [ 63 ]. That is, playing MMORPGs are suggested to support L2 learning.

Although not only AVG but also other genres were found to be associated with cognitive enhancement, the transfer effect of VG experience was limited to specific underlying cognitive demands that was trained through VG playing [ 19 , 20 , 32 ]. Among various VG genres, AVGs, which activated multiple cognitive functions (e.g. attention, WM, hand–eye coordination) by providing players with physically and mentally demanding environments [ 46 ], showed the most varied effect of transfer [ 32 ]. However, unlike the suggestion that AVGs seem to improve the skill to infer regularities of presented information in the environment instead of the improvement of specific skill [ 64 ], AVG playing was found to require various information processing skill at lower level such as visual perception, attention skills and change detection [ 20 ]. AVG players, who efficiently tracked multiple moving objects compared to players of other VGs, were better at tracking multiple static objects [ 32 ]. FPS experience was also associated with the improvement in WM capacity but not with the improved inhibitory control [ 43 ]. That is, AVG experience was associated with the activation of specific brain regions [ 65 ]. LoL playing experience was associated with the activation in the frontal lobe compared to the activity with lower working loads (e.g. movie watching, SG experience) [ 66 ]. Moreover, AVGs did not show the transfer to different modality (i.e. auditory detection) and only players of AVGs that require faster attentional switch showed faster recovery from attentional blink [ 67 ]. Furthermore, the improvement of complex verbal WM was found in not memory matrix VG but AVG and match-3 VG that require strategic planning [ 32 ]. These findings suggested that VG playing did not show far transfer (i.e. general improvement in cognitive function to learn new skills) [ 20 ], supporting the common demand hypothesis that the VG-associated cognitive enhancement showed near transfer [ 20 ].

Taken together, six cognitive functions were identified to be positively associated with VG playing despite some discrepancies between findings (see Table  3 ). Different genres of VGs was associated with different aspects of cognitive function [ 5 ]. While AVG training was associated with attentional improvement, the training of match-3 VG resulted in better spatial WM [ 32 ]. Although the weaker association between FPS experience and cognitive enhancement in the sample including players with less FPS experience [ 68 ] questioned the positive association between VG playing and cognitive function, the reduction of VG playing significantly decreased not only self-reported gaming skills but also brain activities [ 69 ]. That is, as certain amount of VG experience is required to show cognitive enhancement (Anguera et al. 2015), VG experience was suggested to have the potential to enhance cognitive function and to show near transfer effect. However, most reviewed research articles were cross-sectional and did not examine the persistency of cognitive enhancement associated with VG playing. Although one study [ 11 ] examined the persistency of VG-associated cognitive enhancement by following up 9 months, VGs used in this study was not commercial VGs. That is, the extent to which not only AVGs but also other genres of VGs showed the transfer and the extent to which cognitive enhancement through commercial VG playing was persistent have been less examined. Thus, more studies, investigating not only the extent of transfer but also the persistency of cognitive advantage associated with VG playing, should be conducted in order to deepen the understanding of transfer effect of VG experience.

  • Modulating factors

The positive association between VG playing and cognitive function has been demonstrated. However, there is individual difference in the extent to which players show cognitive enhancement [ 70 ]. It is because some factors influence the plasticity and individual responses to the VG training [ 20 ]. Thus, this section reviews five factors that are identified to modulate the association between VG playing and cognitive enhancement through the review of searched literatures.

The first modulating factor is VG expertise. VG expertise influences cognitive processes that players adopted during VG play. While novice players are more likely to use top-down process where attentional resources were allocated through the strategic control of gaming behavior, VG experts are more likely to use bottom-up processes where attention is automatically allocated to psychologically salient gaming cues as a result of rich experience [ 63 ]. Players with better VG expertise also prioritized skills to strategize during LoL playing compared to lower-ranking players who prioritized action skills [ 65 ]. That is, VG expertise influenced the activation of different cognitive processes during VG play. Moreover, as VG expertise was found to be closely associated with the difference in the baseline speed of visual attention [ 33 ], it seemed to influence attentional benefits associated with VG playing.

Secondly identified modulating factor for the individual difference is age in that different media were used for longer time in younger children [ 71 ]. After peaking at the age of 13 or 14 years, the time of VG playing decreased with age [ 23 ]. Age-related difference in VG playing time suggests that the effect of video gaming potentially has more influence on cognitive function enhancement in younger adults than older adults [ 72 ]. Age also influences the engagement in VG training. As the specific population considered in designing AVGs is young adults [ 5 ], older adults reported lower engagement in AVG training compared to the training of other genres of VGs [ 73 ]. Moreover, age is closely related to cognitive functions and the performance of the task in that the functional connectivity of brain develops with age [ 74 ]. While substantial neuro-plasticity was found in younger children [ 5 ], age-related decline in cognitive control was found [ 75 ]. It was also found that the task performance of younger children with relatively slow and less precise attention process became better when their performance was supported by the provision of temporal cues for attentional responses [ 33 ].

As age is associated with cognitive function, thirdly identified factor is baseline cognitive function (e.g. reasoning skill, attentional skill). Baseline cognitive function influences the choice of VG engagement in that cognitive ability was better in players, who chose regular AVG playing, than in individuals who barely played VGs [ 5 ]. It also influences the extent to which cognitive function would be enhanced through VG playing. Children with more attentional deficits were found to gain greater attentional enhancement through the computerized training and to show persistent effect in 9 months [ 11 ]. Players with lower baseline reasoning skills were also found to gain more cognitive benefits, such as better divided attention and faster perception of stimuli [ 19 ]. However, consistent with the influence of baseline GM in striatum on the degree of skill acquisition in learners [ 76 ], young adults with higher level of baseline modularity in brain showed higher cognitive benefits after VG training where WM and reasoning function was involved [ 77 ]. It is plausible that the modulating role of baseline cognitive function depends on the aspect of cognitive function trained in VGs. Although further studies should be conducted to examine this idea, baseline cognitive function are suggested to modulate the cognitive benefit of VG playing by influencing the choice of VG genre and the extent of cognitive enhancement.

Cognitive function that was identified as one modulating factor was associated with gender in that males were better at inhibiting distracters and sustaining attention [ 26 ]. That is, fourthly identified factor is gender that influences gaming habits that were reported to be associated with the extent of enhancement and types of cognitive functions improved [ 26 ]. Although both female and male AVG players gained similar attentional advantage despite the asymmetric gender distribution in the frequency of gaming [ 33 ], gender influences gaming time and styles. While Huang et al. [ 26 ] found males more frequently engaged in VGs than females, Dindar [ 58 ] reported that females played VGs more frequently than males. Despite the discrepancy in the frequency of gaming between males and females, it was confirmed that the duration for VG play was longer in males than females [ 23 , 59 , 78 ] and that males preferred to play AVGs [ 26 ]. The increased playing time in males was associated with the genre of VGs (e.g. whether it is played by multi-players) [ 79 ]. Moreover, males chose computer as the gaming platform compared to females [ 26 ]. Although the difference in cognitive enhancement between gaming platforms (i.e. mobile and console) was not significant [ 26 ], the choice of gaming platform was found to be associated with the motivation (e.g. social interaction) for VG engagement. While males prefer to play VGs focusing on competition (e.g. AVGs or SGs), females like to play TGs [ 23 ]. Taken together, gender, which is associated with the engagement habits in VGs, indirectly modulates the association between VG playing and cognitive function enhancement.

Based on the gender difference in the choice of gaming platform, the last factor that is identified to modulate the association between VG playing and cognitive functions is motivation. Individuals with higher level of motivation engaged in trainings more voluntarily, performed better in trainings and showed improved WM than those with lower level of motivation [ 80 ]. Players, who were more motivated to communicate in VGs through the experience of social rewards (e.g. positive expressions) in gaming environments, also showed attentional bias to communication-relevant stimuli that was associated with promoted L2 learning [ 63 ]. Moreover, the existence of motivational factor during the VG playing appears to influence the functional changes of the brain associated with the training [ 81 ]. Players, who experienced more fun and relatively less frustration during VG playing with better performance, were more motivated to engage in VGs and showed more functional changes in the relevant brain regions [ 81 ]. However, when monetary reward was given for game playing, motivation was not found to significantly influence the effectiveness of VG training [ 19 ]. Taken together, although monetary reward minimized the role of motivation in gaming engagement, motivational factors were suggested to be considered in investigating the association of VG playing with behavioral and neural changes [ 63 ].

As five factors, identified to influence the individual difference in the association between VG playing and cognitive improvement, interact each other in the modulation of the association, it is difficult to conclude which factor exerts more influence on the individual difference in the association between playing of VGs and cognitive enhancement. Moreover, there are other factors that are not introduced in this section. For example, the personalities of players seem to influence the motivation for VG playing [ 9 ] and the expression of motivation during the VG play [ 82 ]. Personality traits can also influence learning effects in that introverted players can get more benefits of language learning from playing VGs where they simulate the practice more freely compared to the traditional learning [ 61 ]. Moreover, players showed the difference in the results of learning depending on their learning styles [ 24 ]. As the individual difference in VG gains seemed to be explained by not only the duration of VG paying but also the variation in learning trajectories [ 83 ], other factors excluded in this review should be considered and further studies, including all these factors, should be conducted in order to understand what modulates the association between VG playing and cognitive enhancement.

Conclusions

Unlike the emphasized negativity of VG playing, VGs are suggested to enhance cognitive functions. As VG playing has become one aspect of life in young people [ 84 ], it is important to understand the association between video gaming and cognitive function in a more balanced view toward VG playing. Thus, this paper discusses genres of commercial VGs, cognitive functions that are identified to be positively associated with VG playing and modulating factors. It is found that different genres of VGs are associated with different aspects of cognitive functions, that AVGs are identified as the VG genre resulting in most varied transfer, and that factors (e.g. age, gender) influence the association of VG playing with cognitive function. Moreover, despite the concern about the usage of VGs or computerized programs as the primary intervention for the improvement in brain function [ 19 ], VGs, demonstrating the association with structural changes in brain regions, have the potential to be used as an intervention program for patients showing decreased volume in brain regions such as hippocampus [ 36 , 52 ].

Although this review contributes to the understanding of commercial video gaming and its potential effect, the findings of the review should be interpreted by considering three identified research gaps. One identified research gap is the limited generalizability resulting from the absence of standardized definition for VG players. More studies have been conducted by focusing on AVGs compared to other genres of VGs and the criteria for the status of VG players were different between studies. While non-VG players were mostly defined as individual with less or no VG experience, non-AVG players were classified as non-VG players in some studies (e.g. [ 33 ], [ 34 ]). The different classification criteria seems to underestimate the potentially influence of other genres of VGs on cognitive functions and makes it difficult the comparison between studies difficult. The other identified gap is habits of VG playing were usually based on self-reports. As self-report measure is based on autobiographical memory, it could result in inaccurate report of their frequent behaviors [ 23 ]. In order to understand the link between VG playing and cognitive function, further studies, including more reliable measure for VG playing habits, should be conducted. Another identified gap is the scope of cognitive function that has been investigated in relation to VG playing. While more studies focused on attention, studies for higher cognitive functions have been less conducted. Although the enhancement in inhibition was not associated with frequent VG playing [ 26 ], cognitive control was positively associated with AVG experience [ 36 ]. The transfer into complex verbal WM in AVG and match-3 game training groups also suggested the potential of VG training in the enhancement of higher order executive processes [ 32 ]. As the change in some cognitive functions is slow [ 19 ], it is plausible that higher cognitive function requires more playing time for the change. In order to resolve the discrepancy between findings and to deepen the understanding of the association between VG and higher cognitive function, mores studies, investigating more various aspects of cognitive function, should be conducted. Therefore, more studies, considering these research gaps, should be conducted in future in order to deepen the understanding of the influence of VG playing on cognitive function.

Availability of data and materials

Not applicable.

Abbreviations

Video game(s)

Traumatic brain injuries

Sensory processing dysfunction

Attention deficit/hyperactivity dysfunction

Typically developing children

Traditional games

Simulation games

Strategy video games

Action video games

Fantasy games

Role-playing games

Massive multi-player online RPGs

Real-time strategy

Turn-based strategy

First-person shooters

Third-person games

League of Legends

Working memory

Prefrontal cortex

Dorsolateral PFC

Gray matter

Second language

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It was supported by a grant from Game Science Forum in South Korea.

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Choi, E., Shin, SH., Ryu, JK. et al. Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement. Behav Brain Funct 16 , 2 (2020). https://doi.org/10.1186/s12993-020-0165-z

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Behavioral and Brain Functions

ISSN: 1744-9081

video games and problem solving

  • Posted June 29, 2021
  • By Emily Boudreau
  • Learning Design and Instruction
  • Technology and Media

Father and daughter playing video games

Parents and educators alike may wonder why a child can spend hours playing Minecraft but can’t engage with an app that runs through multiplication facts with the same focus. Why are some games more “fun” than others?

“What’s really motivating about a good learning game is the learning,” says Louisa Rosenheck , researcher at MIT’s Education Arcade Lab and a an adjunct lecturer at HGSE. “Humans like to learn, and we like to get better at things.” But, she observes, many games used in classrooms or that are deemed “educational” tend to focus on content and procedural skills, and don’t necessarily encourage learning that sparks intrinsic motivation and genuine engagement.

With this in mind, Rosenheck and a team of other researchers at the Education Arcade Lab developed a series of design principles that inform the development of what they term “ resonant games ” — games that are open ended, exploratory, allow learners to make connections to bigger systems and concepts, and promote deeper learning overall.  

Choosing a Good Learning Game

Parents and educators need to be able to navigate a tremendous amount of content and options when selecting games that will engage children in authentic learning. While not an exhaustive list, Rosenheck notes that good games will:

  • Give players agency or choice in the way they play or their goals in the game.
  • Spark curiosity, making players ask more questions and wonder how things work.
  • Provide “hard fun” — an appropriate level of challenge that is engaging and satisfying.

Importantly, games with structures that promote these features avoid the trend of “gamification” — a superficial way of spicing up a learning task with extraneous elements like points, badges, and leaderboards. But these features are often separate from the learning experience, serving to “trick” kids into learning. Instead, games that put authentic learning first focus on deeper concepts, exploration and experimentation, and developing a sense of accomplishment by building skills and applying them to real-world contexts by:

  • Spending time on playing and figuring things out for themselves, rather than instruction or explanation. 
  • Providing feedback to a player so they can form their own understanding of the game’s systems.
  • Helping players make connections with real systems and authentic problems — for example, focusing on conceptual math, rather than drilling addition facts.

Going Beyond Entertainment

Many adults have a tendency to truncate or limit game time, but it’s important to understand that fun and learning can often be one and the same. Instead, the challenge may not just be to find a high-quality game, but to find ways to support kids in making meaningful connections between their play and the world around them. Adults can also add structure and depth to games by providing opportunities for reflection and conversation. To better support game-based learning, educators and caregivers can:

  • Talk to kids about what they’re playing on their computers. A great starter question is “what have you figured out?”
  • Emphasize skills like persistence or working through frustration. Games provide a valuable opportunity to reinforce social emotional learning in addition to academic competencies. 
  • Recognize that these games provide children with a chance to build social connections and that during the pandemic, online games have been a major social support. Cutting out computer time isn’t just cutting back on screen time but could also limit social interaction.
  • Let go of some control. Instead of devoting time to explaining how a game works, let kids explore and carve out time for reflection and sharing instead. 

Key Takeaways

  • A good game puts the learning first and doesn’t rely on bells and whistles to motivate kids to engage with its content.
  • Leave room for kids to explore and solve problems independently, as figuring out the rules is half the fun. The teacher or caregiver shouldn’t feel they must have all the answers.
  • Encourage conversation and reflection to connect the game with the real world. This could take the form of parents talking to their kids or kids talking about the game with their own social networks. 

Additional Resources

  • Games from MIT’s Education Arcade
  • A Curious Mind: How Educators and Parents Can Encourage and Guide Children’s Natural Curiosity — in the Classroom and at Home
  • Harvard EdCast: What It Means to Learn Science
  • Thinking Lessons
  • Life, Liberty, and the Pursuit of a Video Game
  • Cultivating Early Literacy Apps

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

  • May 29, 2013
  • Community Engagement

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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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14 Video Games That Will Improve Your Problem-Solving and Strategy Skills

video games and problem solving

Table of Contents Show

Planet coaster, red alert remastered, call of duty series, forza horizon 4, mass effect, final fantasy, starcraft series, grand theft auto v, civilization series, titanfall 2 series, bejeweled 3.

Video games train your problem-solving skills by getting you to find solutions to complicated problems. They allow players to try out different things to figure out which one works best. Keeping this in mind, here are a variety of our favorite video games that will improve your problem-solving skills.

Running your own themepark isn’t that straight forward. You will be presented with numerous problems from which you’ll need to solve. From unhappy guests to budget problems, your moves will result in you winning or losing the various scenarios on offer. This great game will also allow you to explore your creative palate as you design the themepark of you dreams.

If you’ve never played the Red Alert series from EA (originally Westwood), then you’re in for a treat. It’s a fine series that truly marked the RTS genre. However, the remaster brings fresh attention to the series and it will also enable you to master your problem solving and strategy making skills. You’ll need to bankroll your army by collecting ore, purchase units and buildings, and then decide if and when to attack your opponent(s). Exciting? Absolutely. You’ll be smarter too from playing this game.

Feeling as though you’d love to delve into real-estate? Perhaps you could test-out your skills with the old-school board game, Monopoly. This game is all about decisions and, well, luck. There are numerous editions of this video game, launched on various platforms. Interestingly, this game first appeared as a video game back in 1985.

Another board-game that can be best played on a tablet. Chess is a game of problem solving and strategy. You’ll need to make the right moves, learning the power of each piece. With the Queen the most important and powerful unit, you’ll want to protect and utilize

How does a first-person-shooter make this list? Well, unless you decide to aimlessly run around firing, it’s your strategy that will make the difference, and that, of course, involves problem solving, too. Call of Duty is an FPS video game franchise developed by Infinity Ward and published by Activision. The game originally focused on games set in the Second World War. Over time, the developers have set the games in this series in futuristic worlds, the Cold War, and outer space. As part of a trained squad, you will play through the chaos of war. In addition to authentic squad tactics and movements, each soldier’s unique personality and training will come out on the battlefield. Call of Duty helps players to improve their spatial intelligence and visual attention skills.

Set in an open-world based in a fictionalized Kingdom of Great Britain, this racing video game was developed by Playground Games. The publisher of Forza Horizon 4 is Microsoft Studios, and it features a route creator that allows you to create races using customized routes. The game also features a dynamic weather system depicting the change of seasons. In the game, the environment changes depending on the season; for instance, Derwentwater freezes in winter, allowing the player to drive on the ice and reach areas that are inaccessible during other seasons. This fast-paced video game can improve your ability to make correct decisions when you are under pressure.

Set in the year 2183 within the Milky Way galaxy, Mass Effect is an ARPG (action role-playing game) that was developed by BioWare and published by Electronic Arts. It’s the first installment in the Mass Effect game series. In the game, a highly advanced machine race called Reapers has threatened the existence of civilization. The player takes on the role of Commander Shepard and you have to stop a rogue agent who’s planning to carry out the Reapers’ galactic invasion. You need to complete multiple quests that involve squad and vehicular combat, space exploration, and interaction with NPCs (non-player characters). This game can help you learn how to evaluate your options quickly and correctly.

Final Fantasy, an anthology science fantasy media franchise, was created by a Japanese video game company called Hironobu Sakaguchi. It was developed and published by a Japanese video game holding company called Square Enix. The franchise centers on fantasy and science RPG games. Each game has different plots, settings, and characters. Character names are often derived from pop culture, languages, history, and mythologies of cultures from different parts of the world. Fantasy role-playing games can help to train players how to evaluate their options faster and accurately.

Set in a science-fiction universe, this military science fiction RTG requires strategic thinking. It tests and refines the player’s information-gathering skills. You’ll assume the role of three characters throughout the game. The game story is presented in several ways, including an instruction manual, conversations within the missions themselves, and briefings to each mission. StarCraft can improve your ability to solve real-life and imaginary problems.

Grand Theft Auto V was developed by a New York City-based company known as Rockstar North and published by Rockstar Games. It’s the fifth game in the Grand Theft Auto series. The game offers you the option to explore Los Santos and Blaine County world in 4K resolution and beyond. You’ll also get the chance of experiencing the game running at 60 FPS (frames per second). Because players assume the role of a criminal, this may help to train them how to quickly process and keep track of information in high-stress situations.

Civilization, a turn-based strategy 4X game, was developed and published by an American company known as MicroProse. Players are tasked with leading the human civilization throughout several millennia. They can do this by controlling different areas, including military, research, trade, government, urban development, and exploration. The player can also control individual units in the game and advance the conquest, exploration, and settlement of the world. The game teaches you how to work as a team to solve problems and become productive at work.

Titanfall 2 is a multiplayer first-person shooter game that was developed by Respawn Entertainment. The publisher of Titanfall 2 is an American video game company called Electronic Arts. The player controls mecha-style exoskeletons, their pilots, and Titans. The game is set in science-fiction war-torn outer space colonies and features fast-paced future warfare. Players have the tactical ability to regenerate speed boosts, invisibility cloaking, and x-ray vision. The game can help you learn how to formulate and execute strategic plans to solve problems.

This hack-and-slash ARPG was developed by Blizzard Entertainment. It’s the third installment in the Diablo series. The gameplay revolves around the player defeating increasingly difficult enemies to obtain stronger equipment. You’ll fight enemies using various character class skills that you can customize by talent trees and equipment. Enemies are divided into monster families defined by their location, combat style, and theme. Diablo IV can improve your cognitive abilities and allow you to find solutions to problems faster when you are in a difficult situation.

This tile-matching puzzle game was published and developed by PopCap Games. It’s the fifth installment in the Bejeweled series. In the game, the player has to swap one of the on-screen gems with an adjacent one and form chains of at least three gems of the same color. This game can teach you how to relax and reduce stress, which is important when you want to solve a problem.

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The Real Social Benefits of Video Games

video games and problem solving

The social benefits of gaming have been more widely acknowledged in recent years — plus, seventy-eight percent of gamers believe it actually helps them build relationships — but the general perception of video games isn’t always positive.

In some corners of culture, the long-held stereotype of gamers as socially maladjusted loners still persists. And when the social potential of gaming is acknowledged, it’s still brushed off as an inferior substitution to “real” human connection.

“Online games have been historically portrayed as what people in research call pseudo-communities,” said Dr. Rachel Kowert, the research director of the nonprofit Take This who studies the psychological effects of video games.

“The value of the social connections are assumed to be somehow less than the value of the social connections that we have in face-to-face interactions,” Kowert added. “But if you look at the research, that’s actually not true.”

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Benefits of Online Video Gaming

Gamers have many different reasons for playing. Sixty-six percent say they use video games to decompress, while 37 percent say they game to build problem-solving skills. Whatever motivations gamers have, many of them are able to tap into gaming’s benefits.  

Video Games Can Boost Social Connection 

Along with researchers from Edge Hill University and University of York, Kowert studied more than 700 players of massively multiplayer online games (MMOs). The sample ranged from gamers who played as little as one hour per week to those who played 30 or more.

In findings published in 2017, the team found that MMO engagement correlated to a stronger sense of social identity, or how people self-identify based on their affiliation to groups. That social identity then corresponded with higher self-esteem and more social competence and lower levels of loneliness, the researchers found.

“It seemed to be quite a positive thing for the games we surveyed, which were all online multiplayer gamers,” said Dr. Linda Kaye, a senior lecturer in psychology at Edge Hill who specializes in cyberpsychology and co-authored the study.

It was positive both individually and in terms of a broader social connection. “Gamers often report that that common interest in itself can actually build friendships and relationships — so that common focus can be really important socially,” Kaye said.

There’s a growing body of other relevant research as well. Kowert edited a collection called Video Games and Well-Being: Press Start , in which authors incorporate a variety of academic research to explore the psychological benefits, including connectedness, of gaming. The first chapter functions as a travelogue of sorts of recent literature, including studies that showed World of Warcraft players expanding their social networks and evidence that social capital of the gaming variety “is positively related to higher levels of offline social support.”

“Gamers often report that that common interest in itself can actually build friendships and relationships — so that common focus can be really important socially.”

“When talking about how games can be socially valuable, there is a lot of research that specifically found reductions in loneliness and depression, and that it’s particularly valuable for people who are geographically isolated,” Kowert said.

She continued: “Face-to-face relationships and those formed within online gaming communities both provide what we call social capital, which is an all-encompassing term for the social resources that make a friendship a friendship.”

Online, game-rooted friendships “are as real as any offline friendships,” Kowert said, “and they shouldn’t be discredited just because they’re mediated through technology.”

Video Games Can Support Cognitive Skills

If you’ve ever wondered if games like Animal Crossing or Mario Kart can help contribute to cognitive development, the answer is yes. 

In a study of 2,217 children published in 2022, researchers found that cognitive performance, specifically in tasks related to memory and response inhibition, was better among children who played video games for around 21 hours a week compared to those who didn’t play any video games. 

And according to a 2013 study , video games can help improve problem-solving skills. This is especially true for open-world, mission-based games structured around completing many smaller tasks and puzzles to achieve a greater goal in the game. 

Gaming is good for your brain’s gray matter, the outer layer of brain tissue that contributes to motor skills, memory and emotional response. One study from 2015 compared gamers who had reached expert levels in action-based video games with novice players. The researchers found that expert players had increased volumes of gray matter and greater functional connectivity. 

Video Games Can Improve Mental Health

It was once common to think that video games weren’t good for your mental health, but that notion is changing too. 

A 2014 paper published in Frontiers of Psychology found a link between gaming and improved mental health. 

“We propose that video games, by their very nature, have design elements aligned with attributes of well-being, and that playing video games can provide opportunities for flourishing mental health,” the paper’s authors wrote. 

People who regularly play video games may experience decreased levels of stress too. A 2009 study found that casual video gaming created changes in brain activity consistent with improved mood and less avoidant behavior.

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Video Games and Screen Time for Children 

Not all digital interactions are created equal. Some screen time activities may be more fulfilling than others. “Games are unique because they’re different from online social interaction that lacks the element of a shared activity,” Kowert said.

That shared activity — the sense of a common goal or communal competition — fosters friendships in a way that, say scrolling through a newsfeed might not. “Think of it like team sports,” Kowert said. “There’s a difference between playing soccer with friends and having coffee with friends. You’re building camaraderie and close ties.”

That may be a consideration as parents struggle with whether to moderate screen time. Kowert’s advice? In a word: Balance. 

“Parents need to give themselves more leeway,” said Kowert, who’s already more skeptical than some about how we frame screen-time concerns. “And there’s no research that has found that screens are inherently negative,” she said.

Indeed, research out of the Oxford Internet Institute has notably cast doubt on several longstanding video-gaming concerns, including the notion of gaming disorder, the idea that violent games promote aggression and the worry that screen time diminishes well-being among young people. There is “little evidence for substantial negative associations between digital-screen engagement ... and adolescent well-being,” researchers wrote . 

“Parents need to give themselves more leeway, and there’s no research that has found that screens are inherently negative.”

That study is not without its critics, including psychologist and iGen author Jean Twenge, who found conflicting results using the same data . And the authors themselves admitted “we don’t understand fully the impact of big tech on our society.” 

But Kowert, for one, finds the research compelling, so it might be best to fret less, she said. “Give yourself a little bit more flexibility, not only to give yourself time for your own mental well-being, but also to leverage it as an educational tool,” she said.

Also, it comes back to habits, Kaye said by way of a food analogy. “We don’t talk about eating time or food time, but there are many healthy eating behaviors and many unhealthy behaviors,” she said. “So when we talk about screen time generally, it seems a bit nonsensical to not distinguish between healthy and unhealthy.”

No one is confusing Fortnite with edtech , but online social games would seem to have some leg up. “Anything where you’re actively engaging, preferably with other people in a healthy way, is going to be the healthiest kind of screen time behavior,” Kaye added.

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How to Get Started with Social Online Video Games 

There’s no doubt that video game usage is surging . But are there any online games that are particularly well suited to maximize social engagement? Do any have particularly welcoming communities? And are there any platforms that don’t require hefty console investments?

Steam is one to consider, Kowert said. The online gaming platform doesn’t require a console, holds regular flash sales and includes a chat function that players can use to connect even if they’re not immersed in the same gaming universe. “You don’t have to be playing the same games together, but you still have that feeling of connection and communication,” Kowert said.

There’s always the console in your hand too. “There are many free-to-play mobile games that are also emotionally connecting, games like Words With Friends ,” Kowert said. And racing side-scrollers are also a good way to play with either strangers or friends, Kaye said.

“It’s about finding alternative ways of keeping [face-to-face] connections and conversations going, and using more creative virtual ways to do so.”

As for non-mobile games, Kowert points to Minecraft , the beloved, all-ages sandbox bestseller, and Animal Crossing: New Horizons . ( One reviewer likened the wholesome, private-island sim to a warm blanket in troubled times.) She also recommends Stardew Valley , the indie-phenom farming simulator, which unveiled a co-op feature in 2018. “If you just want to play with someone who maybe lives on the other side of the city, but you can’t see right now, that’s a good option,” Kowert said.

Of course, simply firing up Fortnite won’t instantaneously transform the those who might feel lonely  into online social butterflies. “Some players can be in social environments and still not interact much with others,” said Kaye, pointing to a 2006 research paper that explored the “alone together” phenomenon in MMOs.

But in extremely online times, we might as well try all the help we can get. “It’s about finding alternative ways of keeping [face-to-face] connections and conversations going,” Kaye said, “and using more creative virtual ways to do so.”

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How To Build Resilience With Video Games

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Written by Aileen Zaera, Sr. Creative Sorceress of Ugami Inc.

People are exposed to all kinds of traumatic events throughout their daily routines. Yet, not everyone reacts in the same way to adverse circumstances. What is it that makes the difference? The level of resilience that is possessed.

Resilience is the ability of a person to quickly adapt to threats, negative situations, traumas, or others, regardless of the nature of the event. Many people are naturally born with a high level of resilience. But it is possible to build resilience using methods such as therapy, meditation, and video games.

How do video games help your mental well-being?

Video games (contrary to the popular belief of many parents in the 80s) are suitable for your mental health. Not only do they help little ones to develop essential areas of their brain, but they are also beneficial for adults. Among the benefits that video games bring you , the following stand out:

● Improvement of dyslexia symptoms

● Hand-eye coordination training

● Delays the main signs of mental aging

● It helps fight depression and anger

● Improves decision-making and problem-solving skills

● It may help better manage physical pain

● Help build new friendships

● Facilitates the control of cravings

● It reduces stress

● Video games increase resilience

All these benefits are undoubtedly valuable in and of themselves. In the case of resilience, this ability can be trained and improved from the start of each video game match. But the big question is: How can I increase my resilience with video games?

Play to improve your mental status

Video games confront users with all kinds of challenges. Fast situations in which you must make decisions in milliseconds, a lot of frustration, and, of course, fun. This is important because many studies carried out on student techniques assure that it is easier to acquire new learning if there is fun in the process.

This also applies to personal growth, especially in the areas of mental health and social skills. So while some games can be particularly frustrating, like the Dark Souls saga, or Elden Ring, they also have the necessary elements. So you can have a lot of fun in the process.

Besides, games are also excellent for connecting with other people and participating in social events. Which is undoubtedly an essential element of mental health.

The pandemic and video games

There are fewer skeptics daily about how to build resilience with video games. And it is that with the 2019 pandemic and the consequences humanity continues to face due to isolation, video games have become an indispensable ally to cope with those hard times.

This is due, in large part, to the immersion capacity of current games. You can relax and let go of the fundamental issues to enjoy a good game. And also feel that adrenaline rush when you complete a particularly difficult mission.

Building a resilient personality with video games

A study by Oxford suggests that video games can even help reduce the level of trauma after exposure to adverse incidents. Mainly because it keeps the mind occupied in a positive activity and not related to said event.

Another study also confirmed the positive impact of video games on people. Those users who played at least one hour a day were more social, happy, optimistic, and had a better self-identity. They also adjusted or managed their emotions better than those who did not play.

All this contributes to building resilience. Gamers, in general, may feel more encouraged to seek out other people and connect and feel more validated for their real emotions.

If you're wondering which video game you should pick to start building your resilience, the answer is that any video game will do, as long as it's one you enjoy. If you are looking to share with others, any of the best multiplayer games online can help you reach new personal levels and learn to handle better the situations you go through. Just sit back and enjoy.

This is a content marketing post from a Forbes EQ participant. Forbes brand contributors’ opinions are their own.

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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

video games and problem solving

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)

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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.

video games and problem solving

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.

video games and problem solving

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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Develop Good Habits

17 Fun Problem Solving Activities for Kids

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As a child, I would spend hours putting together puzzles… whether it was 3-D puzzles or figuring out a crossword. I also loved it when teachers would give the class an open-ended question and we had to work in groups to figure out the answer in our own way.

Even something as simple as playing checkers with my brothers gave me the chance to use strategy as a way to win the game. I honestly believe that it’s so important for kids to solve problems at a young age, as it helps them think critically and outside the box.

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So, Why Is It Important To Teach Kids Problem Solving?

I think these kinds of activities are so important for kids to do because it helps them learn how to think analytically and solve problems on their own. It's a great way to get kids to use their imaginations and be creative.

Rote memorization simply does not have the same effect. This type of learning is great for learning facts like historical dates, but it’s not going to help kids figure out how events in history happened and the results.

We take these problem-solving skills into college, the workforce, and travel . My ability to problem solve since childhood has certainly got me through many sticky situations while in a new city or country.

Additionally, problem-solving helps children learn how to find creative solutions to challenges they may face both in and out of the classroom . These activities can also be fun and used in cohesion with school or playtime.

17 Fun Problem-Solving Activities for Kids

1. marble mazes.

This activity was selected because it requires them to think spatially. Spatial learning will benefit kids when they start driving, riding a bike, playing sports,etc.

To do this activity in its simplest form, you will need a piece of paper, a pencil, and some marbles. First, draw a maze on a piece of paper using a pencil.

Make sure to create a start and finish point. Then, place the marbles at the start of the maze. The goal is to get the marbles from the start to the finish by tilting the paper and using gravity to guide the marbles through the maze.

Another example of a marble maze can involve using toilet paper rolls taped together to create a three-dimensional maze. The larger the maze, the harder you can make it.

video games and problem solving

Check Price on Amazon!

If you are not into the DIY method, you can always buy a toy maze on Amazon. A good 48 piece puzzle is the Melissa & Doug Underwater Ocean Floor puzzle.

2. The Tower Challenge

Building a tower gives kids the chance to think about gravity, structure, and balance.

To do this activity, you will need some building materials like legos, blocks, or even toilet paper rolls. The challenge is to see how high they can stack the materials without the tower toppling over.

This can be done individually or in teams. An activity like this is good for younger kids and is the building block to learning about harder topics like engineering.

3. The Egg Drop Challenge

The egg drop challenge helps kids learn how to engineer a solution that prevents something from breaking. It requires them to think critically about which materials will best protect something fragile like an egg when dropped from a height.

To do this activity, you will need some eggs and various materials such as straws, cotton balls, bubble wrap, etc. The goal is to construct a device that will protect an egg from breaking upon impact.

This can be done individually or in teams . Teams can even have a competition for the best egg drop device.

As children begin handling, shopping for, and cooking their own food, activities like this will help them understand how to handle breakable items like bottles, eggs, delicate fruit,.etc. Ideally, this is best for age groups 8 and up.

4. The Penny Drop Challenge

This activity was selected because it requires kids to think about physics and how different materials affect sound.

To do this activity, you will need a penny ( or another coin), a cup, and various materials such as paper towels, cotton balls, etc.

The goal is to drop the penny into the cup without making any noise. Begin by placing different materials into the cup and then drop the penny into it. The children should also drop the penny from different heights into the same material to see if/how the impact from a higher drop affects sound.

Group kids into teams or let them try it on their own.

Kids should make note of what type of sounds are made when the penny hits different materials. This is a great activity for kids who are interested in science and physics.

5. The Balloon Race Challenge

This activity was selected because it helps kids learn about aerodynamics and Bernoulli’s principle . It also requires them to think creatively about how to design a balloon-powered vehicle.

To do this activity, you will need balloons, straws, masking tape, and markers. The goal is to design a balloon-powered vehicle that can travel a distance of at least 10 feet. Kids can begin this activity by sketching out their designs on paper.

After they have a basic design, they can begin building their vehicle from various materials. Then kids can explain why they think the balloon traveled or did not travel as far as it did.

6. The Marshmallow Challenge

Marshmallows are not only delicious, but they are also soft and malleable. So kids can have fun using it for some construction projects.

This activity was selected because it requires kids to think creatively about how to build a structure using limited materials. It also helps them learn about engineering and work as a team.

To do this activity, you will need marshmallows and spaghetti noodles. The goal is to build the tallest free-standing structure possible using only marshmallows and spaghetti noodles. If you don't have spaghetti noodles, use something similar like pretzel sticks.

You may even want to establish certain rules like each team can only use a certain number of marshmallows or noodles. A time limit can also make it more fun and challenging.

For more fun activities, check out our post on problem solving exercises for team building .

7. The Balloon Pop Challenge

If you remember your childhood, you probably remember popping balloons for fun at times. But this activity is different because it requires kids to use strategy and critical thinking.

This activity was selected because it helps kids learn about patterns and problem-solving. It is also a lot of fun for kids who like popping balloons. The goal is to create a device that will allow them to pop a balloon without using their hands.

To do this activity, you will need balloons and various materials such as straws, string, paper clips, etc.

8. Picture Pieces Puzzle Game

As mentioned earlier, puzzles are a great pastime – especially in childhood. Kids must think critically about how to put the pieces together to create a certain picture. It also helps them learn about shapes, colors, and other concepts.

problem solving activities | how do you teach a child problem solving skills | are problem-solving games good for kids

You can take a medium to large picture and cut it into pieces. If you have younger kids, you may want to make the pieces larger. However, if you have kids closer to the 8-11 age range, you should be able to provide a challenge and make the pieces smaller.

9. Copy the Block Model

For this challenge, you can build a model out of blocks for the kids to copy. Put kids into groups and make sure each group has the same number of blocks you used for your model.

Make your model block as simple or complex as needed for your child's age group.

Set a time limit and make sure each group starts at the same time.

10. Team Scavenger Hunt

A scavenger hunt is great for kids because they have to search for items and use investigative skills. It is also a lot of fun and can be done both indoors and outdoors .

To do this activity, you will need to create a list of items for the kids to find. The items can be anything from common household items to things you would find outside.

These types of activities can also revolve around a theme like a holiday, movie, or book. For example, if the kids are fans of “Harry Potter” you can make a list of items to find that are related to the movie.

11. Obstacle Course

This activity requires kids to think creatively about how to get from one point to another while maneuvering around obstacles. If you have outdoor space, this can be done with common objects such as hula hoops, cones, etc.

If you don't have access to an outdoor space, you can use common household items to create an indoor obstacle course. For example, you can use chairs, blankets, pillows, etc.

Begin by setting up the course and then timing each child as they complete it. You can also have them race against each other to make it more fun.

Obstacle courses are also great because kids get to be physically active while they are thinking critically.

12. Reading Storybooks

There are many great benefits for kids that read storybooks.  One of the excellent benefits is the ability to problem-solve.  When they read the stories in the books, they see scenarios that cause them to be attached to the various characters they read about. 

So, when they encounter a real-life problem, it is often productive to ask a child how their favorite character would solve that problem.  Your kids can also be encouraged to come up with various options and possible outcomes for some of the situations they may encounter. 

This not only helps kids solve various problems but become more independent as well. 

13. Ask Them Open-Ended Questions

A good way to improve a child's ability to think critically and creatively and improve their ability to solve problems is by asking open-ended questions.  It also helps them to develop healthy personalities .

There are no right or wrong answers to these questions.  In addition, the solution requires more than a simple “yes” or “no” answer.  Furthermore, it allows kids to put some extra thought into their responses. 

Here are some examples of open-ended questions you may want to ask. 

  • What did this experience teach you?
  • Was this easy?  What was easy about it?
  • What this difficult?  What is complicated about it?
  • What may happen next in this situation?
  • How did you come to this solution?
  • What, if anything, would you do differently next time?
  • What can we do to make things more fun next time?

14. Build Various Structures with Toys

Whether wooden blocks, LEGO blocks, or engineering blocks… giving your kid blocks to build whatever their minds can dream up is fun.  In addition, it requires them to think about how they will make a structure, put the pieces together, and creatively ensure the building's function and design. 

fun activities for kids | kids creative activities at home | fun activities for kids near me

You may also want to challenge them to build something more complicated and watch them use their brain power to make it happen. 

15. Acting Out Skits

Impromptu activities like acting out skits help kids identify problems, develop solutions, and execute them.  This process works with multiple kids being divided into teams. 

First, you will want to write down different situations, such as resolving a disagreement between siblings or dealing with bullying on the playground on a piece of paper.  Second, you will fold the paper and place it in a hat or bowl.  

Third, each team will pick a scenario out of the hat.  Finally, you can give the kids a few minutes to discuss their solution and act out. 

16. Solving Moral Dilemmas   

In this simple game, you will help your kids solve simple dilemmas they may find themselves in.  You could write down a situation your child may find themselves in and help them learn the moral way to solve the problem.   

For instance, “The cashier gave them an additional $5 change back on my purchase.  What should they do?”  Another scenario could be, “I saw my friend cheating on a test.  Should I tell on them or let it go?”  A third one could be, “I caught my friends stealing some gum from the store.  What should I do?” 

After writing down the dilemmas and placing them in a bowl, get each child to select one and read it aloud.  Finally, you will help them devise morally correct solutions to the moral dilemma. 

17. Animal Pairing Game  

This is a fun and creative game to help your kids with focus, critical thinking, and team building skills .  In addition, this activity requires an even number of players to participate (4, 6, 8, etc.) 

Before starting the game, you will want to write the names of different animals twice, each on a separate slip of paper.  Then pass out the slips of paper to each individual or team member, instructing them not to share with anyone the name of the animal they received. 

Then the children will perform activities the animals might do without talking or making sounds.  Some of these activities might include:

  • The way the animal cleans or grooms itself
  • The way the animal sleeps
  • The way the animal fights
  • The way the animal eats or drinks
  • The way the animal walks or runs

The goal is for each child to successfully pair up with the other child who has selected the same animal.

How Problem Solving in Childhood Helps in Adulthood

Children are not born with problem-solving skills. It is something that needs to be learned and developed over time .

From babies who learn how to communicate their needs to toddlers who figure out how to get what they want, to children who are starting to understand the consequences of their actions – problem-solving is a process that begins in childhood and continues into adulthood.

Some of the benefits of teaching problem-solving skills to children include:

  • Improved critical thinking skills
  • Better decision-making skills
  • Enhanced creativity
  • Improved communication and collaboration skills
  • Increased confidence

There are many ways to teach problem-solving skills to children. The activities mentioned above are just a few examples. It is important to find activities that are appropriate for the age and abilities of the child.

With practice, children will develop these skills and be better prepared to face challenges in both childhood and adulthood.

Final Thoughts About Fun Problem Solving Activities For Kids

These are just a few ideas to get you started on teaching your child crucial problem solving skills. Perhaps they’ve inspired to come with some of your own, or seek out others? The important thing is to make sure the activity is age-appropriate and challenging enough to engage the kids.

Problem-solving skills are important for kids to learn because they can be applied to various situations in life. These skills also promote critical thinking, which is an important life skill.

There are many other problem-solving activities for kids out there. In time, you’ll find the ones that work best for your child.  And be sure not to forget about your own needs and self-improvement, both of which will make you a better parent and mentor. Here are some useful activities for adults to get your started.

Finally, if you want to level up your parenting skills, then check out this resource that will show you how to get your kids to listen WITHOUT yelling, nagging, or losing control .

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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 Gameplay and Transfer. Researchers contend that the hidden power of well-designed video games is their potential to address higher-level learning, like retention, transfer, and problem-solving skills (Gee, 2008; Shute & Wang, 2015).Retention is the ability to remember the presented information and correctly recall it when needed, while transfer is the ability to apply previously learned ...

  3. 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 ...

  4. Video gaming may be associated with better cognitive performance in

    For instance, they hypothesize that the specific genre of video games, such as action-adventure, puzzle solving, sports, or shooting games, may have different effects for neurocognitive development, and this level of specificity on the type of video game played was not assessed by the study.

  5. 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.

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

    Playing video games may also improve problem solving skills 10. By playing role playing games and strategic games they can figure out step by step on how to solve that problem. Not only that, but people’s decision making can also be enhance by playing strategic games. For example, if you are playing DOTA, you want to decide which hero is ...

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

    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.

  8. Playing video games improves your decision-making skills

    Frequent players of video games have superior sensorimotor decision-making skills compared to non-players, a recent study shows. Researchers found that playing video games enhanced several subprocesses for sensation, perception and mapping to action. Video games could be a helpful tool for training perceptual decision-making and increasing task ...

  9. Benefits of video games to STEM learning

    Video games offer a treasure trove of benefits for STEM learning. By combining engagement, problem-solving, collaboration, real-world application, and adaptability, they enrich the educational experience and prepare students for the challenges of the future. Embracing video games as an educational tool has the potential to revolutionize STEM ...

  10. Commercial video games and cognitive functions: video game genres and

    More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades. J Youth Adolesc. 2013;42(7):1041-52. Article PubMed Google Scholar Huang V, Young M, Fiocco AJ. The Association Between Video Game Play and Cognitive Function: does Gaming Platform Matter?

  11. Can video games help kids learn?

    Key Takeaways. A good game puts the learning first and doesn't rely on bells and whistles to motivate kids to engage with its content. Leave room for kids to explore and solve problems independently, as figuring out the rules is half the fun. The teacher or caregiver shouldn't feel they must have all the answers.

  12. 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 ...

  13. (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 ...

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    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 ...

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    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 ...

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    Video Games Enhance Problem-Solving Skills. 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 ...

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    Call of Duty is an FPS video game franchise developed by Infinity Ward and published by Activision. The game originally focused on games set in the Second World War. Over time, the developers have set the games in this series in futuristic worlds, the Cold War, and outer space. As part of a trained squad, you will play through the chaos of war.

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    1. Take a new computational problem and solve it, using several problem solving techniques including abstraction and problem decomposition. 2. Follow a design creation process that includes: descriptions, test plans, and algorithms. 3. Code, test, and debug a program in Python, based on your design. Important computer science concepts such as ...

  19. Best Video Games About Problem Solving

    These branching paths help players immerse themselves in the world and its characters. While it isn't a visual novel, Catherine: Full Body contains 13 different endings in a game where problem-solving is your goal. Catherine: Full Body is a re-release of the original PlayStation 3 and Xbox 360 Catherine game.

  20. The Real Social Benefits of Video Games

    Sixty-six percent say they use video games to decompress, while 37 percent say they game to build problem-solving skills. Whatever motivations gamers have, many of them are able to tap into gaming's benefits. ... And according to a 2013 study, video games can help improve problem-solving skills. This is especially true for open-world, mission ...

  21. How To Build Resilience With Video Games

    Resilience is the ability of a person to quickly adapt to threats, negative situations, traumas, or others, regardless of the nature of the event. Many people are naturally born with a high level ...

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  23. 17 Fun Problem Solving Activities for Kids

    Additionally, problem-solving helps children learn how to find creative solutions to challenges they may face both in and out of the classroom. These activities can also be fun and used in cohesion with school or playtime. 17 Fun Problem-Solving Activities for Kids 1. Marble Mazes. This activity was selected because it requires them to think ...

  24. ‎QuickRec-Screen Recording on the Mac App Store

    1. Support audio recording, solving the problem of no sound in screen recording on MacOS. 2. Run in the status bar and display the recording duration. 3. Support separate recording of audio played on MacOS, including sound from web pages, games, and various apps. 4. No need for complex configurations or installation of additional software. 5.