Video gaming in school children: How much is enough?
Open accessAbstract
OBJECTIVE: Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. METHODS: In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. RESULTS: Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. INTERPRETATION: Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433.
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Adolescents who engage in video gaming for a moderate, consistent amount of time have been shown to exhibit greater processing speed and sustained attention compared to their non-gaming peers.
“For example, adolescents who engage in video gaming for a moderate, consistent amount of time have been shown to exhibit greater processing speed and sustained attention compared to their non-gaming peers [29–31].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [30]
The Behavioral results (page not supplied) report faster and more consistent motor responses among gamers than non-gamers, with much of the advantage observed at one hour per week. They also report no effects on specific attentional features, so sustained attention is not supported. The study examined children aged 7–11, not adolescents, and its single measurement of gaming time does not establish consistent gaming over time. (LLM, conf=0.89)
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Violent Video Games on Aggression and Self-control of Student Gamers
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- Authors
- Pujol, J., Fenoll, R., Forns, J., Harrison, B. J., Martínez‐Vilavella, G., Macià, D., Alvarez‐Pedrerol, M., Blanco‐Hinojo, L., González‐Ortiz, S., Deus, J., & Sunyer, J.
- Affiliations
- Magnetic Resonance Imaging Research Unit, Department of Radiology, Hospital del Mar Barcelona Spain
- Hospital Del Mar (ES)
- Universitat Pompeu Fabra (ES)
- The University of Melbourne (AU)
- Center for Research in Environmental Epidemiology Barcelona Spain
- Universitat Autònoma de Barcelona (ES)
- ORCID
- Venue
- Annals of Neurology
- Publisher
- Wiley
- Published
- 2016-08-22
- Volume
- 80
- Issue
- 3
- Pages
- 424-433
- ISSN
- 0364-5134 (ISSN-L)
- 1531-8249
- OpenAlex
- W2475522276
- Cited by
- 62
- References
- 41
- Citations by year
- 2026: 6 · 2025: 3 · 2024: 6 · 2023: 7 · 2022: 9 · 2021: 3 · 2020: 6 · 2019: 7 · 2018: 7 · 2017: 8
- FWCI
- 20.92
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Annals of Neurology (publishedVersion)
- PubMed (publishedVersion)
- Minerva Access (University of Melbourne) (submittedVersion)
- Funders
- European Research Council (268479)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Education › Child Development and Digital Technology
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- video gaming, elementary school students, visuomotor skills, conduct problems, peer conflict, prosocial behavior, functional connectivity, brain structure, excessive gaming
- MeSH terms
- Problem Behavior, Basal Ganglia, Child, Child Behavior, Female, Follow-Up Studies, Humans, Interpersonal Relations, Magnetic Resonance Imaging, Male, Peer Group, Psychomotor Performance, Sleep, Time Factors, Video Games, Diffusion Tensor Imaging, Connectome, Social Skills
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