Cited by 1Impact of Technology on AdolescentsChild Development and Digital TechnologyEducational Games and Gamification

Health Benefits of Video Games in Adolescents and Young Adults

Open access
Nagata, Jason M., Nayak, Sahana, Choi, William, Potes, Char, Heuer, Alexander, Memon, Zain, Talebloo, Jonanne, Li, Elizabeth J. +4 more·2026·Current Pediatrics Reports

Abstract

Purpose of Review: Although studies of outcomes associated with video gaming in adolescence and young adulthood largely focus on potential harms, video game use may also promote certain health benefits. This review synthesizes the positive health outcomes associated with video gaming, while providing recommendations to clinicians for considering and evaluating both beneficial and adverse effects. Recent Findings: Recent evidence suggests that video gaming may strengthen the development of cognitive and executive functioning in adolescents and young adults. Moreover, video game use may also contribute positively to social connection and personal identity formation. Summary: Clinicians should engage in open, nonjudgmental dialogue with youth to better explore the context and patterns of their video gaming. The American Academy of Pediatrics’ 5 Cs framework and Family Media Plan offer evidence-based frameworks that can be referenced to facilitate thoughtful discussions about video game use.

AI snapshot

Written from the paper’s full text.

TL;DR

This narrative review synthesizes evidence that video gaming may benefit adolescents and young adults across psychological well-being, social connection, cognitive functioning, academic performance, educational games, serious games, and physical activity, especially with moderation and attention to context. It recommends clinicians use the American Academy of Pediatrics’ 5 Cs framework and Family Media Plan to discuss both benefits and risks.

Key findings

  • Gaming is highly prevalent: up to 90% of teenagers and 71% of children/adolescents aged 2–17 play video games; about 4 in 10 teens identify as “gamers,” and 41% play daily.
  • Social gaming may support friendship and belonging: up to 75% of online players report making “good friends” in gaming communities, and 40–70% report discussing personal topics unrelated to the game; a systematic review of 263 studies found multiplayer settings may foster friendships and identity development.
  • Cognitive benefits vary by game mechanics: action games are linked to faster reaction times and attentional control, while a 40-hour StarCraft training over 7 weeks improved cognitive flexibility versus a Sims control; excessive gaming has been associated with plateau or decline in cognitive performance.
  • Serious and active games show promise: a systematic review of serious games for eating disorders found 10 of 11 papers reported improvements; an ADHD RCT found EndeavorRX improved attention; active video games can elicit moderate-intensity activity and improve fitness-related outcomes, balance, and rehabilitation measures, though many rehabilitation studies are small-scale or pilot.

Methods

  • Design: narrative review synthesizing emerging evidence on potential health benefits of video gaming in adolescents and young adults across psychosocial, cognitive, educational, and functional domains.
  • Data/sample: no primary sample; the paper reviews existing literature, including systematic reviews, meta-analyses, experimental studies, and randomized controlled trials, and presents summary tables.
  • Analysis: narrative synthesis organized by outcome domain (psychological well-being, social connection, cognitive functioning, academic performance, educational video games, serious video games, physical activity) with clinical recommendations.

Limitations

  • The paper states that much existing literature relies on cross-sectional and observational designs, limiting interpretations of temporality and causality.
  • The paper states that further research is needed to quantify psychological well-being associations, clarify mechanisms and definitions of social connection, investigate demographic differences, and conduct additional controlled trials for serious games; AVG rehabilitation studies have been predominantly small-scale or pilot trials.
  • Evident from the text: as a narrative review, it does not describe a systematic search strategy, inclusion criteria, or formal quality appraisal, so selection and synthesis may be non-exhaustive.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1007/s40124-026-00376-y

Cites

79 of 79 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

55 of 88 cited sources checked · 16 supported · 1 flagged · accuracy not yet measured

  • Premisecitation

    Video game features such as first-person perspective, combat interactions, control of multiple objects, passive win conditions, and high time pressure are most strongly associated with improvements in attention and perception.

    “Video game features such as first-person perspective, combat interactions, control of multiple objects, passive win conditions, and high time pressure are most strongly associated with improvements in attention and perception [38–40].”
    Quote in the paperSubstantial claim3 of 3 sources checked
    • cites [38] Smith ET, Basak C. A game-factors approach to cognitive benefits from video-game training: a meta-analysis. PLoS One. 2023;18:e0285925. https://doi.org/10.1371/journal.pone.0285925. source

      The Discussion (page not provided) reports greater transfer to attention and perception for first-person perspective, combat-focused games, multiple controllable objects, and passive thresholds or objectives. It also says attention and perception outcomes were insensitive to the presence or absence of time pressure, so the claim's inclusion of high time pressure is unsupported. (LLM, conf=0.90)

      Experimental — accuracy not yet measured
    • cites [39] Boot WR, Blakely DP, Simons DJ. Do action video games improve perception and cognition? Front Psychol. 2011;2:226. https://doi.org/10.3389/fpsyg.2011.00226. source

      The cross-sectional studies table lists reported visual and attentional differences among action-game players, but it does not link those differences to the specified game features or rank features by strength of association. The “Improved Evidence for Gaming Effects” section says that methodological concerns make claims of gaming benefits tentative. The source therefore supports the broad attention-and-perception connection, not the specific feature-level claim. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
    • cites [40] Kristjánsson Á. The case for causal influences of action videogame play upon vision and attention. Atten Percept Psychophys. 2013;75:667–72. https://doi.org/10.3758/s13414-013-0427-z. source

      The “Other issues” section says the key aspects of action videogames that might improve attention are unknown. It raises first-person perspective as a question, not an established association, and does not identify the listed features as most strongly associated with improvements. (LLM, conf=0.86)

      Checked by a reasoning model — may be wrong.

      Experimental — accuracy not yet measured
  • Premisecitation

    Psychological detachment and relaxation can help individuals create distance from stressors and bring emotions back to baseline when dysregulated.

    “Psychological detachment and relaxation can help individuals create distance from stressors in their lives and bring emotions back to baseline when dysregulated [20].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [20] Sonnentag S, Fritz C. The recovery experience questionnaire: development and validation of a measure for assessing recuperation and unwinding from work. J Occup Health Psychol. 2007;12:204–21. https://doi.org/10.1037/1076-8998.12.3.204. source

      The Psychological Detachment section describes mentally disengaging from work and job-related problems. The Relaxation section says relaxation can reduce prolonged activation and negative affect, helping restore a prestressor state. The claim extends these work-related recovery processes to stressors in individuals’ lives generally; the supplied passages do not establish that broader scope. Page numbers are not available in the supplied copy. (LLM, conf=0.85)

      Experimental — accuracy not yet measured
  • Premisecitation

    A systematic review of serious video games for traumatic brain injury found improvement in 30 out of 72 measures of attention, with 42 having no effect, one having a negative effect, and four not specifically relating to attention.

    “One systematic review found an improvement in 30 out of 72 measures of attention, with 42 having no effect, one having a negative effect, and four not specifically relating to attention [60].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [60] Shahmoradi L, Mohammadian F, Rahmani Katigari M. A systematic review on serious games in attention rehabilitation and their effects. Behav Neurol. 2022;2022:2017975. https://doi.org/10.1155/2022/2017975. source

      The Results (§3.5) report 30 significantly improved measures, 42 without a significant result, and one significantly deteriorated measure. But the review counts 73 attention-related measures, not 72, and says four articles—not four measures—lacked attention-evaluation measures. The review also covers attention rehabilitation across conditions, rather than traumatic brain injury alone. (LLM, conf=0.91)

      Experimental — accuracy not yet measured
  • Premisecitation

    Following the 7 weeks, the StarCraft group performed better on cognitive tests of task switching, multi-source information management, and adaptation to changing task rules.

    “Following the 7 weeks, the StarCraft group better performed on cognitive tests of task switching, multi-source information management, and adaptation to changing task rules [36].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [36] Glass BD, Maddox WT, Love BC. Real-time strategy game training: emergence of a cognitive flexibility trait. PLoS ONE. 2013;8:e70350. https://doi.org/10.1371/journal.pone.0070350. source

      The Methods report testing after 40 hours of play, with participants given seven weeks to complete the study. The Results (Behavioral Modeling of Assessed Cognitive Flexibility) find an overall benefit across cognitive-flexibility tasks, but Table 1 gives only modest individual contrasts for task switching and multi-location switching. The paper describes managing multiple information sources during gameplay; it does not establish better performance on a separate test of adapting to changing task rules. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
  • Premisecitation

    University students with little prior video game experience who played StarCraft demonstrated significant improvements in cognitive flexibility compared to a control group that played Sims.

    “Those who played StarCraft demonstrated significant improvements in cognitive flexibility, the capacity to rapidly and simultaneously maintain, evaluate, and coordinate multiple streams of information and action, compared to a control group that played Sims, a less situationally demanding game [36].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [36] Glass BD, Maddox WT, Love BC. Real-time strategy game training: emergence of a cognitive flexibility trait. PLoS ONE. 2013;8:e70350. https://doi.org/10.1371/journal.pone.0070350. source
  • May combine two claims. 25
  • Classified as probably not a substantial claim. 14
  • May combine two claims.

    Premisecitation

    Most adolescents who engage in video gaming do not develop internet gaming disorder, and problematic outcomes are primarily confined to those with risk factors such as high impulsivity or pre-existing mental health conditions.

    “However, most adolescents who engage in video gaming do not develop IGD, and problematic outcomes are primarily confined to those with risk factors, such as high impulsivity or pre-existing mental health conditions [9, 12].”
    Quote in the paperNot a substantial claim2 of 2 sources checked
    • cites [9] Falcione K, Weber R. Psychopathology and gaming disorder in adolescents. JAMA Netw Open. 2025;8:e2528532. https://doi.org/10.1001/jamanetworkopen.2025.28532. source

      The Introduction reports that about 8.5% of adolescents meet gaming-disorder criteria and identifies impulsivity as a vulnerability. The Findings and Conclusions associate preexisting psychopathology with increased later risk. These passages support that most adolescent gamers do not develop the disorder, but they do not establish that problematic outcomes are primarily confined to adolescents with those risk factors. (LLM, conf=0.87)

      Experimental — accuracy not yet measured
    • cites [12] Zhu L, Zhu Y, Li S, Jiang Y, Mei X, Wang Y, et al. Association of internet gaming disorder with impulsivity: role of risk preferences. BMC Psychiatry. 2023;23:754. https://doi.org/10.1186/s12888-023-05265-y. source

      The Background (page unavailable) reports IGD in 17.0% of adolescent game players in China, supporting the point that most do not develop it. The Background and Discussion link impulsivity to IGD, but the paper does not establish that problematic outcomes are primarily confined to people with risk factors. It describes depression and anxiety as possible consequences of IGD, not pre-existing conditions that increase risk. (LLM, conf=0.88)

      Experimental — accuracy not yet measured
  • May combine two claims.

    Premisecitation

    A 2018 systematic review and meta-analysis found a significant relationship between violence in video games and physical aggression, but the effect size was small, suggesting context may moderate the association.

    “Although a 2018 systematic review and meta-analysis found a significant relationship between the two, the effect size was small, suggesting that context may moderate the association [14].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [14] Prescott AT, Sargent JD, Hull JG. Metaanalysis of the relationship between violent video game play and physical aggression over time. Proc Natl Acad Sci U S A. 2018;115:9882–8. https://doi.org/10.1073/pnas.1611617114. source
  • Classified as probably not a substantial claim.

    Premisecitation

    Analyzing specific game mechanics may provide a more accurate measure of cognitive transfer in video games than category or genre classifications such as action or strategy.

    “A recent study suggests that analyzing specific game mechanics may provide a more accurate measure of cognitive transfer in video games than category/genre classifications, such as action or strategy [38].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [38] Smith ET, Basak C. A game-factors approach to cognitive benefits from video-game training: a meta-analysis. PLoS One. 2023;18:e0285925. https://doi.org/10.1371/journal.pone.0285925. source
  • May combine two claims.

    Premisecitation

    Educational video games may complement traditional, less-engaging forms of instruction while providing adolescents opportunities to learn and practice vital skills.

    “Educational video games may also complement traditional, less-engaging forms of instruction, while providing adolescents opportunities to learn and practice vital skills [50].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [50] Li M, Ma S, Shi Y. Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis. Front Psychol. 2023;14:1253549. https://doi.org/10.3389/fpsyg.2023.1253549. source

      The Introduction (page unavailable) says game-based learning uses full-featured games to deliver skills or knowledge, and describes gamification as a way to improve engagement and learning. It distinguishes gamification from game-based learning, however, and does not establish that educational video games complement traditional instruction or provide adolescents specifically with opportunities to practice vital skills. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
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    Premisecitation

    History and civilization games such as Civilization can foster interdisciplinary connections, build historical reasoning, and provide perspective.

    “Games such as Civilization can bring textbooks to life by immersing adolescents in decision-rich simulations that foster interdisciplinary connections, build historical reasoning, and provide perspective [53].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [53] Lai C-H, Hu P-Y. The gaming revolution in history education: the practice and challenges of integrating game-based learning into formal education. Inform Multidisciplinary Digit Publishing Inst. 2025;16:490. https://doi.org/10.3390/info16060490. source
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    Premisecitation

    Enhanced processing speed has been correlated with improved ability to perform day-to-day tasks and a lower risk of future cognitive, mobility, or mood disorders.

    “Enhanced processing speed has been correlated with improved ability to perform day-to-day tasks and a lower risk of future cognitive/mobility/mood disorders [32].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [32] Jaeger J. Digit symbol substitution test: the case for sensitivity over specificity in neuropsychological testing. J Clin Psychopharmacol. 2018;38:513–9. https://doi.org/10.1097/JCP.0000000000000941. source

      The Concluding Comments (page unavailable) say DSST performance correlates with the ability to accomplish everyday tasks. The section on DSST sensitivity (page unavailable) reports that lower scores predict later cognitive and mobility disorders, but describes a link with mood disorders only as a possibility needing confirmation. The claim overstates the evidence for lower future mood-disorder risk. (LLM, conf=0.88)

      Experimental — accuracy not yet measured
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    Premisecitation

    Gamified learning platforms can boost student motivation, engagement, interest, and learning outcomes.

    “Gamified learning platforms represent a new way to democratize learning and education by boosting student motivation, engagement, interest, and learning outcomes [50].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [50] Li M, Ma S, Shi Y. Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis. Front Psychol. 2023;14:1253549. https://doi.org/10.3389/fpsyg.2023.1253549. source

      The Introduction and Discussion support the potential for educational gamification to improve motivation, engagement, and learning outcomes. They do not establish increased student interest as an outcome, and the paper studies gamification across educational settings rather than gamified learning platforms specifically. The sentence’s democratization framing is not part of the quoted claim assessed here. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Trivia and quiz platforms like Kahoot incorporate game elements such as points, rankings, competition, and cooperation.

    “Skills can then be tested with trivia and quiz platforms like Kahoot, which incorporate game elements such as points, rankings, competition, and cooperation, which are increasingly emphasized in classroom settings [54].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [54] Ratinho E, Martins C. The role of gamified learning strategies in student’s motivation in high school and higher education: a systematic review. Heliyon. 2023;9:e19033. https://doi.org/10.1016/j.heliyon.2023.e19033. source
  • May combine two claims.

    Premisecitation

    Male young adults who engaged in video game play for at least 8-10 h per week over the past year exhibited faster reaction times and heightened sensitivity to briefly presented visual stimuli.

    “One study of male young-adults reported that those who engaged in video game play for at least 8–10 h per week over the past year exhibited faster reaction times and heightened sensitivity to briefly presented visual stimuli [33].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [33] Pohl C, Kunde W, Ganz T, Conzelmann A, Pauli P, Kiesel A. Gaming to see: action video gaming is associated with enhanced processing of masked stimuli. Front Psychol. 2014;5:70. https://doi.org/10.3389/fpsyg.2014.00070. source

      The Participants section identifies a sample of male adults aged 18–29 and defines players as having played at least 8–10 hours per week during the past year. The Discussion reports faster reaction times for players, but describes their better detection of briefly presented masked stimuli as tentative, exploratory evidence limited to the tested presentation durations; the claim states that finding too firmly. No page numbers are provided in our copy. (LLM, conf=0.86)

      Experimental — accuracy not yet measured
  • May combine two claims.

    Premisecitation

    A systematic review concluded that game-based digital interventions may be effective in reducing substance use and promoting positive development for adolescents.

    “Additionally, a systematic review concluded that game-based digital interventions may be effective in reducing substance use and promoting positive development for adolescents [63].”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites [63] Lee S, Kim J, Bockhold S, Lee J, Chun J, Yu M. Game-based digital interventions for enhancing positive development and addressing substance use in adolescents: a systematic review. Children. 2024. https://doi.org/10.3390/children11121554. source
  • May combine two claims.

    Premisecitation

    Home-based AVG programs expand access to therapy by eliminating barriers such as transportation, cost, and time constraints, making exercise more feasible for individuals with disabilities.

    “Home-based AVG programs further expand access to therapy by eliminating common barriers such as transportation, cost, and time constraints, making exercise more feasible for individuals with disabilities [69].”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites [69] Staiano AE, Flynn R. Therapeutic uses of active videogames: a systematic review. Games Health J. 2014;3:351–65. https://doi.org/10.1089/g4h.2013.0100. source

      The Discussion says home-based AVG balance programs may improve functional abilities for individuals with disabilities and that playing AVGs at home may remove cost, transportation, and time barriers. The citing sentence overstates this possibility as an established elimination of those barriers. (LLM, conf=0.88)

      Experimental — accuracy not yet measured
  • May combine two claims.

    Premisecitation

    Games like Wii Sports, Ring Fit Adventure, Dance Dance Revolution, Beat Saber, and Gorilla Tag integrate sports simulation, rhythm, and dance into a physically interactive experience, supporting both recreational fitness and rehabilitation among players.

    “Similarly, games like Wii Sports, Ring Fit Adventure, Dance Dance Revolution, Beat Saber, and Gorilla Tag integrate sports simulation, rhythm, and dance into a physically interactive experience, supporting both recreational fitness and rehabilitation among players [69, 70].”
    Quote in the paperNot a substantial claim2 of 2 sources checked
    • cites [69] Staiano AE, Flynn R. Therapeutic uses of active videogames: a systematic review. Games Health J. 2014;3:351–65. https://doi.org/10.1089/g4h.2013.0100. source

      Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.

      Experimental — accuracy not yet measured
    • cites [70] Moller AC, Sousa CV, Lee KJ, Alon D, Lu AS. Active video game interventions targeting physical activity behaviors: systematic review and meta-analysis. J Med Internet Res. 2023;25:e45243. https://doi.org/10.2196/45243. source

      Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.

      Experimental — accuracy not yet measured
  • May combine two claims.

    Premisecitation

    Features such as game-based rewards, challenges, competition, and feedback can enhance motivation, engagement, and enjoyment of physical activity, leading to increased participation in exercise.

    “Features such as game-based rewards, challenges, competition, and feedback can enhance motivation, engagement, and enjoyment of physical activity, leading to increased participation in exercise [71–73].”
    Quote in the paperSubstantial claim3 of 3 sources checked
    • cites [71] Fu Y, Burns RD, Gomes E, Savignac A, Constantino N. Trends in sedentary behavior, physical activity, and motivation during a classroom-based active video game program. Int J Environ Res Public Health. 2019;16:2821. https://doi.org/10.3390/ijerph16162821. source

      The Introduction (page not specified) says active video games may improve youths’ physical activity and motivation, including enjoyment. The Procedures describe race competitions, and the Results report increased enjoyment and some physical activity during a classroom program. The paper does not establish that rewards, challenges, competition, or feedback individually produced those changes or increased exercise participation more generally. (LLM, conf=0.87)

      Experimental — accuracy not yet measured
    • cites [72] Santos IKD, Medeiros RC da, de Medeiros SC, de Almeida-Neto JA, de Sena PF, de Cobucci DCS et al. RN,. Active video games for improving mental health and physical fitness-an alternative for children and adolescents during social isolation: an overview. Int J Environ Res Public Health. 2021;18:1641. https://doi.org/10.3390/ijerph18041641 source

      The Discussion reports that exergames can increase motivation, pleasure and engagement, with responses to competition varying by participant. The Results report increased physical activity and adherence among children and adolescents, but the paper does not establish that rewards, challenges or feedback produce those effects, or that the motivational effects lead to increased exercise participation. (LLM, conf=0.85)

      Experimental — accuracy not yet measured
    • cites [73] Ramírez-Granizo IA, Ubago-Jiménez JL, González-Valero G, Puertas-Molero P, San Román-Mata S. The effect of physical activity and the use of active video games: exergames in children and adolescents: a systematic review. Int J Environ Res Public Health Multidisciplinary Digit Publishing Inst. 2020;17:4243. https://doi.org/10.3390/ijerph17124243. source

      The Introduction (page unavailable) links exergames’ game dynamics with motivation and improved physical-activity levels, and the Conclusions (page unavailable) report improved motivation and student participation. The paper does not identify rewards, challenges, competition, or feedback as the features responsible; its discussion concerns children and adolescents rather than exercise participation generally. (LLM, conf=0.86)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing).

    Premisecitation

    The communicative process of playing structured games enables players to access new forms of autonomy.

    “Some researchers have theorized that the communicative process of playing structured games enables players to access new forms of autonomy [18].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [18] Nguyen CT. Games: Agency As Art. Oxford, New York: Oxford University Press; 2020. source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Participation in shared activities is an important factor in the development of adolescent friendships.

    “Prior research has highlighted that participation in shared activities is an important factor in the development of adolescent friendships [24].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [24] Kowert R, Domahidi E, Festl R, Quandt T. Social gaming, lonely life? The impact of digital game play on adolescents’ social circles. Comput Hum Behav. 2014;36:385–90. https://doi.org/10.1016/j.chb.2014.04.003. source
  • May combine two claims.

    Premisecitation

    Individuals with harmonious passion for video gaming experienced greater overall life satisfaction, whereas those with obsessive passion experienced more psychological distress, with self-regulation as a major mediator.

    “For example, one study found that those with larger amounts of harmonious passion for video gaming (stemming from a sense of deep interest and volition) experienced greater overall satisfaction with life, whereas those with obsessive passion (compulsive and overvalued compared to other aspects of one’s life) experienced more psychological distress, with self-regulation as a major mediator of these”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [16] Luxford E, Türkay S, Frommel J, Tobin SJ, Mandryk RL, Formosa J, et al. Self-regulation as a mediator of the associations between passion for video games and well-being. Cyberpsychol Behav Soc Netw. 2022;25:310–5. https://doi.org/10.1089/cyber.2021.0321. source
  • May combine two claims.

    Interpretationreasoning

    There is theoretical potential for video games to be beneficial for psychological well-being, with some promising results, though further research is needed to quantify this association.

    “There is theoretical potential for video games to be beneficial for psychological well-being with some promising results, though further research is needed to quantify this association.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    Video game use may contribute positively to social connection and personal identity formation.

    “Moreover, video game use may also contribute positively to social connection and personal identity formation.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Self-Determination Theory asserts that autonomy, competence, and relatedness are crucial psychological needs for developing intrinsic motivation.

    “SDT asserts that the three psychological needs of autonomy, competence, and relatedness are crucial for developing intrinsic motivation [21].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [21] Uysal A, Yildirim IG. Self-determination theory in digital games. In: Gamer psychology and behavior. Cham, Switzerland: Springer International Publishing/Springer Nature; 2016. p. 123–35. https://doi.org/10.1007/978-3-319-29904-4_8. source
  • May combine two claims.

    Premisecitation

    These tools may support low-stakes retrieval practice and long-term memory retention.

    “These tools may support low-stakes retrieval practice and long-term memory retention [55].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [55] Özdemir O. Kahoot! Game-based digital learning platform: a comprehensive meta-analysis. J Comput Assist Learn. 2025;41:e13084. https://doi.org/10.1111/jcal.13084. source
  • May combine two claims.

    Interpretationreasoning

    Overall, social gaming allows players to form relationships and experience a sense of belonging.

    “Overall, social gaming allows players to form relationships and experience a sense of belonging.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning

    Forming friendships through social gaming might be particularly helpful for adolescents who struggle to make social connections through traditional offline means.

    “Forming friendships this way might also be particularly helpful for adolescents who struggle to make social connections through more traditional offline means, offering an opportunity for connections that they might otherwise lack in the ‘real-world.’”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    Online typing games can help adolescents build fundamental typing skills that support future career advancement.

    “Online typing games, such as Nitrotype, can help adolescents build fundamental typing skills that support future career advancement.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    Strategic games were associated with enhanced problem-solving skills, which predicted greater academic performance.

    “For example, one study found that strategic games were associated with enhanced problem-solving skills, which predicted greater academic performance [44].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [44] Adachi PJC, Willoughby T. 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;42:1041–52. https://doi.org/10.1007/s10964-013-9913-9. source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning

    Different types or genres of video games may have distinct impacts on various domains of cognitive functioning due to variations in gameplay mechanics, objectives, and demands.

    “Notably, different types/genres of video games may have distinct impacts on various domains of cognitive functioning due to variations in gameplay mechanics, objectives, and demands.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    Multiplayer gaming supports identity development by helping players understand their roles within teams, engage in repeated social interaction, and explore interests and self-presentation through avatars or characters.

    “It also supports identity development by helping players understand their roles within teams, engage in repeated social interaction during cooperative or competitive play, and explore interests and self-presentation through avatars or characters; collectively, these experiences can strengthen or parallel social networks [25].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [25] Maynard D, Mancini LJ, Rolón V. The effect of competitive, cooperative, and solo play on subjective vitality and negative affect. Psi Chi J Psychol Res US: Psi Chi Natl Office. 2020;25:98–109. https://doi.org/10.24839/2325-7342.JN25.2.98. source
  • May combine two claims.

    Interpretationreasoning

    Even video games within the same genre can vary substantially, and different games may have distinctive cognitive impacts on adolescents.

    “These findings highlight that even video games within the same genre can vary substantially, and different games may have distinctive cognitive impacts on adolescents.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Premisecitation

    Up to 75% of online video game players report making good friends within these communities, and between 40% and 70% report discussing personal topics unrelated to the game.

    “Studies have found that up to 75% of online video game players report making “good friends” within these communities, and between 40% and 70% report discussing personal topics unrelated to the game, including experiences they have not shared with offline connections [24].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [24] Kowert R, Domahidi E, Festl R, Quandt T. Social gaming, lonely life? The impact of digital game play on adolescents’ social circles. Comput Hum Behav. 2014;36:385–90. https://doi.org/10.1016/j.chb.2014.04.003. source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given

    Video gaming can foster community and social connectedness.

    “video gaming can foster community and social connectedness”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    Video gaming in university students may lead to development of problem solving and creativity skills, potentially applicable in academic and professional environments.

    “This study demonstrates how video gaming in university students may lead to the development of problem solving and creativity skills, potentially applicable in academic and professional environments.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Alwhaibi RM, Alotaibi MS, Almutairi SF, Alkhudhayr JE, Alanazi RF, Al Jamil HF, Aygun Y.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The meta-analysis by Smith & Basak raises the importance of considering different in-game features for cognitive transfer of skills learned in video games.

    “This meta-analysis raises the importance of considering different in-game features in regard to cognitive transfer of skills learned in video games.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Smith ET, Basak C.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Implementing a Family Media Plan can allow families to establish guidelines and set expectations around digital media use to promote responsible use and balanced engagement.

    “Implementing a Family Media Plan can also allow families to establish guidelines and set expectations around digital media use to promote responsible use and balanced engagement [86] (Table 2).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [86] Chassiakos YR, Radesky J, Christakis D, Moreno MA, Cross C, Hill D, et al. Children and adolescents and digital media. Pediatrics. 2016;138. https://doi.org/10.1542/peds.2016-2593. source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Gamification improves learner's motivation and core academic competencies.

    “This systematic review highlights the power of gamification in improving learner’s motivation and improvement of core academic competencies.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Jaramillo-Mediavilla L, Basantes-Andrade A, Cabezas-González M, Casillas-Martín S.

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given

    Much of the existing literature relies on cross-sectional and observational designs, limiting interpretations of temporality and causality.

    “Much of the existing literature relies on cross-sectional and observational designs, limiting interpretations of temporality and causality.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    Results suggest potential promise for serious video games addressing a variety of mental health concerns, but further research and additional controlled trials are needed to understand their efficacy.

    “Taken together, results suggest the potential promise for SVGs addressing a variety of mental health concerns, but further research and additional controlled trials will be needed to better understand the efficacy of these novel forms of interventions.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given

    Video game engagement varies across different demographic groups, including race and gender.

    “video game engagement varies across different demographic groups, including race and gender”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    Video games show promise as a novel avenue for adolescents and young adults to cultivate social relationships, develop cognitive skills, promote positive educational outcomes, and increase physical activity.

    “Nevertheless, video games show promise as a novel avenue for adolescents and young adults to cultivate social relationships, develop cognitive skills, promote positive educational outcomes, and even increase physical activity.”
    Quote in the paperSubstantial claim
37 of 37
  • The paper relies on this without support.

    The American Academy of Pediatrics’ 5 Cs framework and Family Media Plan are evidence-based frameworks suitable for facilitating discussions about video game use.

    “The American Academy of Pediatrics’ 5 Cs framework and Family Media Plan offer evidence-based frameworks that can be referenced to facilitate thoughtful discussions about video game use.”
1 of 1

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

  • Attention measures total 77, not 72

    Minor

    The reported categories contain 30 improved measures, 42 with no effect, one with a negative effect, and four unrelated to attention. These add to 77 measures, exceeding the stated total of 72.

    Reported 72 · recomputed 77

1 of 1

Cited works that were retracted

Works this paper cites that were later retracted, from the retraction notices publishers deposit. Major when the notice came out before this paper was published.

  • Cites a retracted work: 10.1001/jamanetworkopen.2022.35721

    Info

    The cited work was retracted; the date of the notice is not on record.

    Cited work 10.1001/jamanetworkopen.2022.35721 · retraction date not known · this paper published 2026-02-26

1 of 1

Cites

1 retracted

Flagged first, then by citations

Research works printed but not linked: 3

  1. National Academies of Sciences, Engineering, and Medicine; Health and Medicine Division; Division of Behavioral and Social Sciences and Education; Board on Children, Youth, and Families; Committee on the Neurobiological and Socio-behavioral Science of Adolescent Development and Its Applications; Backes EP, Bonnie RJ, editors.The Promise of Adolescence: Realizing Opportunity for All Youth [Internet]. National Academies Press (US); 2019 [cited 2025 Sep 15]. Accessed 15 Sep 2025. https://www.ncbi.nlm.nih.gov/books/NBK545476/
  2. American Psychological Association. APA reaffirms position on violent video games and violent behavior [Internet]. https://www.apa.org. 2020 [cited 2025 Dec 3]. https://www.apa.org/news/press/releases/2020/03/violent-video-games-behavior. Accessed 3 Dec 2025.
  3. Posso A. Internet usage and educational outcomes among 15-year old Australian students. Int J Commun. 2016;10:26–26.

Cited by

Sorted by citations

Authors
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., Moreno, M. A., & Lavender, J. M.
Affiliations
  • University of California, San Francisco (US)
  • University of Wisconsin–Madison (US)
  • Uniformed Services University of the Health Sciences (US)
Corresponding author
Nagata, Jason M.
Venue
Current Pediatrics Reports
Published
2026-02-26
Volume
14
Issue
1
Pages
2-2
ISSN
2167-4841 (ISSN-L)
OpenAlex
W7131630252
Cited by
1
References
79
Citations by year
2026: 1
FWCI
14.08
Type
journal article
Language
en
Open access
Locations
  • Current Pediatrics Reports (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • PubMed Central (submittedVersion, cc-by)
Funders
  • National Institutes of Health (K08HL1549350)
  • Rise Together
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Education › Child Development and Digital Technology
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
video games, adolescents, young adults, health benefits, cognitive development, executive function, social connectedness, identity construction

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-08.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-08.

Cited sources are checked by gpt-6-sol.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

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