Health Benefits of Video Games in Adolescents and Young Adults
Open accessAbstract
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
Cites
Statistics
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
- Premisecitation
A systematic review of serious video games addressing eating disorders found that 10 of 11 included papers reported improvements in certain physical, behavioral, or psychological outcomes.
“For example, a systematic review of SVGs addressing eating disorders (which had diverse skill targets such as problem solving, inhibitory control, and emotion regulation) found that 10 of 11 included papers reported improvements in certain physical, behavioral, or psychological outcomes [59].”
Quote in the paperSubstantial claim1 of 1 sources checked- cites [59] Tang WSW, Ng TJY, Wong JZA, Ho CSH. The role of serious video games in the treatment of disordered eating behaviors: systematic review. J Med Internet Res. 2022;24:e39527. https://doi.org/10.2196/39527. source
- Premisecitation
Students who play video games with engaging, difficult in-game tasks may hone creative and critical thinking skills that are potentially transferable to academic and professional contexts.
“Similarly, another study found that students who play video games with engaging, difficult in-game tasks may hone their creative and critical thinking skills, potentially transferable to academic and professional contexts [41].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [41] Alwhaibi RM, Alotaibi MS, Almutairi SF, Alkhudhayr JE, Alanazi RF, Al Jamil HF, et al. Exploring the relationship between video game engagement and creative thinking in academic environments: cross-sectional study. Sustainability. 2024;16:9104. https://doi.org/10.3390/su16209104. source
- Premisecitation
Leaderboard-based competition with peers incentivizes incremental achievements with immediate feedback and social comparison mechanics.
“Leaderboard-based competition with peers incentivizes incremental achievements with immediate feedback and social comparison mechanics [52].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [52] Jaramillo-Mediavilla L, Basantes-Andrade A, Cabezas-González M, Casillas-Martín S, Multidisciplinary Digital Publishing Institute. Impact of gamification on motivation and academic performance: a systematic review. Educ Sci. 2024;14:639. https://doi.org/10.3390/educsci14060639. source
The Discussion (p. 9) says leaderboards can foster competition among students, and the Conclusions (p. 11) say healthy competition motivates students to strive and provides immediate feedback. The paper does not specifically describe incremental achievements or identify social comparison as the mechanism; it also notes in the Introduction (p. 2) that leaderboards can sometimes demotivate students. (LLM, conf=0.82)
Experimental — accuracy not yet measured
- Premisecitation
Non-gaming university students instructed to play an action video game showed significant improvements in attentional control.
“In one study, non-gaming university students who were instructed to play an action video game showed significant improvements in attentional control [34].”
Quote in the paperSubstantial claim1 of 1 sources checked- cites [34] Oei AC, Patterson MD. Enhancing perceptual and attentional skills requires common demands between the action video games and transfer tasks. Front Psychol. 2015;6:113. https://doi.org/10.3389/fpsyg.2015.00113. source
- Premisecitation
Educational video games may be particularly beneficial for students who struggle with traditional instruction, such as neurodivergent adolescents and young adults.
“Educational video games may be particularly beneficial for students who may struggle with traditional instruction, such as neurodivergent adolescents and young adults [57].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [57] García-Redondo P, García T, Areces D, Núñez JC, Rodríguez C. Serious games and their effect improving attention in students with learning disabilities. Int J Environ Res Public Health. 2019;16:2480. https://doi.org/10.3390/ijerph16142480. source
The Introduction describes educational video games as potentially useful for students with special needs, and the Results report improved attention-test performance among students who played them. But the study’s participants were aged 6–16 (Materials and Methods, §2.1); it did not study young adults or compare games with traditional instruction. The cited paper therefore supports the general possibility of benefit, but not the full population and instructional comparison in the claim. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Premisecitation
Cognitive transfer outcomes for action video games vary substantially across studies.
“Cognitive transfer outcomes for action video games vary substantially across studies [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
- 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
- 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
- Premisecitation
Language learning apps with gamified features such as streaks and experience points integrated with spaced repetition can help learners develop a consistent practice routine, making language acquisition more attainable for adolescents.
“With gamified features, including streaks and experience points integrated with spaced repetition, language learning apps can help learners develop a consistent practice routine, making language acquisition more attainable for adolescents [52].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [52] Jaramillo-Mediavilla L, Basantes-Andrade A, Cabezas-González M, Casillas-Martín S, Multidisciplinary Digital Publishing Institute. Impact of gamification on motivation and academic performance: a systematic review. Educ Sci. 2024;14:639. https://doi.org/10.3390/educsci14060639. source
The Discussion (pp. 9–10) says game elements such as points can increase motivation and reports positive effects of gamification in languages. The Conclusions (p. 11) say repetition and practice in educational games reinforce learning. The paper does not establish that language-learning apps combine streaks or experience points with spaced repetition, build consistent practice routines, or make language acquisition more attainable specifically for adolescents. (LLM, conf=0.88)
Experimental — accuracy not yet measured
- Premisecitation
Young adults without prior extensive gaming experience saw benefits in visuospatial ability, attention, and processing speed after video game training.
“Additionally, a meta-analysis found that young adults without prior extensive gaming experience saw benefits in visuospatial ability, attention, and processing speed after video game training [35].”
Quote in the paperSubstantial claim1 of 1 sources checked- cites [35] Wang P, Liu H-H, Zhu X-T, Meng T, Li H-J, Zuo X-N. Action video game training for healthy adults: a meta-analytic study. Front Psychol. 2016;7:907. https://doi.org/10.3389/fpsyg.2016.00907. source
The Results section, “The Effect of AVG Training on Young and Older Adults” (page not provided), reports benefits for young adults in visuospatial ability and the combined domain of processing speed/attention. The Selection Criteria (page not provided) do not require participants to lack extensive prior gaming experience, so the claim's restriction to that group is unsupported. The analysis also concerns action video game training specifically. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Premisecitation
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].”
Quote in the paperSubstantial claim2 of 3 sources checked- cites [29] Hong J, Su Y, Wang J, Xu X, Qu W, Fan H, et al. Association between video gaming time and cognitive functions: a cross-sectional study of Chinese children and adolescents. Asian J Psychiatr. 2023;84:103584. https://doi.org/10.1016/j.ajp.2023.103584. source
- cites [30] Pujol J, Fenoll R, Forns J, Harrison BJ, Martínez-Vilavella G, Macià D, et al. Video gaming in school children: how much is enough? Ann Neurol. 2016;80:424–33. https://doi.org/10.1002/ana.24745. source
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)
Experimental — accuracy not yet measured - cites [31] Alsaad F, Binkhamis L, Alsalman A, Alabdulqader N, Alamer M, Abualait T, et al. Impact of action video gaming behavior on attention, anxiety, and sleep among university students. Psychol Res Behav Manag. 2022;15:151–60. https://doi.org/10.2147/PRBM.S347694. source
The Results (Gaming and Attention; page unavailable) report faster reaction times for expert than non-expert gamers, supporting the processing-speed portion. But the Methods (Participants; page unavailable) describe adults aged 18–26 who all played games, not adolescents gaming a moderate amount compared with non-gamers. The Discussion (page unavailable) explicitly finds no advantage in sustained attention for expert gamers. (LLM, conf=0.90)
Experimental — accuracy not yet measured
- Premisecitation
Cognitive benefits from action video games observed via laboratory tasks may be due to overlapping attentional and perceptual demands.
“For example, cognitive benefits from action video games observed via laboratory tasks may be due to overlapping attentional and perceptual demands [37].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [37] Oei AC, Patterson MD. Are videogame training gains specific or general? Front Syst Neurosci. 2014;8:54. https://doi.org/10.3389/fnsys.2014.00054. source
- Premisecitation
Multiplayer collaborative programming environments may allow adolescents to develop both technical and social skills through role rotation, peer feedback, and progressively challenging projects.
“Multiplayer collaborative programming environments may allow adolescents to develop both technical and social skills through role rotation, peer feedback, and progressively challenging projects [51].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [51] Kaya OS, Ercag E. The impact of applying challenge-based gamification program on students’ learning outcomes: academic achievement, motivation and flow. Educ Inf Technol (Dordr). 2023;1–26. https://doi.org/10.1007/s10639-023-11585-z. source
The Materials and method section describes Educhall as a platform where students challenge peers to solve questions, and Practical implications says this can foster peer support and social interaction (page numbers unavailable). The paper does not describe a collaborative programming environment for adolescents or support technical and social skill development through role rotation, peer feedback, and progressively challenging projects. (LLM, conf=0.83)
Experimental — accuracy not yet measured
- Premisecitation
Enhancements in higher-order cognitive functions such as working memory, reasoning, and executive control appear linked to mechanics involving allocentric perspective, combat engagement, and single controllable object gameplay.
“Enhancements in higher-order cognitive functions, such as working memory, reasoning, and executive control, appear linked to mechanics involving allocentric (external) perspective, combat engagement, and single controllable object gameplay [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
The Discussion’s “Higher-order cognition outcomes” section links transfer in executive control, working memory updating, and reasoning to allocentric movement, combat interaction, and a single controllable object. The claim calls the first factor an allocentric (external) perspective, but the paper codes movement and perspective separately; its finding for higher-order cognition concerns movement, not external perspective. (LLM, conf=0.88)
Experimental — accuracy not yet measured
- Premisecitation
In a randomized controlled trial of children diagnosed with ADHD funded by the developer, playing EndeavorRX resulted in improved attention compared to a control puzzle or word game.
“In a randomized controlled trial of children diagnosed with ADHD funded by the developer, playing EndeavorRX resulted in improved attention compared to those who received the control, which was a puzzle or a word game [62].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [62] Kollins SH, DeLoss DJ, Cañadas E, Lutz J, Findling RL, Keefe RSE, et al. A novel digital intervention for actively reducing severity of paediatric ADHD (STARS-ADHD): a randomised controlled trial. Lancet Digit Health. 2020;2:e168–78. https://doi.org/10.1016/S2589-7500(20)30017-0. source
The Discussion (page unavailable) reports that AKL-T01 improved an objective measure of attention in children with ADHD compared with the control, and the Procedures describe the control as a digital word game. The paper calls the intervention AKL-T01, not EndeavorRX, so our copy does not establish the branded identification. Its funding-source section describes a funder’s role, and the Acknowledgements identify Akili Interactive Labs as funding editorial support, but these passages do not explicitly establish that Akili funded the trial. (LLM, conf=0.82)
Experimental — accuracy not yet measured
- Premisecitation
Traditional sedentary games have been associated with negative health outcomes due to prolonged inactivity.
“Unlike traditional sedentary games, which have been associated with negative health outcomes due to prolonged inactivity [64–67], AVGs incorporate bodily movement as a core component of gameplay [68]; exergaming is a specific type of AVG designed primarily for exercise rather than entertainment [68].”
Quote in the paperSubstantial claim4 of 4 sources checked- cites [64] Huard Pelletier V, Lessard A, Piché F, Tétreau C, Descarreaux M. Video games and their associations with physical health: a scoping review. BMJ Open Sport Exerc Med. 2020;6:e000832. https://doi.org/10.1136/bmjsem-2020-000832. source
The Introduction (page unavailable) says traditional video games are usually played while sitting, and the BMI and General health status sections report preliminary associations between more gaming and higher BMI in adults or poorer general health. But the review finds conflicting evidence that gaming reduces physical activity and does not establish prolonged inactivity as the cause of those outcomes. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites [65] Priftis N, Panagiotakos D. Screen time and its health consequences in children and adolescents. Children. 2023;10:1665. https://doi.org/10.3390/children10101665. source
The Results (3.4) report an association between prolonged video-game screen time and anxiety and social-phobia symptoms. Results (3.2 and 3.8) also link excessive screen time generally with lower physical activity and adverse health outcomes. The paper does not establish that inactivity causes the reported harms from video games specifically; Results (3.2) notes that no association between video games and obesity was found. (LLM, conf=0.85)
Experimental — accuracy not yet measured - cites [66] Li L, Abbey C, Wang H, Zhu A, Shao T, Dai D, et al. The association between video game time and adolescent mental health: evidence from rural China. Int J Environ Res Public Health. 2022;19:14815. https://doi.org/10.3390/ijerph192214815. source
The Conclusions (page not specified) report an association between video game time and worse mental health among rural adolescents in China. The paper does not establish that the games were sedentary or that prolonged inactivity caused the outcomes; the Introduction also describes prior findings as mixed. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites [67] Nagata JM, Al-Shoaibi AAA, Leong AW, Zamora G, Testa A, Ganson KT, et al. Screen time and mental health: a prospective analysis of the Adolescent Brain Cognitive Development (ABCD) Study. BMC Public Health. 2024;24:2686. https://doi.org/10.1186/s12889-024-20102-x. source
The Discussion (page not available) reports an association between video-game screen time and depressive symptoms in early adolescents. It proposes that screen time may displace physical activity, but does not establish that the association is due to prolonged inactivity or extend the finding to negative health outcomes generally. (LLM, conf=0.87)
Experimental — accuracy not yet measured
- Premisecitation
AVGs' adaptability and interactive nature can support rehabilitation for adolescents and young adults with conditions such as cerebral palsy, stroke, burns, spinal cord injury, and spina bifida.
“This adaptability, along with the interactive nature of AVGs, can support rehabilitation for adolescents and young adults with conditions such as cerebral palsy, stroke, burns, spinal cord injury, and spina bifida [69, 81].”
Quote in the paperSubstantial 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
The Discussion (page unavailable) says AVGs can be adapted to players’ abilities and therapy needs, and the Results describe therapeutic uses involving cerebral palsy, burns, stroke, spinal injury, and spina bifida. The age qualification is too broad: the review includes adolescents with cerebral palsy, burns, and spina bifida, but its stroke studies largely concern older adults, and one spinal-injury case involved a 57-year-old. The Discussion also notes that only 22 percent of studies examined youth. (LLM, conf=0.88)
Experimental — accuracy not yet measured - cites [81] Chen Y, Fanchiang HD, Howard A. Effectiveness of virtual reality in children with cerebral palsy: a systematic review and meta-analysis of randomized controlled trials. Phys Ther. 2018;98:63–77. https://doi.org/10.1093/ptj/pzx107. source
The introductory discussion describes interactive VR games whose difficulty can be adjusted to support rehabilitation in children with cerebral palsy. Study Selection includes participants up to age 21, and the Discussion reports findings from a review of adults with stroke. The paper does not establish the claim for adolescents and young adults across the listed conditions, particularly burns, spinal cord injury, and spina bifida. (LLM, conf=0.88)
Experimental — accuracy not yet measured
- Premisecitation
Playing AVGs has been associated with improvements in body composition, including positive effects on body mass index and body fat percentage.
“Several studies have also demonstrated that playing AVGs can elicit physical activity levels of moderate intensity [72, 75, 76] and have found associations with improvements in body composition, including positive effects on body mass index and body fat percentage [76, 77].”
Quote in the paperSubstantial claim1 of 2 sources checked- cites [76] Comeras-Chueca C, Villalba-Heredia L, Pérez-Llera M, Lozano-Berges G, Marín-Puyalto J, Vicente-Rodríguez G, et al. Assessment of active video games’ energy expenditure in children with overweight and obesity and differences by gender. Int J Environ Res Public Health. 2020;17:6714. https://doi.org/10.3390/ijerph17186714. source
The Results (§3.3) compare energy expenditure by BMI status, while the Conclusions (§5) report moderate-intensity activity and increased energy expenditure. Neither passage reports changes in BMI or body fat percentage from playing AVGs. Searches for body composition, BMI improvements, and body fat percentage found no passage supporting the attributed effects. (LLM, conf=0.76)
Experimental — accuracy not yet measured - cites [77] Coknaz D, Mirzeoglu AD, Atasoy HI, Alkoy S, Coknaz H, Goral K. A digital movement in the world of inactive children: favourable outcomes of playing active video games in a pilot randomized trial. Eur J Pediatr. 2019;178:1567–76. https://doi.org/10.1007/s00431-019-03457-x. source
- Premisecitation
In clinical contexts, interactive qualities of exergaming can enhance motivation by providing personal feedback and enjoyment during recovery.
“In clinical contexts, the interactive qualities of exergaming can enhance motivation, as players can receive personal feedback and enjoyment while progressing toward recovery goals [69, 74].”
Quote in the paperSubstantial 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
The Results (page unavailable) report that rehabilitation patients found active videogames enjoyable, and one study reported greater enjoyment and motivation than with usual therapy. The Discussion (page unavailable) says personal feedback from a supervisor or trainer was important, but commercially available games lacked performance feedback adequate for clinical assessment. Thus, the review supports enjoyment and potential motivation during rehabilitation, but not the implication that the games themselves provide clinically useful personal feedback as patients progress toward recovery goals. (LLM, conf=0.86)
Experimental — accuracy not yet measured - cites [74] Andrade A, Correia CK, Coimbra DR. The psychological effects of exergames for children and adolescents with obesity: a systematic review and meta-analysis. Cyberpsychol Behav Soc Netw. 2019;22:724–35. https://doi.org/10.1089/cyber.2019.0341. source
The ‘Psychological effects of exergames’ section reports increased motivation for exercise and greater enjoyment among children and adolescents with overweight or obesity. The paper does not establish that personal feedback drives motivation or that these effects occur while patients progress toward recovery goals in clinical contexts. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Premisecitation
Exergaming may support social cohesion, as cooperative play has been shown to increase pro-social behaviors and perceived social support similar to team-based physical activities.
“In addition to physical outcomes, exergaming may support social cohesion, as cooperative play has been shown to increase pro-social behaviors and perceived social support similar to the effects of team-based physical activities [78].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [78] Marker AM, Staiano AE. Better together: outcomes of cooperation versus competition in social exergaming. Games Health J. 2015;4:25–30. https://doi.org/10.1089/g4h.2014.0066. source
The Conclusions report that previous research suggests cooperative exergaming increases pro-social behaviors. The Introduction says cooperative play may promote cohesion and peer support much like team sports, but it does not establish that cooperative exergaming has been shown to increase perceived social support. (LLM, conf=0.85)
Experimental — accuracy not yet measured
- Premisecitation
Playing AVGs can elicit physical activity levels of moderate intensity.
“Several studies have also demonstrated that playing AVGs can elicit physical activity levels of moderate intensity [72, 75, 76] and have found associations with improvements in body composition, including positive effects on body mass index and body fat percentage [76, 77].”
Quote in the paperSubstantial claim3 of 3 sources checked- 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
- cites [75] Gu D, Gu C, Oginni J, Ryu S, Liu W, Li X, et al. Acute effects of exergaming on young adults’ energy expenditure, enjoyment, and self-efficacy. Front Psychol. 2023;14:1238057. https://doi.org/10.3389/fpsyg.2023.1238057. source
- cites [76] Comeras-Chueca C, Villalba-Heredia L, Pérez-Llera M, Lozano-Berges G, Marín-Puyalto J, Vicente-Rodríguez G, et al. Assessment of active video games’ energy expenditure in children with overweight and obesity and differences by gender. Int J Environ Res Public Health. 2020;17:6714. https://doi.org/10.3390/ijerph17186714. source
- Premisecitation
Pediatrician encouragement can foster increased adolescent-reported communication and potential for gaming co-play with caregivers.
“Previous research suggests that pediatrician encouragement can foster increased adolescent-reported communication as well as the potential for gaming co-play with caregivers [85].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [85] Moreno MA, Klein JD, Kaseeska K, Gorzkowski J, Harris D, Davis J, et al. A cluster randomized controlled trial of a primary care provider-delivered social media counseling intervention. J Adolesc Health. 2023;73:924–30. https://doi.org/10.1016/j.jadohealth.2023.06.007. source
The Exploratory outcomes section reports that adolescents whose providers received social media counseling training were more likely to report communicating with caregivers about media use than those in the control group. The paper does not report gaming co-play with caregivers or assess whether counseling could encourage it. (LLM, conf=0.88)
Experimental — accuracy not yet measured
- Premisecitation
A study comparing adolescents with excess body weight to peers with normal weight found that AVG participation improved self-esteem, self-efficacy, and positive expectations of exercise more effectively than sedentary video games or walking activities.
“For example, a study comparing adolescents with excess body weight to peers with normal weight found that AVG participation improved self-esteem, self-efficacy, and positive expectations of exercise more effectively than sedentary video games or walking activities [74].”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites [74] Andrade A, Correia CK, Coimbra DR. The psychological effects of exergames for children and adolescents with obesity: a systematic review and meta-analysis. Cyberpsychol Behav Soc Netw. 2019;22:724–35. https://doi.org/10.1089/cyber.2019.0341. source
Split into 2 atoms — 1 confirmed, 1 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measured
- Premisecitation
Co-players can evolve into trusted friends and sources of advice, rather than solely collaborators for achieving in-game goals.
“Co-players can evolve into trusted friends and sources of advice, rather than solely collaborators for achieving in-game goals [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
- Premisecitation
Social gaming may facilitate interaction and connection with co-players, offering the opportunity to meet and engage with new people.
“Social gaming may facilitate interaction and connection with co-players, offering the opportunity to meet and engage with new people [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
- Interpretationreasoning
Video gaming may strengthen the development of cognitive and executive functioning in adolescents and young adults.
“Recent evidence suggests that video gaming may strengthen the development of cognitive and executive functioning in adolescents and young adults.”
Quote in the paperSubstantial claim - Premisecitation
Adolescence is associated with substantial socioemotional, cognitive, and neurobiological changes that may make adolescents more sensitive to the positive and negative effects of video games.
“This developmental period is associated with substantial socioemotional, cognitive, and neurobiological changes [13], potentially making adolescents more sensitive to the positive and negative effects of video games.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [13] 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/
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationcitation
There may be certain characteristics, such as an optimal gaming profile, that make an individual more likely to benefit from playing video games.
“as such, there may be certain characteristics (e.g., an “optimal gaming profile”) that make an individual more likely to benefit from playing video games [17].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [17] Halbrook YJ, O’Donnell AT, Msetfi RM, Sage Publications. When and how video games can be good: a review of the positive effects of video games on well-being. Perspect Psychol Sci. 2019;14:1096–104. https://doi.org/10.1177/1745691619863807. source
- Interpretationreasoning
When used with proper self-regulation, video games may be beneficial to overall well-being by fulfilling some basic psychological needs.
“Thus, when used in conjunction with proper self-regulation, video games may be beneficial to the overall well-being of an individual, fulfilling some of their basic psychological needs.”
Quote in the paperSubstantial claim - Premisecitation
Video games can serve as important tools for recovery from stress.
“Additionally, video games can serve as important tools for recovery from stress [19].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [19] Bowman ND, Rieger D, Tammy Lin J-H. Social video gaming and well-being. Curr Opin Psychol. 2022;45:101316. https://doi.org/10.1016/j.copsyc.2022.101316. source
- Premisecitation
Social gaming creates environments similar to other computer-mediated social spaces that aid in developing friendships between players by meeting new people and maintaining connections with existing co-players.
“Social gaming also creates environments similar to other computer-mediated social spaces (e.g., chat rooms, social networking websites), which aid in the development of friendships between players by not only meeting new people, but by maintaining connections and friendships with existing co-players [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
- Premisecitation
High-achieving students who spent significant time playing video games were able to maintain strong grade point averages.
“One study found that high-achieving students who spent significant time playing video games were nonetheless able to maintain strong grade point averages (GPAs) [48].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [48] Adžić S, Al-Mansour J, Naqvi H, Stambolić S. The impact of video games on students’ educational outcomes. Entertain Comput. 2021;38:100412. https://doi.org/10.1016/j.entcom.2021.100412. source
- Interpretationcitation
Generalization of cognitive benefits from video gaming to external tasks is contingent upon the degree of task similarity.
“Evidence suggests that the generalization of such benefits to external tasks is contingent upon the degree of task similarity.”
Quote in the paperSubstantial claim - Interpretationcitation
Action-oriented video games may facilitate development of certain forms of cognitive functioning.
“Games that involve rapid decision-making and fast-paced environments, such as action-oriented video games, may facilitate development of certain forms of cognitive functioning.”
Quote in the paperSubstantial claim - Premisecitation
Excessive or prolonged gaming has been associated with a plateau or even decline in cognitive performance.
“However, excessive or prolonged gaming has been associated with a plateau or even decline in cognitive performance [29], highlighting the importance of moderation.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [29] Hong J, Su Y, Wang J, Xu X, Qu W, Fan H, et al. Association between video gaming time and cognitive functions: a cross-sectional study of Chinese children and adolescents. Asian J Psychiatr. 2023;84:103584. https://doi.org/10.1016/j.ajp.2023.103584. source
- Interpretationreasoning
Educational video games can accelerate language learning through gamified apps such as Duolingo.
“Educational video games can also accelerate language learning through gamified apps, such as Duolingo.”
Quote in the paperNot a substantial claim - Premisecitation
Participants report greater positive emotion as a result of social video gaming rather than solitary play.
“Previous literature has shown that participants report greater positive emotion as a result of social video gaming rather than solitary play [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
- Interpretationreasoning
A growing body of evidence suggests that video gaming may be associated with beneficial aspects of cognitive functioning in children and adolescents.
“A growing body of evidence suggests that video gaming may be associated with beneficial aspects of cognitive functioning in children and adolescents.”
Quote in the paperSubstantial claim - Premisecitation
Multiplayer gaming settings may help foster friendships and a sense of belonging through shared communication and tasks.
“Additionally, a systematic review of 263 studies found that multiplayer gaming settings may help foster friendships and a sense of belonging through shared communication and tasks [23].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [23] Gonçalves D, Pais P, Gerling K, Guerreiro T, Rodrigues A. Social gaming: A systematic review. Comput Hum Behav. 2023;147:107851. https://doi.org/10.1016/j.chb.2023.107851. source
- Interpretationcitation
Strategy games may hone executive skills such as cognitive flexibility, working memory, and sustained attention.
“Strategy games in particular may hone executive skills such as cognitive flexibility, working memory, and sustained attention.”
Quote in the paperSubstantial claim - Premisecitation
Solo video games do not provide inherent opportunities for social connection or a sense of belonging.
“On the other hand, solo video games do not provide inherent opportunities for social connection or a sense of belonging [25].”
Quote in the paperNot a substantial 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
- Premisecitation
Intrinsically motivated students who play video games they already enjoy and wish to master may develop transferable skills through gameplay that can carry over into the classroom.
“Intrinsically motivated students who play video games that they already enjoy and wish to master may develop transferable skills through gameplay, which can then carry over into the classroom [45].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [45] De Grove F, Cauberghe V, Van Looy J, Taylor & Francis. Development and validation of an instrument for measuring individual motives for playing digital games. Media Psychol. 2016;19:101–25. https://doi.org/10.1080/15213269.2014.902318. source
- Premisecitation
The American Psychological Association acknowledges the importance of video gaming to support mental well-being and educational outcomes for adolescents.
“The American Psychological Association acknowledges the importance of video gaming to support mental well-being and educational outcomes for adolescents [82].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [82] American Psychological Association. Video games [Internet]. https://www.apa.org. [cited 2025 Oct 31]. https://www.apa.org/topics/video-games. Accessed 31 Oct 2025.
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
In a recent randomized controlled trial, an exergame designed to train balance coordination improved both static and dynamic balance in adolescents.
“In a recent randomized controlled trial, an exergame designed to train balance coordination improved both static and dynamic balance in adolescents [79].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [79] Zhang C, Han T, Tan X, Yu C, Li S, Zheng H, et al. Effect of exergame intervention on balance ability of adolescents: a randomized controlled trial. Games Health J. 2023;12:249–58. https://doi.org/10.1089/g4h.2022.0182. source
- Premisecitation
Exergames designed to train balance coordination improved both static and dynamic balance in adolescents.
“designed to train balance coordination improved both static and dynamic balance in adolescents [79].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [79] Zhang C, Han T, Tan X, Yu C, Li S, Zheng H, et al. Effect of exergame intervention on balance ability of adolescents: a randomized controlled trial. Games Health J. 2023;12:249–58. https://doi.org/10.1089/g4h.2022.0182. source
- Premisecitation
Active video games can increase overall physical activity.
“This meta-analysis highlights evidence showing that active video games can increase overall physical activity, suggesting their use as a tool to promote movement.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Moller AC, Sousa CV, Lee KJ, Alon D, Lu AS.
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
AVGs combined with conventional therapy in adolescents with upper limb fractures produced significant improvements in range of motion and reduction of pain.
“In another study observing the effects of AVGs combined with conventional therapy on adolescents with upper limb fractures, significant improvements in range of motion and a reduction of pain were observed [80]”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [80] Arrebola LS, Yi LC, de Oliveira VGC. The use of video games combined with conventional physical therapy in children with upper limb fractures: an exploratory study. J Pediatr Rehabil Med. 2019;12:65–70. https://doi.org/10.3233/PRM-170529. source
- Interpretationcitation
AVGs combined with conventional therapy may have potential applications for injury prevention and recovery.
“suggesting potential applications for injury prevention and recovery.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [80] Arrebola LS, Yi LC, de Oliveira VGC. The use of video games combined with conventional physical therapy in children with upper limb fractures: an exploratory study. J Pediatr Rehabil Med. 2019;12:65–70. https://doi.org/10.3233/PRM-170529. source
- Interpretationcitation
Video gaming can provide certain meaningful benefits for adolescents, particularly when used in moderation.
“Emerging research suggests that video gaming can provide certain meaningful benefits for adolescents, particularly when used in moderation.”
Quote in the paperSubstantial claim - Interpretationreasoning
A growing body of evidence highlights potential benefits of video game use for adolescents and young adults, given certain parameters such as amount of use, motivations, game type/genre, solo versus social, and sedentary versus active.
“While the potential health risks of video gaming remain a topic of concern, a growing body of evidence highlights the potential benefits of video game use for adolescents and young adults, given certain important parameters (e.g., amount of use, motivations for use, game type/genre, solo versus social, sedentary versus active, etc.).”
Quote in the paperSubstantial claim - Interpretationcitation
Active video games can be used as a tool to promote movement.
“suggesting their use as a tool to promote movement.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Moller AC, Sousa CV, Lee KJ, Alon D, Lu AS.
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationreasoning
Active video games and exergaming may promote physical activity among adolescents and young adults.
“Although gaming is commonly considered in relation to sedentary behavior among youth, active video games (AVGs) and exergaming may actually promote physical activity among adolescents and young adults.”
Quote in the paperSubstantial claim
- May combine two claims. 25
- Classified as probably not a substantial claim. 14
May combine two claims.
PremisecitationMost 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.
PremisecitationA 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.
PremisecitationAnalyzing 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.
PremisecitationEducational 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
May combine two claims.
PremisecitationHistory 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
May combine two claims.
PremisecitationEnhanced 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
May combine two claims.
PremisecitationGamified 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).
PremisecitationTrivia 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.
PremisecitationMale 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.
PremisecitationA 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.
PremisecitationHome-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.
PremisecitationGames 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.
PremisecitationFeatures 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).
PremisecitationThe 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).
PremisecitationParticipation 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.
PremisecitationIndividuals 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.
InterpretationreasoningThere 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 claimMay combine two claims.
InterpretationreasoningVideo 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSelf-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.
PremisecitationThese 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.
InterpretationreasoningOverall, 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
InterpretationreasoningForming 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningOnline 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 claimMay combine two claims.
PremisecitationStrategic 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).
InterpretationreasoningDifferent 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 claimMay combine two claims.
PremisecitationMultiplayer 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.
InterpretationreasoningEven 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 claimMay combine two claims.
PremisecitationUp 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 givenVideo gaming can foster community and social connectedness.
“video gaming can foster community and social connectedness”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationVideo 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).
PremisecitationThe 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).
PremisecitationImplementing 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.
PremisecitationGamification 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 givenMuch 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 claimMay combine two claims.
InterpretationreasoningResults 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 claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Premisenone givenVideo 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 claimMay combine two claims.
InterpretationreasoningVideo 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
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.”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Attention measures total 77, not 72
MinorThe 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
“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].”
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
InfoThe 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
“Video gaming is a central aspect of modern adolescent life, with studies reporting that up to 90% of teenagers [1] and 71% of children and adolescents between 2 and 17 years old play video games [2].”
Cites
1 retracted
Association of Video Gaming With Cognitive Performance Among Children
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RetractedThe benefits of playing video games.
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Social video gaming and well-being
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Social gaming: A systematic review
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Self-Determination Theory in Digital Games
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Video gaming in school children: How much is enough?
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The case for causal influences of action videogame play upon vision and attention
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“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 ].”
Game addiction and academic achievement
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“Several studies have also demonstrated that playing AVGs can elicit physical activity levels of moderate intensity [72, 75, 76] and have found associations with improvements in body composition, including positive effects on body mass index and body fat percent - age [76, 77].”
Diagnostic Contribution of the DSM-5 Criteria for Internet Gaming Disorder
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“Several studies have also demonstrated that playing AVGs can elicit physical activity levels of moderate intensity [72, 75, 76] and have found associations with improvements in body composition, including positive effects on body mass index and body fat percent - age [76, 77].”
The impact of video games on Students’ educational outcomes
Adžić, S., Al-Mansour, J., Naqvi, H., & Stambolić, S. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100412 · Cited by 42 · cited 1× · see citing works
“One study found that high-achieving students who spent significant time play - ing video games were nonetheless able to maintain strong grade point averages (GPAs) [48].”
Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis
Özdemir, O. (2025) · Journal of Computer Assisted Learning · doi:10.1111/jcal.13084 · Cited by 41 · cited 2× · see citing works
“Features like team modes, immediate feedback, and varied question types further engage students while offering teachers real-time insight into learning gaps [55].”
Gaming to see: action video gaming is associated with enhanced processing of masked stimuli
Pohl, C., Kunde, W., Ganz, T., Conzelmann, A., Pauli, P., & Kiesel, A. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00070 · Cited by 40 · cited 1× · see citing works
“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 ].”
Benarous, X., Morales, P., Mayer-Benarous, H., Iancu, C., Edel, Y., & Cohen, D. (2019) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2019.00336 · Cited by 38 · see citing works
Comeras-Chueca, C., Villalba-Heredia, L., Pérez-Llera, M., Lozano-Berges, G., Marín-Puyalto, J., Vicente-Rodríguez, G., Matute-Llorente, Á., Casajús, J. A., & González-Agüero, A. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17186714 · Cited by 35 · cited 1× · see citing works
“Several studies have also demonstrated that playing AVGs can elicit physical activity levels of moderate intensity [72, 75, 76] and have found associations with improvements in body composition, including positive effects on body mass index and body fat percent - age [76, 77].”
Moller, A. C., Sousa, C. V., Lee, K. J., Alon, D., & Lu, A. S. (2023) · Journal of Medical Internet Research · doi:10.2196/45243 · Cited by 34 · cited 1× · see citing works
“Simi - larly, 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].”
Xie, Y., & Tang, L. (2024) · Scientific Reports · doi:10.1038/s41598-024-81094-7 · Cited by 34 · see citing works
Impact of Action Video Gaming Behavior on Attention, Anxiety, and Sleep Among University Students
Alsaad, F., Binkhamis, L., Alsalman, A., Alabdulqader, N., Alamer, M., Abualait, T., Khalil, M. S., & Al Ghamdi, K. S. (2022) · Psychology Research and Behavior Management · doi:10.2147/prbm.s347694 · Cited by 33 · cited 1× · see citing works
“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].”
The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China
Li, L., Abbey, C., Wang, H., Zhu, A., Shao, T., Dai, D., Jin, S., & Rozelle, S. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph192214815 · Cited by 33 · see citing works
A game-factors approach to cognitive benefits from video-game training: A meta-analysis
Smith, E. T., & Basak, C. (2023) · PLOS ONE · doi:10.1371/journal.pone.0285925 · Cited by 28 · cited 5× · see citing works
“Video game features such as first-per - son 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].”
InfluentialAssociation of internet gaming disorder with impulsivity: role of risk preferences
Zhu, L., Zhu, Y., Li, S., Jiang, Y., Mei, X., Wang, Y., Yang, D., Zhao, J., Mu, L., & Wang, W. (2023) · BMC Psychiatry · doi:10.1186/s12888-023-05265-y · Cited by 25 · see citing works
Anjum, R., Nodi, N. H., Das, P. R., Roknuzzaman, A. S. M., Sarker, R., & Islam, M. R. (2024) · Health Science Reports · doi:10.1002/hsr2.70043 · Cited by 24 · cited 1× · see citing works
“In particular, studies linking video game use to poor educational outcomes often focus on excessive or addictive gaming behaviors [42, 43], rather than moderated or purposeful gaming.”
Current state of play: Children’s learning in the context of digital games
Blumberg, F. C., Flynn, R. M., Homer, B. D., Bailey, J. O., Eng, C. M., Green, C. S., Giannakos, M. N., Papadakis, S., & Gentile, D. A. (2024) · Journal of Children and Media · doi:10.1080/17482798.2024.2335725 · Cited by 22 · cited 1× · see citing works
“In the classroom, these games may offer a variety of standard teaching practices, sustain student engagement, and supply instructors with feedback about adolescents’ learning and practice at home [56].”
Fu, Y., Burns, R. D., Gomes, E., Savignac, A., & Constantino, N. (2019) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph16162821 · Cited by 21 · cited 1× · see citing works
“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 ].”
The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review
Tang, W. S. W., Ng, T. J. Y., Wong, J. Z. A., & Ho, C. S. H. (2022) · Journal of Medical Internet Research · doi:10.2196/39527 · Cited by 21 · cited 1× · see citing works
“For example, a systematic review of SVGs addressing eating disorders (which had diverse skill targets such as problem solving, inhibitory control, and emotion regulation) found that 10 of 11 included papers reported improvements in certain physical, behavioral, or psychological outcomes [59].”
Psychopathology and Gaming Disorder in Adolescents
Falcione, K., & Weber, R. (2025) · JAMA Network Open · doi:10.1001/jamanetworkopen.2025.28532 · Cited by 21 · see citing works
Hong, J., Su, Y., Wang, J., Xu, X., Qu, W., Fan, H., Tan, Y., Wang, Z., Zhao, Y., & Tan, S. (2023) · Asian Journal of Psychiatry · doi:10.1016/j.ajp.2023.103584 · Cited by 18 · cited 3× · see citing works
“These findings underscore the importance of examining video game effects within domain-specific cognitive frameworks rather than assum - ing broad generalization [29].”
Acute effects of exergaming on young adults’ energy expenditure, enjoyment, and self-efficacy
Gu, D., Gu, C., Oginni, J., Ryu, S., Liu, W., Li, X., & Gao, Z. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1238057 · Cited by 18 · cited 1× · see citing works
“Several studies have also demonstrated that playing AVGs can elicit physical activity levels of moderate intensity [72, 75, 76] and have found associations with improvements in body composition, including positive effects on body mass index and body fat percent - age [76, 77].”
Lai, C.-H., & Hu, P.-Y. (2025) · Information · doi:10.3390/info16060490 · Cited by 18 · cited 1× · see citing works
“Cognitive transfer Civilization can bring textbooks to life by immersing ado - lescents in decision-rich simulations that foster interdisciplinary connections, build historical reasoning, and provide perspective [53 ].”
Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being
Luxford, E., Türkay, S., Frommel, J., Tobin, S. J., Mandryk, R. L., Formosa, J., & Johnson, D. (2022) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2021.0321 · Cited by 17 · cited 2× · see citing works
“Emerging research has begun to examine how the effects of video games may be explained by preexisting mental illness, obsessive tendencies, self-regulation, and the type of passion for video games [16, 17].”
Arrebola, L. S., Yi, L. C., & de Oliveira, V. G. C. (2019) · Journal of Pediatric Rehabilitation Medicine · doi:10.3233/prm-170529 · Cited by 16 · cited 1× · see citing works
“In another study observing the effects of AVGs combined with conventional therapy on adolescents with upper limb fractures, significant improvements in range of motion and a reduction of pain were observed [80], suggesting potential applications for injury prevention and recovery.”
Peng, P., Jin, J., Chen, Z., Ren, S., Hé, Y., Li, J., Liao, A., Zhao, L., Shao, X., Chen, S., et al. (2025) · Child and Adolescent Psychiatry and Mental Health · doi:10.1186/s13034-025-00889-2 · Cited by 12 · cited 1× · see citing works
“Other reviews have focused on adverse consequences [8, 11 ], and the findings of the present review may help initiate balanced conversations between adolescents, families, and providers that facilitate recognition and discussion of both the potential risks and benefits of video game use.”
Alwhaibi, R. M., Alotaibi, M. S., Almutairi, S. F., Alkhudhayr, J. E., Alanazi, R. F., Al Jamil, H. F., & Aygun, Y. (2024) · Sustainability · doi:10.3390/su16209104 · Cited by 11 · see citing works
Moreno, M. A., Klein, J. D., Kaseeska, K., Gorzkowski, J., Harris, D., Davis, J., Gotlieb, E., & Wasserman, R. (2023) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2023.06.007 · Cited by 9 · cited 1× · see citing works
“Previous research suggests that pediatrician encouragement can foster increased adoles-cent-reported communication as well as the potential for gaming co-play with caregivers [85].”
Self-citationEffect of Exergame Intervention on Balance Ability of Adolescents: A Randomized Controlled Trial
Zhang, C., Han, T., Tan, X., Yu, C., Li, S., Zheng, H., Zhu, D., Zhang, Y., & Shen, T. (2023) · Games for Health Journal · doi:10.1089/g4h.2022.0182 · Cited by 8 · cited 1× · see citing works
“In a recent randomized controlled trial, an exergame designed to train balance coordination improved both static and dynamic balance in adolescents [79 ].”
Lee, S., Kim, J., Bockhold, S., Lee, J., Chun, J., & Yu, M. (2024) · Children · doi:10.3390/children11121554 · Cited by 8 · cited 1× · see citing works
“Additionally, a systematic review concluded that game-based digital interventions may be effective in reduc - ing substance use and promoting positive development for adolescents [63 ].”
The Effect of Competitive, Cooperative, and Solo Play on Subjective Vitality and Negative Affect
Maynard, D., Mancini, L. J., & Rolón, V. (2020) · Psi Chi Journal of Psychological Research · doi:10.24839/2325-7342.jn25.2.98 · Cited by 3 · see citing works
The influence of technology on physical activity in adolescents
MacDonald, S., Rizzone, K. H., & Vengal, S. (2020) · Elsevier eBooks · doi:10.1016/b978-0-12-817319-0.00008-6 · Cited by 2 · cited 1× · see citing works
“…traditional sedentary games, which have been associated with negative health outcomes due to prolonged inactivity [64–67], AVGs incorporate bodily movement as a core component of game-play [68 ]; exergaming is a specific type of AVG designed primarily for exercise rather than entertainment [68].”
Haraldsson, J., Johnsson, L., Tindberg, Y., Kristiansson, P., & Nordgren, L. (2024) · BMC Family Practice · doi:10.1186/s12875-024-02431-3 · Cited by 2 · cited 1× · see citing works
“To address the complex implications of gaming, clinicians play a key role in fostering empathetic, collaborative discussions with adolescents about responsible engagement [83].”
Game Faces: How Digital Play Affects the Psychological Landscape of Youth
Lager, K. S., & Corso, G. (2025) · Cureus · doi:10.7759/cureus.77497 · Cited by 1 · cited 1× · see citing works
“Video gaming is a central aspect of modern adolescent life, with studies reporting that up to 90% of teenagers [1] and 71% of children and adolescents between 2 and 17 years old play video games [2].”
Flagged first, then by citations
Research works printed but not linked: 3
- 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/
- 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.
- 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
Proteus effect and health profiles: associations between physical inactivity and avatar behaviours
Brown, T., Wilson, N., Latifi, M. Q., Hein, K., & Stavropoulos, V. (2026) · Behaviour and Information Technology · doi:10.1080/0144929x.2026.2670370
- 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.
- ORCID
- Venue
- Current Pediatrics Reports
- Published
- 2026-02-26
- Volume
- 14
- Issue
- 1
- Pages
- 2-2
- ISSN
- 2167-4841 (ISSN-L)
- PMC
- PMC12945946
- OpenAlex
- W7131630252
- Cited by
- 1
- References
- 79
- Citations by year
- 2026: 1
- FWCI
- 14.08
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- 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
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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.
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