Association between video gaming time and cognitive functions: A cross-sectional study of Chinese children and adolescents
Abstract
This study sought to explore relationships between video gaming time and cognitive functioning in children and adolescents to provide a scientific reference for a reasonable time range of game use. A total of 649 participants aged 6-18 years were recruited through an online survey using convenience sampling. We used a combination of multiple linear regression models, smoothing splines, piecewise linear regression models, and log-likelihood ratio tests to comprehensively analyze the linear and nonlinear relationships between video gaming time and cognitive functions. Neurocognitive functioning was assessed using the digit symbol test, spatial span back test, Stroop task, and Wisconsin card sorting test. Facial and voice emotion recognition tests were used to evaluate social cognitive functioning. Video gaming time had a saturation effect on improving correct answers to the digit symbol test, which means that performance did not increase with increasing video gaming time when the video gaming duration reached 20 h/week (adjusted β = -0.58; 95% CI: -1.22, 0.05). Furthermore, both the relationship between video gaming time and the Wisconsin Card Sorting Test and the facial emotion recognition score showed a threshold effect. The completed categories of the Wisconsin Card Sorting Test began to decline after 17 h/week of playtime, and a decline in facial emotion recognition occurred after playing video games for over 20 h/week. These results suggest that children and adolescents should restrict their video gaming time to within a certain range, which could help reduce the negative effects of video games and retain their positive effects.
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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.”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [29]
Adolescents who engage in video gaming for a moderate, consistent amount of time have been shown to exhibit greater processing speed and sustained attention compared to their non-gaming peers.
“For example, adolescents who engage in video gaming for a moderate, consistent amount of time have been shown to exhibit greater processing speed and sustained attention compared to their non-gaming peers [29–31].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [29]
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- Authors
- Hong, J., Su, Y., Wang, J., Xu, X., Qu, W., Fan, H., Tan, Y., Wang, Z., Zhao, Y., & Tan, S.
- Affiliations
- Peking University (CN)
- Temple University (US)
- Corresponding author
- Tan, Yunlong
- ORCID
- Venue
- Asian Journal of Psychiatry
- Publisher
- Elsevier BV
- Published
- 2023-06
- Volume
- 84
- Pages
- 103584
- ISSN
- 1876-2018 (ISSN-L)
- OpenAlex
- W4365517432
- Cited by
- 18
- References
- 53
- Citations by year
- 2026: 2 · 2025: 7 · 2024: 8 · 2023: 1
- FWCI
- 7.77
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- Locations
- Asian Journal of Psychiatry (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Natural Science Foundation of Beijing Municipality (7202072)
- Beijing Municipal Science and Technology Commission (Z191100006619104)
- 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 gaming, gaming time, cognitive function, children, adolescents, neurocognitive function, emotion recognition, digit symbol test, Stroop task, Wisconsin Card Sorting Test, spatial span, nonlinear dose-response relationship, threshold effects, saturation effects, screen time limits
- MeSH terms
- East Asian People, Adolescent, Child, Cognition, Cross-Sectional Studies, Humans, Surveys and Questionnaires, Video Games
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