Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game
Open accessAbstract
Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants' desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy. The presented video game training could therefore be used to counteract known risk factors for mental disease such as smaller hippocampus and prefrontal cortex volume in, for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease.
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Interactive or scaffolded digital technologies, like strategy games, may improve memory recall and problem-solving skills.
“For instance, interactive or scaffolded digital technologies, like strategy games may improve memory recall and problem-solving skills [3].”
From Cognitive benefits and risks of digital technology engagement (2025) · cites this paper as [3]
The Abstract reports that Super Mario training changed brain regions involved in strategic planning and working memory, alongside changes in navigation strategy. But the study used a platform game, not a strategy game, and the Limitations section notes scarce measures of skill transfer; it does not establish improved memory recall or problem-solving skills. (LLM, conf=0.85)
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- Authors
- Kühn, S., Gleich, T., Lorenz, R. C., Lindenberger, U., & Gallinat, J.
- Affiliations
- Max Planck Institute for Human Development (DE)
- St. Hedwig-Krankenhaus (DE)
- Humboldt-Universität zu Berlin (DE)
- Corresponding author
- Kühn, S
- Venue
- Molecular Psychiatry
- Published
- 2013-10-29
- Volume
- 19
- Issue
- 2
- Pages
- 265-271
- ISSN
- 1359-4184 (ISSN-L)
- 1476-5578
- OpenAlex
- W2094173592
- Cited by
- 441
- References
- 66
- Citations by year
- 2026: 10 · 2025: 25 · 2024: 35 · 2023: 27 · 2022: 17 · 2021: 37 · 2020: 71 · 2019: 37 · 2018: 54 · 2017: 44 · 2016: 35 · 2015: 34 · 2014: 15
- FWCI
- 37.85
- Type
- journal article
- Language
- en
- Update notices
- erratum (2013-11-26)
- Open access
- bronze
- doi.org
- Locations
- Molecular Psychiatry (publishedVersion)
- PubMed (publishedVersion)
- Max Planck Institute for Plasma Physics (submittedVersion)
- Max Planck Digital Library (submittedVersion, other-oa)
- MPG.PuRe (Max Planck Society) (submittedVersion, other-oa)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- video game training, Super Mario, structural brain plasticity, gray matter volume, hippocampus, dorsolateral prefrontal cortex, cerebellum, spatial navigation, allocentric navigation, egocentric navigation, platform games
- MeSH terms
- Brain, Female, Hippocampus, Humans, Functional Laterality, Magnetic Resonance Imaging, Male, Motivation, Neuronal Plasticity, Organ Size, Orientation, Practice, Psychological, Surveys and Questionnaires, Space Perception, Thinking, Time Factors, Prefrontal Cortex, Video Games, Nerve Fibers, Unmyelinated, Young Adult
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