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Do video games improve cognitive skills?

Video games don't make you generally smarter, but they can help specific skills in specific groups.

Updated 8 hours ago7 min readVersion 3
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Covers: Covers experimental and longitudinal evidence on how action, strategy, and puzzle video games relate to cognitive abilities like attention, working memory, and spatial reasoning. Does not cover clinical treatments for cognitive disorders or effects of gamified education software.

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The short answer

Interpretation AI-organised, reviewed

The evidence points in two directions. Broad claims that video game training raises general cognitive ability are not supported: a comprehensive meta-analysis of 310, 315 and 359 studies found small or null overall effects and no evidence of a causal link between play and enhanced cognitive ability. But narrower, better-targeted effects do appear: exergames improved global cognition (g=0.436, 95% CI 0.18–0.69) in a meta-analysis of 17 RCTs with 926 participants; video game training in older adults improved reaction time, attention, memory and global cognition across 20 studies (474 trained, 439 controls); and in children and adolescents with neurodevelopmental disorders, game-based interventions produced small-to-medium gains in inhibitory control (SMD = -0.41, 95% CI -0.58 to -0.25) and gross motor skills. The most defensible reading is that benefits are real but domain-specific and population-dependent, not a general boost to the mind.1234

What this rests on8 independent sources · 2 versions
  • Evidence 21
  • Interpretation 4

In brief

  1. Broad claims that video games make you generally smarter are not supported: three large meta-analyses (k=310, 315, 359) found small or null effects and no causal evidence for enhanced general cognitive ability.1

    Evidence-backed
  2. Narrower effects are real in specific domains and populations — exergames improved global cognition (g=0.436) and older-adult training improved reaction time, attention and memory in one meta-analysis.23

    Evidence-backed
  3. A later older-adult review found only updating memory improved, with no effects on processing speed, attention, delayed memory, reasoning, inhibition or shifting — so even within one population the picture is unstable.5

    Evidence-backed
  4. In children and adolescents with neurodevelopmental disorders, game-based interventions showed small-to-medium gains in inhibitory control (SMD = -0.41) and gross motor skills, with active games linked to cognitive flexibility and sedentary games to working memory — though the authors call these findings preliminary.4

    Evidence-backed
  5. Reported effect sizes span 0.06 to 3.43 across studies, and heterogeneity is high, meaning results depend heavily on game type, training intensity, outcome measures and participant characteristics.65

    Evidence-backed

At a glance

The picture in numbers

Live · updated just now

Comprehensive meta-analysis testing whether game training raises cognitive ability

359 studies

359 studies: studies in the largest meta-analysis of video game training1
Meta-analysis of 20 experimental studies, with 439 healthy controls

474 people

474 people: older adults who received video game training3
17 randomised controlled trials of active video games

926 participants

926 participants: participants in exergame trials2
Systematic review of healthy adults; higher means bigger effect

0.06–1.82

memory

0.54–1.91

task-switching and multitasking

0.141–3.43

processing and reaction times

effect sizes for cognitive skills across 35 training studies6

The evidence behind it

8 sources
  • Reviews of many studies7
  • Other studies and data1

When it was published

Newest from 2026

20142026
Sources on this page by kind and year
SourceKindYear
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult PopulationReviews of many studies2018
Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation.Reviews of many studies2017
Cognitive effects of video games in older adults and their moderators: a systematic review with meta-analysis and meta-regressionReviews of many studies2019
Video game training enhances cognition of older adults: A meta-analytic study.Reviews of many studies2014
The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trialsReviews of many studies2017
The relationship between esports and cognitive function: A scoping review.Reviews of many studies2026
Effects of video game-based interventions on executive functions and motor skills in children and adolescents with neurodevelopmental disorders: a systematic review and meta-analysis.Reviews of many studies2026
Health Benefits of Video Games in Adolescents and Young Adults.Other studies and data2026

The community around it

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What it means for you

Which fits you?

Pick the situation closest to yours. Each answer says what it rests on.

If you want a general boost to thinking ability from gaming

the evidence does not support expecting one; the largest meta-analyses found small or null effects on general cognitive ability.1

Evidence-backed

If you are an older adult considering game-based cognitive training

some trials report gains in reaction time, attention and memory, but a later review found only updating memory improved, so treat benefits as possible but narrow and inconsistent.35

Evidence-backed

If you are choosing an active game or exergame

exergame trials show the most consistent cognitive effect in this material, improving global cognition, executive functions, attentional processing and visuospatial skills.2

Evidence-backed

If you are interested in attention, task-switching or spatial rotation specifically

training studies report effects in these domains, with task-switching/multitasking effect sizes of 0.54 to 1.91 and mental spatial rotation of 0.3 to 3.2, though the range is wide.6

Evidence-backed

If you are evaluating claims about esports and brain skills

current evidence is mostly cross-sectional and cannot establish that esports play causes cognitive advantages.7

Evidence-backed

If you are a parent or clinician considering games for a child with a neurodevelopmental disorder

game-based interventions may help as an adjunctive therapy for executive functions and gross motor skills, with active games linked to cognitive flexibility and sedentary games to working memory, but the findings are preliminary and depend on intervention frequency and session duration.4

Evidence-backed

If you are a young person or the parent of one weighing up gaming

recent evidence suggests gaming may support cognitive and executive functioning as well as social connection and identity formation, and clinicians are advised to discuss gaming patterns openly rather than focus only on harms.8

Evidence-backed

If you are designing or interpreting a training study

expect results to depend on training intensity, game type, outcome measure and participant characteristics, since these repeatedly emerge as moderators.5

Evidence-backed

The full story · 3 chapters

01

What the evidence shows

AI summary:Large meta-analyses find small or null overall effects, while narrower benefits appear for older adults, exergames and specific cognitive domains.

Evidence-backed

Evidence-backed: A comprehensive meta-analytic investigation tested three models: the correlation between video game skill and cognitive ability (k=310), differences between players and non-players (k=315), and the effect of video game training on cognitive ability (k=359). All three produced small or null overall effect sizes, and the authors concluded there was no evidence of a causal relationship between playing video games and enhanced cognitive ability, describing video game training as no exception to the general difficulty of achieving far transfer.1

Evidence-backed

Evidence-backed: A systematic review of 35 training studies in healthy adults found benefits for cognitive and emotional skills, with effect sizes ranging from 0.06 to 3.43 for cognitive skills overall: 0.141 to 3.43 for processing and reaction times, 0.06 to 1.82 for memory, 0.54 to 1.91 for task-switching and multitasking, and 0.3 to 3.2 for mental spatial rotation. Commercial games — action games most often, then puzzle games — were the most commonly used. The authors note benefits appeared for commercial games as well as brain-training programs.6

Evidence-backed

Evidence-backed: For older adults, a meta-analysis of 20 experimental studies (474 trained participants, 439 healthy controls, published 1986–2013) found positive training effects on reaction time, attention, memory and global cognition, with low heterogeneity (I²=20.69%). Effect magnitude was moderated by the age of trainees and the duration of the intervention.3

Evidence-backed

Evidence-backed: A later review of 27 intervention studies in older adults (1,126 participants) found only small but significant training effects on updating memory, and no detectable effects on processing speed, attention, delayed memory, reasoning, inhibition or shifting. Heterogeneity was generally high and was partly explained by moderators including proportion of females, outcome measure parameters, training intensity and game type.5

Evidence-backed

Evidence-backed: Exergames — active video games requiring physical movement — showed a significant improvement in global cognition (g=0.436, 95% CI 0.18–0.69, p=0.001) across 17 RCTs with 926 participants. Effects held when waitlist-only controls were excluded and when compared against physical activity interventions, and appeared in both healthy older adults and clinical populations with neurocognitive impairments. Domain-specific analyses found improvements in executive functions, attentional processing and visuospatial skills.2

Evidence-backed

Evidence-backed: In competitive esports, a scoping review of nine studies suggests players may show advantages in executive control, attentional flexibility and visuospatial processing, but findings were heterogeneous across game genres, participant classifications, cognitive tasks and reporting practices. Most designs were cross-sectional, so the evidence is insufficient for strong causal conclusions about whether esports participation improves cognition or whether pre-existing abilities lead people into esports.7

Participant opinion · poll

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02

Children, adolescents and neurodevelopmental conditions

AI summary:In children with neurodevelopmental disorders, game-based interventions show small-to-medium gains in inhibitory control and motor skills, though findings are preliminary.

Evidence-backed

Evidence-backed: A systematic review and meta-analysis of video game-based interventions in children and adolescents with neurodevelopmental disorders found that, compared with control groups, intervention groups showed a small to medium effect size for inhibitory control (SMD = -0.41, 95% CI -0.58 to -0.25) and also improved gross motor skills. Active video games were associated with improvements in cognitive flexibility, while sedentary video games were associated with improvements in working memory. Intervention frequency and session duration influenced outcomes. The authors describe video games as a possible adjunctive therapy for executive functions and gross motor skills in this group, but stress that the findings remain preliminary and exploratory because of study heterogeneity and limited sample sizes.4

Evidence-backed

Evidence-backed: A review of health benefits of video games in adolescents and young adults reports that recent evidence suggests video gaming may strengthen the development of cognitive and executive functioning in this age group, and may also contribute positively to social connection and personal identity formation. It recommends that clinicians hold open, nonjudgmental conversations with young people about the context and patterns of their gaming, referencing the American Academy of Pediatrics' 5 Cs framework and Family Media Plan.8

03

How to read the disagreement

AI summary:The contradiction is about scope: null results concern general ability, positive results concern narrower domains and specific populations.

Interpretation

Interpretation: The apparent contradiction between 'video games improve cognition' and 'video game training does not enhance cognitive ability' is largely about scope. The null result concerns broad, general cognitive ability and far transfer — whether playing games makes you smarter overall. The positive results concern narrower outcomes: global cognition measured in exergame trials, updating memory in older adults, reaction time and attention in older-adult training, inhibitory control and motor skills in children with neurodevelopmental disorders, and selected executive and visuospatial domains in esports players. A reader asking about attention, memory and problem-solving specifically should expect domain-specific findings, not a general intelligence boost.125

Interpretation

Interpretation: The two older-adult meta-analyses reach different conclusions despite overlapping populations: one finds broad positive effects on reaction time, attention, memory and global cognition, the other finds only updating memory. The later review attributes much of the variability to study-design factors, which suggests the size and even presence of effects depends heavily on how a study is built — training intensity, game type and outcome measures — rather than on a fixed property of video games.35

Interpretation

Interpretation: Exergames are the clearest positive case in this material, and they are also the case where the intervention includes physical activity. That makes it hard to separate the cognitive contribution of the game from the contribution of exercise itself, even though the exergame effects survived comparison against physical activity interventions.2

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  1. 1
    Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation.
    Psychological Bulletin (Sala et al.)Published Dec 14, 2017Checked Oct 3, 2026
    “Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record”
  2. 2
    The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials
    Neuroscience & Biobehavioral Reviews (Stanmore et al.)Published Apr 22, 2017Checked Oct 3, 2026
    “Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants. Random-effects meta-analyses found exergames significantly improved global cognition (g=0.436, 95% CI=0.18-0.69, p=0.001). Significant effects still existed when excluding waitlist-only controlled studies, and when comparing to physical activity interventions. Furthermore, benefits of exergames where observed for both healthy older adults and clinical populations with conditions associated with neurocognitive impairments (all p<0.05). Domain-specific analyses found exergames improved executive functions, attentional processing and visuospatial skills. The findings present the first meta-analytic evidence for effects of exergames on cognition. Future research must establish which patient/treatment factors influence efficacy of exergames, and explore neurobiological mechanisms of action.”
  3. 3
    Video game training enhances cognition of older adults: A meta-analytic study.
    Psychology and Aging (Toril et al.)Published Jan 1, 2014Checked Oct 3, 2026
    “However, effects across studies are mixed. We conducted a meta-analysis to examine the hypothesis that training healthy older adults with video games enhances their cognitive functioning. The studies included in the meta-analysis were video game training interventions with pre- and posttraining measures. Twenty experimental studies published between 1986 and 2013, involving 474 trained and 439 healthy older controls, met the inclusion criteria. The results indicate that video game training produces positive effects on several cognitive functions, including reaction time (RT), attention, memory, and global cognition. The heterogeneity test did not show a significant heterogeneity (I(2) = 20.69%) but this did not preclude a further examination of moderator variables. The magnitude of this effect was moderated by methodological and personal factors, including the age of the trainees and the duration of the intervention. The findings suggest that cognitive and neural plasticity is maintained to a certain extent in old age. Training older adults with video games enhances several aspects of cognition and might be a valuable intervention for cognitive enhancement.”
  4. 4
    Effects of video game-based interventions on executive functions and motor skills in children and adolescents with neurodevelopmental disorders: a systematic review and meta-analysis.
    Frontiers in rehabilitation sciences (Gao et al.)Published Feb 27, 2026Checked Oct 4, 2026
    “PurposeThis systematic review and meta-analysis aimed to evaluate the effectiveness of video game-based interventions in improving executive functions and motor skills in children and adolescents with neurodevelopmental disorders (NDDs).MethodsWe searched 4 databases: Web of Science, PubMed, Cochrane Library, and IEEE Xplore up to December 2, 2024.ResultsCompared to the control groups, the video game-based intervention groups exhibited a small to medium effect size for inhibitory control (SMD = -0.41, 95% CI: -0.58 to -0.25, P P P P ConclusionVideo games can serve as an adjunctive therapy to improve executive functions and gross motor skills in children and adolescents with NDDs. Active video games (AVGs) demonstrate improvements in cognitive flexibility, while sedentary video games (SVGs) show improvements in working memory. Intervention frequency and session duration also influence outcomes. However, due to study heterogeneity and limited sample sizes, these findings remain preliminary and exploratory.Systematic review registrationhttps://www.crd.york.ac.uk/PROSPERO/view/CRD42024534097, identifier CRD42024534097.”
  5. 5
    Cognitive effects of video games in older adults and their moderators: a systematic review with meta-analysis and meta-regression
    Aging & Mental Health (Mansor et al.)Published Feb 20, 2019Checked Oct 3, 2026
    “The present review sought to evaluate video game effects, relative to no-game control condition, on cognitive functions in older adults. The functions included processing speed, attention, delayed memory, reasoning, and executive functions (inhibition, shifting and updating memory). Personal and methodological moderators were explored to explain the variability in cognitive effects using meta-regression. Through a systematic literature search of online databases, 27 intervention studies were eligible, with a total of 1126 participants, for analysis. Using random-effect models, small but significant training effects were found on updating memory but none were detected in other cognitive functions. The heterogeneity across studies was in general high for all cognitive functions and was partially accounted for, in all cognitive functions except for inhibition and updating, by different moderators such as the proportion of females, outcome measure parameters, training intensity, and game type. The findings highlight limited effects of video games on cognitive functions that were largely influenced by factors related to study design.”
  6. 6
    Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population
    Frontiers in Psychology (Pallavicini et al.)Published Nov 7, 2018Checked Oct 3, 2026
    “The search string was: [(“Video Games” OR "Computer Games" OR "Interactive Gaming")] AND [(“Cognition”) OR ("Cognitive") OR ("Emotion") OR ("Emotion Regulation”)] AND ["Training"]. Results. 35 studies met the inclusion criteria and were further classified into the different analysis’ variables. The majority of the retrieved studies used commercial video games, and action games in particular, which resulted to be the most commonly used, closely followed by puzzle games. Effect sizes for training with video games on cognitive skills in general ranged from 0.06 to 3.43: from 0.141 to 3.43 for processing and reaction times, 0.06 to 1.82 for memory, 0.54 to 1.91 for task-switching/multitasking, and 0.3 to 3.2 for mental spatial rotation; regarding video games for the training of emotional skills, effect sizes ranged from 0.201 to 3.01. Conclusion. Overall, findings give evidences of benefits of video games training on cognitive and emotional skills in relation to the healthy adult population, especially on young adults. Efficacy has been demonstrated not only for non-commercial video games or commercial brain-training programs, but for commercial video games as well.”
  7. 7
    The relationship between esports and cognitive function: A scoping review.
    PloS one (Lu et al.)Published Jul 10, 2026Checked Oct 3, 2026
    “Five studies primarily examined expertise-level differences, three addressed lifestyle, health load, or intervention-related factors, and one focused on decision-making and training processes. Overall, the available evidence suggests that competitive esports players may show advantages in selected cognitive domains, particularly executive control, attentional flexibility, and visuospatial processing. However, findings were heterogeneous across game genres, participant classifications, cognitive tasks, and reporting practices. Because only nine studies were eligible and most designs were cross-sectional, the current evidence base remains insufficient for strong causal conclusions about whether esports participation improves cognitive function or whether pre-existing cognitive abilities contribute to esports expertise. Future research should use longitudinal, experimental, and cross-cultural designs with standardized cognitive measures and transparent reporting of statistical results.”
  8. 8
    Health Benefits of Video Games in Adolescents and Young Adults.
    Current pediatrics reports (Nagata et al.)Published Feb 26, 2026Checked Oct 4, 2026
    “Purpose of reviewAlthough 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 findingsRecent 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.SummaryClinicians 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.”

How it changed

Published 2 times since Oct 3, 2026.

  1. Version 3Oct 4, 2026Live now

    Added two newer sources: a 2026 meta-analysis of video game interventions in children and adolescents with neurodevelopmental disorders (small-to-medium effects on inhibitory control, cognitive flexibility, working memory, gross motor skills) and a 2026 review reporting possible cognitive/executive-function benefits in adolescents and young adults. Added a section on these populations, new takeaways and guidance, and updated uncertainty and open questions.

    • The main finding was rewritten.
    • Added section “Children, adolescents and neurodevelopmental conditions”.
    • Updated “How to read the disagreement”.
  2. Version 2Oct 3, 2026

    AI-prepared Starting Map from live research.

    • First published version.
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Open questions

  • Do competitive esports players have better executive control and visuospatial processing because they play, or do people with those abilities tend to become esports players? The available studies are mostly cross-sectional.

    No answers yet

  • How long do any cognitive gains from game training persist after training stops? Most included interventions are short-term.

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  • Which specific game genres and training intensities produce the largest and most reliable effects, given that game type and intensity repeatedly emerge as moderators?

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  • Why does training transfer to some measured domains but not to general cognitive ability, and what would a study need to show to demonstrate far transfer?

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  • Will the small-to-medium effects on inhibitory control, cognitive flexibility and working memory in children and adolescents with neurodevelopmental disorders hold up in larger, less heterogeneous trials?

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