Video games don鈥檛 rot your brain鈥攖hey train it
CU 抖阴传媒在线 scientists find that playing video games comes with small but significant cognitive benefits
Ever since video games began to gain widespread popularity, some have questioned how playing them consistently affects people, especially mentally. Like with TV, the internet, social media and AI, the tendency has been to assume negative effects. However, a number of studies have suggested that playing video games can help strengthen people鈥檚 cognitive abilities.
Despite similar research findings, many of the studies disagree on the size of this effect and to which areas of cognition it applies鈥攑erhaps, in part, because of the limitations inherent to their typically cross-sectional approach.听
A team of 抖阴传媒在线 scientists including Shandell Pahlen,听Anqing Zheng,听Robin P. Corley, Naomi P. Friedman,听Sally J. Wadsworth 补苍诲听Chandra A. Reynolds, all members of CU 抖阴传媒在线鈥檚 team within the听CATSLife project, aim to address these uncertainties with a longitudinal study on video games and cognitive health. CATSLife stands for Colorado Adoption/Twin Study of Lifespan behavioral development and cognitive aging.

Chandra Reynolds, a CU 抖阴传媒在线 professor of psychology and neuroscience, and her research colleagues found small, positive cognitive benefits of playing video games.
鈥淲e can leverage the twins and siblings鈥 similarities and differences to understand aspects of behaviors and cognitive abilities,鈥 Reynolds explains, a CU 抖阴传媒在线 professor of psychology and neuroscience, 鈥渆specially as they relate to how well people maintain their cognitive functioning, not only now, but eventually we hope to continue following them as they transition into midlife.鈥
Video games and cognitive health
Video games are an accessible way to engage one鈥檚 mind for several reasons. Like board games, video games do not require much in the way of physical ability, unlike sports and other such ways to exercise the mind. Additionally, video games are widely popular, with 2.7 billion gamers worldwide as of early 2025,听.
These traits suggest that video games could be used as a tool to support cognitive health, but this assertion raises some questions: What are the specific abilities that comprise generalized cognitive functioning, and how can scientists determine whether video games serve this purpose?
The study covered three important cognitive domains: processing speed, working memory and spatial reasoning. It included 1,241 individuals from CATSLife between 28 and 49 years old who had taken at least one of these tests. Some of the participants played video games and some did not, so the effects of playing video games were determined based on what video games they played. These games were categorized broadly into Action+, Puzzle+, and Other genres. The plus signs refer to the fact that the categories include genres that are not usually described with the base name, like life simulation games being included in Puzzle+ even though they aren鈥檛 puzzle games.
Reverse selection
One argument against prior studies suggesting that video games provide a cognitive benefit is the concept of reverse causation. In this case, reverse causation refers to certain people鈥檚 cognitive skills making them more likely to play video games, as opposed to playing video games causing an increase in cognitive skills.
Reverse causation is therefore part of the nature vs. nurture discourse, and as such, the point is not that engaging in an activity can鈥檛 improve people鈥檚 abilities, but that part of the correlation between activity and ability comes from those who already have above-average abilities choosing to engage in activities that take advantage of them. For example, a hypothetical study that compared Olympic runners with people who never run without accounting for reverse causation would overestimate the physical benefits of running, because a large part of the gap between the two groups is baked in: Most people can鈥檛 reach the level of Olympic athletes just by exercising.
This study factored in the participants鈥 baseline cognitive ability by looking at their adolescent IQ scores. 鈥淲e鈥檙e fortunate that we had a longitudinal design,鈥 Reynolds says, 鈥渁nd that we鈥檝e assessed our participants multiple times over their earlier development into adolescence. Most studies of video games are cross sectional, and they don鈥檛 have indices of people鈥檚 cognitive performance at earlier ages.鈥
The researchers also considered several variables associated with performance on specific cognitive tasks. These included age, sex and educational attainment. The first two of these are especially important, because the genre of video games that people play varies within these demographics. Specifically, women and older adults are more likely to play Puzzle+ games, and men and younger people are more likely to play Action+ games.
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CU 抖阴传媒在线 researcher Chandra Reynolds and her colleagues found that spatial reasoning benefited most consistently from playing video games. (Photo: Unsplash)
鈥淭here are some sociodemographic differences in what kinds of games people are playing,鈥 Reynolds says, 鈥渁nd we wanted to account for that to isolate the differences that might arise from the gameplay itself.鈥
Increased processing speed
Spatial reasoning benefited most consistently from playing video games, with a significant effect measured in all three tests before and after adjustment for adolescent IQ, although the effect was about half as large after adjustment. There is also evidence that processing speed performance could increase after playing video games, as the results of one test remained significant even after adjustment. Working memory was the only domain that did not show evidence of improvement due to video game play, with non-significant numbers before and after adjustment.
Reynolds says that unimproved working memory results could be a consequence of the test used and the fact that only one test was used for this ability, compared to the three tests used for both processing speed and spatial reasoning.
鈥淲e can鈥檛 say a whole lot about working memory from one test,鈥 he says. 鈥淚n the future, we want to extend to other measures that would get more specifically at attention, working memory and other aspects of executive functioning.鈥
When video game play was broken down by the broad genre of game, there were some negative correlations: people who played Action+ games scored worse on processing speed, and those who played Puzzle+ games scored worse on spatial reasoning. However, these correlations were very small, and only statistically significant for one of the processing speed tests.
These results seem counterintuitive, which makes it particularly interesting to see if they will be replicated in other studies. As to benefits by genre, Action+ games had a particular association with spatial reasoning and Puzzle+ games had a particular association with processing speed.
According to the paper, the results for different tests may have been affected by how similar they are to video games. For example, with respect to spatial reasoning, Action+ gamers scored best on the Block Design test, which involves three-dimensional operations similar to those involved in playing many modern action games. By the same token, gamers may have performed worse on tests that were more divergent from video games due to their familiarity with related but substantially different tasks.
Future assessments
The researchers are currently collecting more data from the CATSLife sample, asking the same questions for further insight into how the observed effects change over the course of five or six years. 鈥淚f people continue to play games, they鈥檒l likely nominate newer games鈥攊t would be interesting to see if there is a long-standing influence or if new game play factors emerge,鈥 Reynolds says.
Some changes could be made to the assessment of people鈥檚 gameplay to get more particular results. In the future, Reynolds says, 鈥渨e would conduct more specific surveys of our participants: asking for more details about the games they play, the systems they use and how they approach gameplay. We asked questions that allowed us to get at the kinds of games they play, but not how they play them, and we鈥檙e making some inferences, so we鈥檇 want to dig deeper into that.鈥
鈥淭here has been some debate in the literature about the potential benefits or even detriments of video game play,鈥 Reynolds explains, 鈥渂ut I think we found that, in a general sample that isn鈥檛 selected for pathological use or other characteristics related to playing video games, we found some salient, small positive effects.鈥
This brings up an important caveat, which is that even though there could be positive effects of playing video games, it is still possible to experience negative effects by engaging with them in a unhealthy manner. Because the positive effects are small, any negative effects due to playing video games irresponsibly, such as playing them for an excessive amount of time each day, are likely to outweigh the benefits.
鈥淚 think it will bear additional replication and future work,鈥 Reynolds says, 鈥渂ut the benefits are quite interesting, and we鈥檇 like to see how this plays out with other kinds of activities as well.鈥
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