The surprising way gaming affects cognitive function and emotional well-being.
- Rebecca Waghorn

- Dec 10, 2025
- 3 min read
Prior to the last decade, there was a lot of bad press around gaming and video games in general. Parents tried to limit their children’s access, or banned it altogether, and people who counted gaming as one of their hobbies were often thought of as unhealthy and antisocial.
But, more recently, a swathe of research from many different countries is debunking that myth and highlighting the potential positive effects that playing video games can bring.
Findings from Global Research
Cognitive and Academic Benefits
Enhanced Cognitive Skills: Video games can improve attention, memory, and problem-solving abilities. A study by the National Institutes of Health found that children who played video games performed better on cognitive tasks measuring working memory and impulse control.
Improved Literacy and Creativity: Research by the National Literacy Trust indicates that playing video games supports young people's literacy, creativity, and empathy. The study found that video games can encourage reading and writing activities among youth.
Mental Health and Emotional Well-being
Positive Association with Well-being: A groundbreaking new study from Oxford University revealed that time spent playing video games is positively associated with well-being. The study suggests that experiences of competence and social connection through play may contribute to people's well-being.
Stress Relief and Emotional Resilience: A global report by the Entertainment Software Association found that 75% of players believe video games provide mental stimulation and stress relief. Additionally, 52% of global players said video games helped them get through difficult times in their lives .
Social and Emotional Development
Building Friendships and Collaboration: Video games can foster social connections. A Pew Research Center survey found that U.S. teens benefit from video games by building friendships (47%) and improving collaboration (41%).
Empathy and Perspective-Taking: The National Literacy Trust's research also highlights that playing video games can help young people develop empathy and the ability to understand different perspectives.
Closer to Home
The eSafety Commission in Australia conducted a study on the risks and benefits of online gaming for children and young people aged 8 to 17. The report explores children's participation in online gaming and provides insights into their experiences finding;
Most of the young gamers surveyed reported having positive experiences.
The majority of young gamers felt online gaming was good for their skill development or learning, social connections and/or emotional wellbeing.
Young people who are more actively engaged in gaming are more likely to experience benefits.
“Young people see gaming as helping them with skill development, social connection and their emotional wellbeing. Just over three-quarters (76%) of young gamers surveyed indicated that gaming had helped them with skill development, such as learning something new, using digital technologies, solving problems and thinking faster.”
What does this mean?
The findings of all of these bodies research indicate that video games can be a healthy and beneficial activity for young people, not only helping to increase literacy and logic skills, but also providing avenues for social connection with friends and family.
There is always the sweeping caveat for all online activity, in that there is an inherent risk for everyone, but especially young people, when interacting or gaming online. Parents and policy makers alike often respond to this risk with bans or limitations on young people’s ability to access online spaces, including those that are centred around gaming. The imminent under 16s social media ban being a divisive example of this. However, this also limits the potential positive benefits afforded by these activities.
At Check the Chat, we believe the solution isn’t blanket bans, but instead that it can be found through:
Early intervention to challenge the negative attitudes and behaviours that have found refuge in online spaces
The promotion of cross-community interaction to combat the echo-chamber effects of algorithms and exclusive, tribal digital communities
A cooperative approach between governments, educators, and game creators and services, to provide reliable avenues of reporting and strengthen player agency when it comes to in-game matchmaking and communication.
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