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How does video games improve problem-solving skills?

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Video games improve problem-solving skills by providing opportunities for players to solve increasingly complicated problems and make strategic decisions. The time pressure in many games also helps develop speed and decision-making skills. Studies have shown that playing video games can also increase creativity in young people.

How video games help with problem-solving skills?

Video games improve problem-solving skills because they allow players to try out different solutions to figure out what works. This trial-and-error approach helps develop critical thinking and analytical skills.

How do video games improve your decision-making skills?

Playing video games can enhance critical thinking, decision-making, spatial reasoning, and problem-solving skills. Gaming requires the brain to process large amounts of information, react quickly, and make strategic decisions, which can translate to real-world skills.

How do video games help you develop skills?

Video games have been shown to improve powers of concentration, creativity, memory, language, and teamwork. They can make it easier to learn educational content and develop cognitive skills.

How can problem-solving skills be improved?

  • Identity and understand the right problem.
  • Research the systems and practices behind the problem.
  • Visualize the problem.
  • Brainstorm creative solutions.
  • Identify the best answer.

10 Secret Reasons Why Playing Video Games Is Good For Your Brain

There is no specific content available for this question.

What are problem-solving games?

Problem-solving games are activities that require players to use critical thinking skills to solve puzzles. Examples include escape rooms, Sudoku, and murder mysteries. These exercises can sharpen reasoning and decision-making skills in group settings and promote team building.

What is the best skill for problem-solving?

  • Communication
  • Emotional intelligence
  • Adaptability

What skills do gaming improve?

  • Risk-Taking
  • Patience and Perseverance
  • Problem-Solving
  • Strategizing
  • Concentration
  • Social Skills
  • Critical Thinking

Do video games improve strategy and leadership?

Gamification can be an excellent strategy for improving leadership skills. Playing existing games or creating a gamified experience for prospective leaders can help them learn better and develop strategic thinking and leadership abilities.

How can video games improve social skills?

Video games can act as an important teaching tool in developing social skills. They can help develop cooperation and teamwork as players have the option to work together to form alliances and create teams working cooperatively.

Do video games improve thinking skills?

A recent study shows video games can help teens learn cognitive skills, multi-tasking, and problem-solving. Gaming can improve mental skills such as problem solving, logical thinking, and pattern recognition.

Can video games improve critical thinking?

Video games can boost cognitive abilities needed for critical thinking. They can stimulate the brain and help develop skills in examining information rationally and making logical judgments based on analysis.

Do video games help with strategic thinking?

Playing certain well-designed video games can improve strategic thinking and make the brain more agile. They can enhance proficiency at skills such as task switching and multitasking.

How video games can help to improve problem-solving and creativity?

Video games encourage problem solving by requiring players to find creative solutions to overcome obstacles within the game. They also develop critical thinking and analytical skills through trial and error methods.

How do video games help kids problem solve?

Playing video games can improve kids’ problem-solving skills by requiring them to solve puzzles, overcome obstacles, and make decisions that affect the game’s outcome. This helps develop critical thinking and analytical abilities.

Can computer games improve problem-solving skills?

Computer games can improve problem-solving skills by requiring players to process and manipulate information in different ways. Games like puzzle games can develop logical thinking and pattern recognition, while adventure games can enhance imagination and storytelling skills.

How does video games improve multitasking?

Playing video games can improve multitasking skills by training the brain to switch between tasks quickly and efficiently. Gamers often have quicker reaction times and can switch from task to task faster than non-gamers.

Does games improve productivity?

When developed with a purpose, games can create a better work environment, increase employee satisfaction, and boost productivity. They can enhance skills such as critical thinking, problem solving, and teamwork.

Will video games make us smarter?

Playing certain video games can enhance cognitive abilities and improve skills like multitasking and problem-solving. However, not all video games are designed to improve cognitive abilities.

Does gaming improve knowledge?

Playing video games can enhance knowledge and skills such as literacy, creativity, communication, and spatial reasoning. Well-designed games can provide opportunities for learning and intellectual growth.

Can video games improve communication?

Playing video games can boost universally desired skills such as literacy, creativity, and communication. Video games provide opportunities for players to develop skills in communication, problem-solving, and teamwork.

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Neag School of Education

Well-designed video games can enhance problem-solving skills and make learning more effective.

  • May 29, 2013
  • Community Engagement

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The tragic December deaths of 20 first-graders and six school staff members in Sandy Hook, Connecticut, along with the Boston Marathon tragedy and other recent attacks, have brought the decades-old debate over the behavioral effects of video games back onto legislative floors throughout the nation. Citing the fact that gunman Adam Lanza, 20, played violent video games, members of the U.S. Congressional Gun Violence Prevention Task Force detailed their plans to address “our culture’s glorification of violence” through media, and commentary stemming from reports like Katie Couric’s May 2013 video game violence exposé has highlighted the need for greater clarification of how we should read and interpret video game research.

Clearly, it’s a complex and emotional issue further complicated by discussions that focus almost exclusively on the negative effects of gaming. The reality, however, is that there’s little research outlining whether or not violent video games beget actual violence: many existing studies, like one described in a recent edition of the UConn Today , focus on aggression without explicitly acknowledging the complex relationship between cognition, transfer, and real world behavior. This has led to two major problems, the combination of which throws a wrench in the socially and politically-charged rhetoric surrounding violence: 1) the dismissal of other, more influential factors common to violent criminals—biological predisposition to mental health issues, instability at home and/or work, lack of positive role models, having no one to confide in, access to weapons, and in-the-moment opportunity versus need; and 2) neglect for how learning in all types of games—violent or not—actually happens.

While the first problem may better fit sociologists and psychologists who have direct experience with individuals who commit violent crimes, the second is something that we as teachers, administrators, and researchers can tackle head on. There’s general consensus in the educational psychology community that the nature of environment-learner-content interactions is vital to our understanding of how people perceive and act. As a result, we can’t make broad assumptions about games as a vehicle for violent behavior without attending to how environment-learner-content interactions influence transfer—the way learning and action in one context affects learning and action in a related context.

It might help to think of transfer in terms of what we hope students will do with the information they learn in our classes. For example, you might teach geometric principles in your math class thinking that those techniques will help your students craft a birdhouse in shop. However, one of the most well-cited studies of the subject (Gick & Holyoak, 1980) showed that only one-fifth of college students were able to apply a particular problem solving strategy—using ‘divide-and-conquer’ to capture a castle—in another, almost identical context less than 24 hours after exposure to the first. Even with explicit direct instruction explaining how the same strategy could be used to solve both problems, fewer than 50% of students were able to make the connection. Though links between situations might seem self-evident to us as teachers, they usually aren’t as obvious to our students as we think they should be.

This gives us reason to believe that, regardless of subject, students—or in the case of video games, players—are rarely able to take something they’ve used in one context and independently apply it in a totally different one. Put another way, even if violent gaming raises general aggression, increased aggression doesn’t automatically translate to real world violent behavior . Gamers might use more curse words while playing Call of Duty , but they won’t learn to steal a car solely by playing Grand Theft Auto —there needs to be a mediating instructor who can provide well-guided bridging between the game and reality, especially for in-game activities that aren’t isomorphic with real world action (i.e., firing a gun).

This relationship between environment-learner-content interaction and transfer puts teachers in the unique position to capitalize on game engagement to promote reflection that positively shapes how students tackle real-world challenges. To some, this may seem like a shocking concept, but it’s definitely not a new one—roleplay as instruction, for example, was very popular among the ancient Greeks and, in many ways, served as the backbone for Plato’s renowned Allegory of the Cave . The same is true of Shakespeare’s works, 18th and 19th century opera, and many of the novels, movies, and other media that define our culture. More recently, NASA has applied game-like simulations to teach astronauts how to maneuver through space, medical schools have used them to teach robotic surgery, and the Federal Aviation Administration has employed them to test pilots.

To be clear, this is not a call for K12 educators to drop everything and immediately incorporate violent games like Doom or Mortal Kombat into their classrooms. Instead, it’s a call to consider how we can take advantage of game affordances (including those of violent games) to extend beyond predictable multiple-choice materials that leave students wishing they could pull out their smartphones. It’s a call for legislators to give greater consideration to the role of transfer before passing sweeping bans on violent video game play. It’s a call for all of us to use games as a vehicle to talk about racial, social, gender, and other inequities that are very much a part of the world we live in.

It’s a bold idea that can feel scary, but the potential benefits are beyond exciting. Research generated by people like Kurt Squire, Sasha Barab, and James Paul Gee suggests that interactive games can be used to teach children about history, increase vocabulary, challenge them to set and achieve goals, and enhance their ability to work in teams. They expose students to culturally diverse casts of characters in addition to providing instant feedback about goal-oriented progress. Most importantly, perhaps, they can be powerfully engaging, giving students a reason to pursue learning beyond the classroom.

To maintain a positive trajectory, teachers looking to make the most of the instructional affordances of video games should keep an eye out for games they feel comfortable playing alongside and discussing with their students, take advantage of opportunities to participate in university game-based learning research studies, and remain open to modifying their instructional approaches. Parents should connect with teachers for up-to-date research coming from organizations like Games+Learning+Society and have their children reflect on material they’ve been exposed to during play—for example, social and cultural stereotypes, gender roles, and ways of thinking presented in each game. Legislators should consult university researchers in both communications and educational psychology to get a wider perspective on how play and learning merge to generate behavior in the real world.

Our collective understanding of game-based learning is evolving at lightning speed, and we need to dispel false information that ignores how games actually affect player thinking and action. More work, involving teachers, administrators, researchers, designers, parents, and politicians, is needed. The next step is to enhance our collaboration by working to create multi-disciplinary games that incorporate not just academic content but educational practices that lead to broader critical thinking and problem solving. Though far from complete, our combined effort has the potential to move beyond the swamp of video game violence and excite kids about school before they say “game over.”

Stephen Slota is doctoral candidate in educational psychology at the University of Connecticut’s Neag School of Education as well as an unashamed gamer. An educational technology specialist and  former urban high school teacher, he has a bachelor’s in molecular and cellular biology and Master’s in curriculum and instruction. His research interests include the situated cognition underlying play, the effects of gaming on student achievement, and prosocial learning through massively multiplayer online role-playing games ( MMORPGs).

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The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review

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A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly ‘good’ or ‘bad’. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.

1. Introduction

In the last decades, a very large body of literature has shown an increasing interest in video games (VGs) and their impact on the brain, cognition and behavior, especially in children and adolescents [ 1 ]. Indeed, a widely growing number of children and adolescents play VGs for a long time, often developing real addictive behaviors [ 2 , 3 ]. In addition, the current outbreak of the COVID-19 pandemic and the following lockdown have significantly reduced outdoor activities and direct interpersonal relationships [ 4 , 5 ]. However, literature data are still inconsistent. For example, according to some meta-analytic reviews [ 6 , 7 , 8 ], exposure to violent VGs is a causal risk factor for increased aggressive behavior, cognition and affection in children and adolescents. Conversely, many cross-sectional and intervention studies have shown that the intensive use of some types of VGs leads to significant improvements in many cognitive domains and behaviours [ 1 , 9 , 10 , 11 ]. Video games are even considered as ‘virtual teachers’ and effective and ‘exemplary teachers’ [ 12 , 13 ].

The current systematic review focuses on some crucial outstanding issues within the debate on the effects of VGs on cognition and behavior in order to provide suggestions for parents, pediatricians, health providers and educators dealing with pediatric ages, especially in the complex pandemic period. Namely, it analyzes the most debated and educationally relevant problems on the relationship between video games, cognition and behavior: 1. video games’ effects on cognitive function; 2. video games’ effects on attention and addictive behaviors; 3. video games and prosocial or aggressive behavior. Therefore, the current analysis may be accounted as an original contribution to the practical dimension in the educational and rehabilitation field for parents and educators.

Early common predominant opinions mainly focused on VGs according to dichotomous thinking, as enjoyable entertainment or harmful tools [ 14 ]. The recent literature instead provided evidence on the impact of VGs on the brain and its functional modifications while playing [ 15 , 16 , 17 , 18 , 19 ], showing that video games involve different cortical and subcortical structures, with cognitive and emotional competence, such as frontal and prefrontal regions, the posterior and superior parietal lobe, the anterior and posterior cingulate cortices, limbic areas, the amygdala, the entorhinal cortex and basal nuclei [ 1 , 20 , 21 , 22 ].

Mondéjar and colleagues [ 15 ], in a group of twelve healthy preadolescents between 8 and 12 years old, evaluated the frontal lobe activity and the different types of cognitive processing during five platform-based action videogame mechanics: 1. accurate action, related to processes such as concentration, attention, impulse control and information comprehension; 2. timely action, related to working memory, selective attention, decision-making, problem solving and perception; 3. mimic sequence, related to working memory, focalized attention and inhibition control; 4. pattern learning, as selective attention, planning, inhibition control and spatial orientation; 5. logical puzzles related to attention, working memory, the capacity for abstraction, information processing, problem solving, or resistance to interference. They found prominent bioelectrical prefrontal activity during the performance related to executive functions (timely action, pattern learning, logical puzzles) and more global brain activity and a higher presence of alpha waves, or a greater activation of the temporal lobe, in the accurate action and mimic sequence. Similarly, they correlated higher magnitudes on frequency bands with five game mechanics in ten healthy children, who played with a VG platform for an average of about 20 min [ 16 ]. Theta waves, related to memory and emotions, were more significant in the five mechanics, while beta waves, related to concentration, were more prominent in only two. Moreover, activation was more significant in the intermediate and occipital areas for all the mechanics, while recurrent magnitude patterns were identified in three mechanics.

Similarly, Lee et al. [ 17 ], found a thinner cortex and a smaller gray matter volume in critical areas for evaluating reward values, error processing and adjusting behavior, namely, the anterior cingulate cortex, the orbitofrontal cortex and the frontoparietal areas, in young male adults with internet gaming disorders, compared to age-matched healthy male controls. A neuroimaging study examined in individuals affected by gaming disorders the differences during the playing of a violence-related vs. a non-violence-related version of the same VG [ 18 ]. While functional connectivity of the reward-related network and the behavioral inhibition system was altered, the orbitofrontal cortex and anterior cingulate cerebral area were overstimulated, similarly to smart drug addiction [ 17 , 23 ].

Recently, Kwak et al. [ 19 ] longitudinally compared 14 adolescents with internet gaming disorder to 12 professional internet gaming students who practiced for about ten hours a day, within a defined support system that included practice, physical exercise, lectures on team strategy, rest and mealtimes. After one year, both groups showed increased brain activity within the attention system of the parietal lobe. However, professional gamers improved problematic behaviors, impulsivity, aggression, depression and anxiety, while adolescents with internet gaming disorder showed no behavioral improvement and a dysfunctional brain activity within the impulse control network in the left orbitofrontal cortex.

The current systematic review was structured according to the guidelines and recommendations contained in the PRISMA statement [ 24 ].

Eligibility Criteria

Both experimental and correlational studies and meta-analyses between the years of 2000 and 2020 that investigated outcomes of VG exposure were included. They were considered children and adolescents. Studies employing different methodologies were included: studies in which naive participants were trained to use a VG versus a control group and studies comparing experienced versus non-gamers, or inexperienced players. Primary outcome measures were any type of structural and functional data obtained using neuroimaging techniques and behavioral testing.

Information Sources

One hundred and twenty-two studies were identified through electronic database searching in Ovid MEDLINE, Embase, PsycINFO, PubMed, Scopus (Elsevier) and Web of Sciences. The final database search was run on January 2021 using the following keywords: video games; video games and cognition; video games and epidemic; cognitive control; behavior control; brain and video games; spatial cognition; prosocial behavior; violence in video games; aggressive behavior; addictions in adolescents; children and video games.

Study Selection

Inclusion criteria: written in English; published since 2000; deals in depth with cognitive skills, attention, executive functions, or cognitive control; follows a high methodological rigor.

Exclusion criteria: does not refer to key topics directly; the full text could not be obtained; lack of transparency due to missing methodology information. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were irrelevant to the topic or because the full text was not obtained. General communication materials, such as pamphlets, posters and infographics, were excluded as they do not provide evidence about their effectiveness.

Figure 1 shows the selection of studies flowchart.

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Selection of studies flowchart.

3.1. Effect of Video Games on Cognitive Functions

Any modern VG requires an extensive repertoire of attentional, perceptual and executive abilities, such as a deep perceptual analysis of complex unfamiliar environments, detecting relevant or irrelevant stimuli, interference control, speed of information processing, planning and decision making, cognitive flexibility and working memory.

Literature data in the last years have proven that VGs may improve a variety of cognitive domains [ 1 , 25 ] as, for example, even just 10 hours of VG could improve spatial attention and mental rotation [ 26 , 27 ]. A large variety of design studies reported in habitual players better performance in multiple cognitive domains, including selective attention [ 3 , 21 , 26 , 28 ], speed of processing [ 21 , 28 ], executive functions [ 29 , 30 ] and working memory [ 31 ]. Similarly, a large body of intervention studies have shown improvements in the same cognitive domains in non-players following training in action VGs [ 27 , 32 , 33 , 34 , 35 , 36 , 37 ]. Recently, Benoit et al. [ 38 ] examined in 14 professional VG players and 16 casual VG players various cognitive abilities, such as processing speed, attention, memory, executive functions, manual dexterity and tracking multiple objects in three dimensions [ 39 ]. Professional players showed a very large advantage in visual–spatial short-term memory and visual attention, and less in selective and sustained attention and auditory working memory. Moreover, they showed better speed thresholds in tracking multiple objects in three dimensions overall, though the rate of improvement did not differ in the two groups. In two previous meta-analyses, Bediou et al. [ 40 ] focused on the long-term effects of action VGs on various cognitive domains using both cross-sectional and intervention studies. Overall, the results documented a positive impact of action video gaming on cognition. In cross-sectional studies, a main effect of about half a standard deviation was found. The habitual action game players showed better performance than non-players. Likewise, intervention studies showed about a third of a standard deviation advantage in cognition domains in action VG trainees. Perception, spatial cognition and top-down attention were the three cognitive domains with the most robust impact [ 40 ].

Homer et al. [ 41 ] examined the effectiveness of a custom-designed VG (‘alien game’) in a group of 82 healthy adolescents (age range 14–18 years; average = 15.5 years) trained to play for 20 min per week for 6 consecutive weeks. Such a digital game was devised to target, in a fun way, the specific executive ability of shifting, as the ability to shift between tasks or mental sets, hypothesizing that after playing the ‘alien game’ over a period of several weeks, adolescents would show significant improvements in the targeted ability. Pre- and post-test measures of another executive ability, inhibition, as the ability to control a prepotent response, were also recorded in order to examine the extent to which training would transfer from one executive ability to another. Significant advantages both in shifting and in inhibition abilities were found, providing evidence that VGs can be effective tools for training executive abilities [ 42 , 43 ].

Similarly, Oei and Patterson [ 44 ] examined the effect of action and non-action VGs on executive functions. Fifty-two non-VG gamers played one of four different games for 20 h. Pre- and post-training tests of executive function were administered. The group that trained on the physics-based puzzle game, demanding high level planning, problem solving, reframing, strategizing and new strategies from level to level, improved in several aspects of executive function. In a previous study, the same authors [ 45 ] instructed 75 non-gamers, (average age 21.07 ± 2.12) to play for 20 h, one hour a day/five days a week over four weeks. They compared effects of action and non-action games to examine whether non-action games also improve cognition. Four tests pre- and post-training were administered. The results showed that cognitive improvements were not limited to training with action games and that different games improved different aspects of cognition. Action VGs have even been used to treat dyslexic children [ 46 , 47 ]. Only 12 h of action VGs, for nine sessions of 80 min per day, significantly improved reading and attentional skills [ 48 ].

Moreover, several meta-analytic studies provide evidence that action VG training may become an efficient way to improve the cognitive performance of healthy adults. Wang et al. [ 49 ], in a meta-analysis, found that healthy adults achieve moderate benefits from action VG training in overall cognitive ability and moderate to small benefits in specific cognitive domains. In contrast, young adults gain more benefits than older adults in both overall cognition and specific cognitive domains.

In summation, the studies on VG effects, by different methodologies, document both in adults and in children significant positive outcomes in different cognitive domains. Such performance improvements may be paralleled by functional brain remodelling [ 14 ].

3.2. Video Games Effect on Attention and Addictive Behaviors

Attentional problems are accounted as a crucial area of focus on outcomes of intensive game-play practices in children and adolescents. However, literature on the topic appears inconsistent. While some research has found mixed results [ 50 ] or a positive effect [ 51 , 52 , 53 ], or no relationship between VG practice and attention, other studies have linked VG playing with greater attention problems, such as impulsiveness, self-control, executive functioning, and cognitive control [ 53 , 54 , 55 ].

Gentile et al. [ 56 ], examining longitudinally, over 3 years, a large sample of child and adolescent VG players aged 8–17 (mean = 11.2 ± 2.1), suggested a bidirectional causality: children who spend more time playing VGs have more attention problems; in turn, subjects who have more attention problems spend more time playing VGs. Therefore, children and adolescents with attention problems are more attracted to VGs (excitement hypothesis), and, in turn, they find it less engaging to focus on activities requiring more control and sustained attention, such as educational activities, homework or household chores (displacement hypothesis). According to such hypotheses, and to the operant conditioning model [ 57 , 58 ], VGs, providing strong motivational cues, become more rewarding for impulsive children and teenagers [ 51 ] who, in such contexts, experience a sense of value and feelings of mastery that they do not experience in their daily relationships [ 59 ].

Actually, any modern VG is a highly engaging activity with a variety of attractive cues, such as, for example, violence, rapid movement, fast pacing and flashing lights [ 60 , 61 ]. According to the attractive hypothesis [ 56 ], it may provide a strong motivation and support for attention and even become addictive, especially in subjects with problems maintaining attention in usual, monotonous and poorly engaging tasks. Therefore, paradoxically, a greater VG exposure may improve visual attention skills involved in such engaging play [ 26 ], but it may impair the ability to selectively focus on a target for lasting time, without external exciting cues.

Probably, in line with the bidirectional causality framework [ 56 ], such rewarding conditions could become the psychological context for the structuring of addictive behaviors, such as a sense of euphoria while playing, feeling depressed away from the game, an uncontrollable and persistent craving to play, neglect of family and friends, problems with school or jobs, alteration of sleeping routines, irregular meals and poor hygiene [ 14 ]. The most psychologically fragile subjects may be most attracted to an engaging and rewarding activity, ensuring an effective compensation to their fragility [ 14 ]. However, the topic of video game addiction continues to present today many outstanding issues. There is a large consensus that ‘pathological use’ is more debilitating than ‘excessive use’ of VGs alone [ 62 , 63 , 64 ]. Addictive behavior appears associated with an actual lowering in academic, social, occupational, developmental and behavioral dimensions, while excessive use may simply be an excessive amount of time gaming. According to Griffiths’ suggestions, ‘healthy excessive enthusiasms add to life, whereas addiction takes away from it’ [ 65 ]. However, it is sometimes difficult to identify the clear line between unproblematic overuse of gaming and the pathological and compulsive overuse that compromises one’s lifestyle and psychosocial adjustment [ 66 , 67 , 68 ]. Therefore, there may be a risk of stigmatizing an enjoyable practice, which, for a minority of excessive users, may be associated with addiction-related behaviors [ 69 , 70 ]. Przybylski and colleagues, in four survey studies with large international cohorts (N = 18,932), found that the percentage of the general population who could qualify for internet gaming disorders was extremely small (less than one percent) [ 71 ].

In such a discussion of the pathological nature of VGs, another outstanding question is whether pathological play is a major problem, or if it is the phenomenological manifestation of another pathological condition. Several studies have suggested that video game play can become harmful enough to be categorized as a psychiatric disorder, or it could be a symptom of an underlying psychopathological condition, such as depression or anxiety. Moreover, the functional impairments observed in individuals with game addictions are also thought to be similar to the impairments observed in other addictions. Neuroimaging studies have shown that the brain reward pathways which are activated during video game playing are also activated during cue-induced cravings of drug, alcohol or other type of substances abuse [ 72 , 73 , 74 ].

Some longitudinal studies [ 14 , 75 , 76 ] proved that pathological addictive behaviors, such as depression, are likely to be outcomes of pathological gaming rather than predictors of it [ 77 , 78 ]. Lam and Peng [ 79 ], in a prospective study with a randomly generated cohort of 881 healthy adolescents aged between 13 and 16 years, found that the pathological use of the internet results in later depression. Similarly, Liau et al. [ 80 ], in a 2-year longitudinal study involving 3034 children and adolescents aged 8 to 14 years, found that pathological video gaming has potentially serious mental health consequences, in particular of depression.

In summary, attention problems and addictive behaviors in the context of VGs should be addressed in a circular and bidirectional way in which each variable can influence the others.

3.3. Video Games Effect and Prosocial and Aggressive Behaviors

The positive impact of video games also concerns the social and relational dimension, as occurs in the VG training of prosocial or educational skills. Several studies have reported that playing prosocial VGs, even for a short time, increases prosocial cognition [ 81 ], positive affect [ 82 ] and helping behaviors [ 13 , 81 , 82 , 83 , 84 , 85 ], whereas it decreases antisocial thoughts and the hostile expectation bias, such as the tendency to perceive any provocative actions of other people as hostile even when they are accidental [ 13 , 86 ]. Such findings have been found in correlational, longitudinal and experimental investigations [ 82 , 85 , 87 ].

In four different experiments [ 13 ], playing VGs with prosocial content was positively related to increased prosocial behavior, even though participants played the VGs for a relatively short time, suggesting that VGs with prosocial content could be used to improve social interactions, increase prosocial behavior, reduce aggression and encourage tolerance.

Following experimental, correlational, longitudinal and meta-analytic studies provided further evidence that playing a prosocial VG results in greater interpersonal empathy, cooperation and sharing and subsequently in prosocial behavior [ 87 , 88 , 89 , 90 ].

Such literature’s data are consistent with the General Learning Model [ 91 , 92 ], according to which the positive or negative content of the game impacts on the player’s cognition, emotions and physiological arousal, which, in turn, leads to positive or negative learning and behavioral responses [ 12 , 93 , 94 , 95 ]. Therefore, repeated prosocial behavioral scripts can be translated into long-term effects in cognitive, emotional and affective constructs related to prosocial actions, cognition, feelings, and physiological arousal, such as perceptual and expectation schemata, beliefs, scripts, attitudes and stereotypes, empathy and personality structure [ 83 , 91 ].

In the same conceptual framework, educational video games have been found to positively affect behaviors in a wide range of domains [ 12 ], school subjects [ 96 ] and health conditions [ 97 , 98 ]. In randomized clinical trials, for example, diabetic or asthmatic children and adolescents improved their self-care and reduced their emergency clinical utilization after playing health education and disease management VGs. After six months of playing, diabetic patients decreased their emergency visits by 77 percent [ 99 ]. Therefore, well-designed games can provide powerful interactive experiences that can foster young children’s learning, skill building, self-care and healthy development [ 100 ].

Violence in VGs is a matter of intense debate, both in public opinion and in the scientific context [ 101 , 102 ]. A vast majority of common opinions, parents and educators consider the violence of VGs as the most negatively impacting feature to emotional and relational development of youth and children. Actually, studies agree on the negative impact of violent video games on aggressive behavior. Several meta-analyses have examined violent VGs [ 6 , 7 , 8 , 103 ] and, although they vary greatly in terms of how many studies they include, they seem to agree with each other. The most comprehensive [ 8 ] showed that violent VGs, gradually and unconsciously, as a result of repeated exposure to justified and fun violence, would increase aggressive thoughts, affect and behavior, physiological persistent alertnes, and would desensitize players to violence and to the pain and suffering of others, supporting a perceptual and cognitive bias to attribute hostile intentions to others.

Similarly, experimental, correlational and longitudinal studies supported the causal relationship between violent VGs and aggression, in the short- and long-term, both in a laboratory and in a real-life context. A greater amount of violent VGs, or even a brief exposure, were significantly associated with more positive attitudes toward violence [ 104 ], higher trait hostility [ 105 ] and with increased aggressive behaviors [ 106 ], physical fights [ 107 ] and aggressive thoughts [ 108 ] and affect [ 109 ]. In a two-year longitudinal study, children and adolescents who played a lot of violent VGs showed over time more aggressive behaviors, including fights and delinquency [ 110 ]. Saleem, Anderson and Gentile [ 82 ] examined the effects of short-term exposure to prosocial, neutral and violent VGs in a sample of 191 children of 9–14 years old. Results indicated that while playing prosocial games increased helpful and decreased hurtful behaviour, the violent games had the opposite effect.

In summation, the overall literature data support the opinion that violent video games, over time, affect the brain and activate a greater availability to aggressive behavior patterns, although some researchers have pointed out that the negative effects of violent VGs are small and may be a publication bias [ 14 , 111 ].

4. Discussion

The focus of the current overview was to identify, from a functional point of view, the most significant issues in the debate on the impact of VGs on cognition and behavior in children and adolescents, in order to provide suggestions for a proper management of VG practice.

Overall, the reviewed literature agrees in considering the practice of VGs as much more than just entertainment or a leisure activity. Moreover, research agrees that any debate on the effectiveness of VGs cannot refer to a unitary construct [ 14 ], nor to a rigidly dichotomous approach, according to which VGs are ‘good’ or ‘bad’ [ 1 , 12 , 112 , 113 ].

The term ‘video game’ should be viewed as an ‘umbrella term’ that covers different meanings, far from a single unitary construct [ 14 , 114 ]. Furthermore, VGs and their effects should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other and with a set of other variables, such as, for example, the player’s age and personality traits, the amount of time spent playing, the presence of an adult, the game alone or together with others and so on [ 115 ].

Gentile and colleagues [ 116 , 117 , 118 , 119 ] have identified five main features of VGs that can affect players: 1. amount of play; 2. content; 3. context; 4. structure; and 5. mechanics. Each of these aspects can produce or increase different thoughts, feelings and behaviors.

However, the content effects, individually focused, are frequently overemphasized. According to the General Learning Model, children would learn the contents of the specific games and apply them to their lives. Nevertheless, a violent game using a team-based game modality may have different impacts than a violent game using a ‘free for all’ game modality. Although both are equally violent games, the former could suggest teamwork and collaborative behaviors, while playing in an ‘everyone for oneself’ mode could foster less empathy and more aggressive thoughts and behaviors [ 8 , 88 ].

Likewise, the outside social context can have different effects and it may even mitigate or reinforce the effects of the content. Playing violent games together with others could increase aggression outcomes if players reinforce each other in aggressive behavior. Instead, it could have a prosocial effect if the motivations to play together are to help each other [ 120 ].

According to the dominant literature, the psychological appeal of video games may be related to an operant conditioning that reinforces multiple psychological instances, including the need for belonging and social interaction [ 57 , 58 ]. On such drives and reinforcements, the playing time can expand, and it may become endless in addicted subjects. However, the amount of play, regardless of the content, can become harmful when it displaces beneficial activities, affects academic performance or social dimensions [ 52 , 121 ], or supports health problems, such as, for instance, obesity [ 122 , 123 , 124 ], repetitive strain disorder and video game addiction [ 76 , 83 ]. However, a greater amount of time inevitably implies increased repetition of other game dimensions. Therefore, it is likely that some associations between time spent and negative outcomes result from other dimensions, and not from amount of time per se. Moreover, children who perform poorly at school are likely to spend more time playing games, according to the displacement hypothesis, but over time, the excessive amount of play may further damage academic performance in a vicious circle [ 116 ].

VGs can also have a different psychological appeal in relation to their structural organization and the way they are displayed. Many structural features can affect playing behavior, regardless of the individual’s psychological, physiological, or socioeconomic status [ 125 ], such as, for instance, the degree of realism of the graphics, sound and back-ground, the game duration, the advancement rate, the game dynamics such as exploring new areas, elements of surprise, fulfilling a request, the control options of the sound, graphics, the character development over time and character customization options, the winning and losing features as the potential to lose or accumulate points, finding bonuses, having to start a level again, the ability to save regularly, the multi-player option building alliances and beating other players [ 125 ].

The more or less realistic mechanics can also configure the game differently and affect fine or gross motor skills, hand-eye coordination or even balance skills, depending on the type of controller, such as a mouse and keyboard, a game control pad, a balance board, or a joystick.

Therefore, VGs may differ widely in multiple dimensions and, as a result, in their effects on cognitive skills and behavior [ 3 , 33 ]. Moreover, the different dimensions may interact with each other and with the psychological, emotional and personality characteristics of the individual player and context. Even the same game can have both positive and negative effects in different contexts and for different subjects.

The current analysis of the literature, therefore, supports the need for further experimental and longitudinal research on the role of multiple characteristics of video games and their interactions. A wide-ranging approach dynamically focused on the multiple dimensions will allow a deeper theoretical understanding of the different aspects of video games.

Nevertheless, according to common opinion, the violence would always have a negative impact on behavior, especially in pediatric subjects. However, a strictly causal relationship between violent VGs and aggressive behavior appears rather reductive [ 126 , 127 ]. Aggressive behavior is a complex one and arises from the interaction of a lot of factors. Therefore, violent VGs, with no other risk factors, should not be considered ‘per se’ the linear cause and single source of aggressive or violent behavior. Antisocial outcomes can be influenced by personality variables, such as trait aggression, or by a number of the ‘third variables’ such as gender, parental education, exposure to family violence and delinquency history [ 83 ]. According to social learning theories [ 128 ], aggressive behavior would arise from repeated exposure to violence patterns [ 129 ]. Therefore, children who have other risk factors for violent or aggressive behavior, such as violent family patterns, excessive amount of time spent playing, playing alone, and so on are more likely to have negative consequences from playing violent video games.

An alternative theoretical framework [ 126 , 127 ] assumes that violent behavior would result from the interaction of genetically predisposed personality traits and stressful situations. In such a model, violent VGs would act as ‘stylistic catalysts’ [ 127 ], providing an individual predisposed to violence with the various models of violent behavior. Therefore, an aggressive child temperament would derive from a biological pathway, while the violent VG, as a ‘stylistic catalyst’, may suggest the specific violent behavior to enact.

Conversely, playing prosocial VGs, even for a short time, increases prosocial cognition, affect and behaviors in children and adolescents [ 13 , 81 , 82 , 83 , 84 , 85 , 89 ]. Several intervention or training studies showed that a prosocial VG should activate experiences, knowledge, feelings and patterns of behavior relating to prosocial actions, cognition, feelings and physiological arousal. In turn, in line with the General Learning Model, [ 91 , 130 ], recurrent prosocial behavioral scripts produce new learning, new behavioral patterns and emotional and affective cognitive constructs [ 83 ].

Moreover, several studies emphasize the educational and academic potential of VGs that may become effective and ‘exemplary teachers’ [ 12 , 82 ] providing fun and motivating contexts for deep learning in a wide range of content [ 12 ], such as school learning [ 96 ], rehabilitation activities [ 46 , 47 ], new health care and protection behavior development and the enhancement of specific skills [ 97 , 99 , 100 ]. Similarly, the literature data document that the intensive use of VGs results in generalized improvements in cognitive functions or specific cognitive domains, and in behavioral changes [ 1 ]. Actually, VGs involve a wide range of cognitive functions, and attentional, perceptual, executive, planning and problem solving skills. They can, therefore, be expected to improve different perceptual and cognitive domains. However, on a methodological level, the impact on behavior and cognition cannot be simplistically viewed as the linear result of a causal relationship between VG and performance. For instance, subjects with better perceptual abilities are likely to choose to play and, as a result, their increase in performance may reflect their baseline level rather than the effects of the game.

Studies focused on the attentional functions in VG playing reported inconsistent data. Playing action games may improve attention skills implied in a specific game. However, according to the attractive hypothesis [ 56 ] and operant conditioning theory, children and adolescents with attentional problems may be attracted by the motivating and engaging VG activities. On the other hand, children and adolescents with a wider VG exposure show greater attention problems [ 53 ]. The relationship between VGs and attention, then, seem to be approached in terms of bidirectional causality [ 56 ].

Similarly, since VGs and their cues appear more pleasant and desirable, a large amount of attractive VG exposure can lead to addiction and impair ability to focus on effortful goal oriented behavior [ 131 ]. However, the literature does not yet appear to agree on the objective diagnostic criteria for classifying behavioral game addiction [ 132 ].

In the fifth edition appendix of the Diagnostic and Statistical Manual of Mental Disorders [ 133 ], the diagnostic criteria for Internet Gaming Disorder included both specific internet games and offline games. However, this has led to some confusion as to whether excessive video games must necessarily occur online [ 134 , 135 ]. According to some authors, since ‘Internet addiction’ includes heterogeneous behaviors and etiological mechanisms, the term ‘video game disorder’ or simply ‘gaming disorder’ would be more suitable [ 136 , 137 ], while the term ‘Internet addiction’ appears inappropriate. Individuals rarely become addicted to the medium of the internet itself [ 137 , 138 ]. Moreover, it has also been supported theoretically [ 135 ] and empirically proven [ 139 ] that problematic internet use and problematic online gaming are not the same.

The debate on the relationship between pure game addiction behaviors and game addiction in comorbidity with other psychiatric disorders appears still on. Some researchers have argued that game addiction, as a standalone clinical entity, does not exist [ 140 ], but it is simply a symptom of psychiatric illnesses such as major depressive disorder or Attention Deficit Hyperactivity Disorder. Equally poorly defined is the question of genetic predisposition and vulnerability to game addiction.

Likewise, the relationship between clinical symptoms and changes in brain activity and the dynamics by which video games triggers such widespread brain plasticity needs to be more clearly defined.

5. Conclusions

The current analysis of the literature provides strong evidence on the power of video games as highly motivating and engaging tools in the broader context of cognitive, emotional and relational development of children and adolescents. However, the effectiveness of such tools does not arise exclusively from their content, but it results from a set of variables interacting each other.

Video games, beyond their content, can favor pathological aggression, withdrawal, escape from reality and reduction of interests. Virtual reality becomes more attractive than the real one and can become the ‘non-place’ to escape from the complexity of everyday life. Recently, to contain the spread of the COVID-19 pandemic, health authorities have forced populations to stay home and children and adolescents may experience an exacerbation of exposure to video games.

Parents, educators and teachers should ensure an educational presence, monitoring times and modalities of VG practice in a broader context in which children and adolescents live with a wider repertoire of interests, without losing social and relational engagement. Moreover, pediatric health care visits may be a great opportunity to support parents helping children to deal with media and video games.

On these assumptions, as practical suggestions to prevent or mitigate addictive behaviors, parents and educators should enforce the golden rule as the educational presence of the adult.

Moreover, in line with the literature, the core values to prevent a negative impact of video games should be focused on a few rules to be proposed with assertiveness and authority: 1. set a clear time limit to play, 2. prefer games that can also be played with family, 3. alternate video games with other games and activities, 4. avoid highly addictive games, 5. keep a social life in the real world.

Author Contributions

Conceptualization, D.S., L.D.F. and G.L.; methodology, D.S., E.G.; formal analysis, D.S., E.G. and L.D.F.; data curation, E.G. and L.D.F.; writing—original draft preparation, D.S., E.G. and L.D.F.; writing—review and editing, D.S.; supervision, D.S. and G.L.; funding acquisition, D.S. and G.L. All authors have read and agreed to the published version of the manuscript.

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Data availability statement, conflicts of interest.

The authors declare no conflict of interest.

Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

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Your Gaming Skills Can Help You Shape Your Career

  • Igor Tulchinsky

how does gaming improve problem solving skills

Video games are fast-moving, dynamic, and anything but static. Your career can be too.

Studies have shown the benefits of gaming — whether it’s better spatial awareness, faster cognitive processing, or improved mental health, social skills, and decision-making capabilities. Here are some ways you can harness the unique skills and lessons gaming has taught you to shape your future working life.

  • Don’t settle. Video games are fast-moving, dynamic, and anything but static. Your career should be too. Every job requires some combination of problem-solving, strategy, and teamwork — just like every video game. But not every company you encounter will be as solutions-oriented, innovative, or collaborative as you might desire. Aim to find an organization that will value you and your skills.
  • Challenge your beliefs. How often have you written off a video game before even playing it? We all have internal biases that can alter our perception of the world. The same is true for our careers — you likely have personal beliefs about certain companies, industries, and job titles. Just like you shouldn’t judge a game by its popular presentation, you shouldn’t with jobs either. Instead, take the time to speak to people on the inside.
  • Try again. Fail again. Fail better. We’re often too afraid to fail in real life because we believe we won’t get a second chance. In some ways, that’s true — there are no extra lives here. But just like in video games, we can test hypotheses, experiment, process variables, and establish new ways of understanding our world.
  • Have patience. Video games can be repetitive. The same can be said for work, and our lives in general. But that doesn’t have to be a bad thing. The patience and hard work are what make the glorious cut scenes, rare achievements, and final fights worth it. In your career, the work you put in now will pay off long-term, too.
  • Think like a creator. Game developers often employ transformational creativity. This is when designers, often drawing on leaps forward in technology, drive revolutionary changes in the entire video game ecosystem. One way to cultivate transformational creativity in your work life is to embrace adjacency. If you’re struggling to come up with new ideas or find yourself making the same errors when addressing a task, try thinking about how other, adjacent disciplines might approach a similar problem.

Growing up in the golden age of video games, it was hard not to feel like you were living two lives at once.

how does gaming improve problem solving skills

  • IT Igor Tulchinsky is the Founder, Chairman, and CEO of WorldQuant, LLC, a global quantitative asset management firm. He was previously a portfolio manager at Millennium.

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Playing these 6 video games could help improve your problem-solving skills

Jane McGonigal , a world-renowned designer of alternate-reality games who has a Ph.D. in performance studies, wants to change people's conception of video games as " just escapist, guilty pleasures."

" My number one goal in life is to see a game designer nominated for a Nobel Peace Prize," McGonigal writes on her website . 

She tells Business Insider she wants people to realize that games can be "powerful tools to improve our attention, our mood, our cognitive strengths, and our relationships."

And research is on her side. 

Studies suggest that mainstream games like "Call of Duty" may improve our cognitive abilities significantly more than games specifically designed to do so by designers like Luminosity.

To help spread the truth about common misconceptions, seven neuroscientists from around the world signed the document "A Consensus on the Brain Training Industry from the Scientific Community" in 2014 to say they "object to the claim" that brainteaser games can improve cognitive abilities, as no scientific evidence has been able to confirm such a claim. 

Even better for gamers, research from North Carolina State University and Florida State University suggests that mainstream games geared toward entertainment can help improve attention, spatial orientation, and problem-solving abilities.

In her book, " Super Better ," McGonigal writes that the researchers she talked to about this seeming contradiction offered a simple explanation: "Traditional video games are more complex and harder to master, and they require that the player learn a wider and more challenging range of skills and abilities."

If you want to have fun and stimulate your mind, McGonigal recommends playing one of these six games three times a week for about 20 minutes.

McGonigal says playing fast-paced games like "Call of Duty," a first-person shooter game, can help improve visual attention and spatial-intelligence skills, which can lead to better performance in science, technology, engineering, and mathematics.

how does gaming improve problem solving skills

Another fast-paced game, "Forza," a car-racing game, may help improve your ability to make accurate decisions under pressure.

how does gaming improve problem solving skills

Taking on the role of a criminal in a big city in "Grand Theft Auto" may help train you to process information faster and keep track of more information — up to three times the amount as nongamers, some studies suggest — in high-stress situations.

how does gaming improve problem solving skills

Strategic games like "StarCraft," a military-science-fiction game, can also improve the ability to solve imaginary and real-life problems, possibly because they teach users to both formulate and execute strategic plans.

how does gaming improve problem solving skills

Games that require strategic thinking, like science-fiction third-person-shooter game "Mass Effect," also test and refine your information-gathering skills.

how does gaming improve problem solving skills

Lastly, "thinking games" like "Final Fantasy," a fantasy-role-playing game, can help train you to evaluate your options faster and more accurately.

how does gaming improve problem solving skills

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Study shows gaming improves peer relationship, problem-solving

On average, teens speed an hour a day playing video games..

Ivanhoe Newswire

ORLANDO, Florida – If you have a teen in your home, you probably worry that they are spending too much time shooting things up or living in a virtual world. But it’s not all bad.

According to a Saint Edward’s University study, playing video games two hours a day improves peer relationships and increases sociality.

Teenager and gamer David Correa said, “I like creative games like Rob-Alan or Minecraft.”

David Correa, 17, is an avid gamer — spending three to four hours a day connected to his screen.

“It helps with distressing,” says Correa.

New science shows video games can help young people with problem-solving.

According to the American Psychological Association, people who play shooter games like Call of Duty improve their capacity to think about objects in three dimensions, just as well as school classes that are designed to enhance the same skill.

More teens reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year. Children’s creativity was also enhanced.

“It triggers something in your head that makes you feel more reactive and more snappy,” David says.

Another stereotype the research challenges is the socially isolated gamer.

“I meet a lot of friends usually,” says David.

More than 70 percent of gamers play with a friend.

David also added, “I met my girlfriend playing Valerie. We started talking, and now we’ve been dating for over a year and a half now.”

The research also showed that video games are effective tools for learning resilience in the face of failure. By learning to cope with ongoing failures in games, the authors suggest that children build emotional resilience they can rely upon in their everyday lives.

However, keep in mind investigators also found that more than nine hours of gaming a week for kids seven to 11 is not recommended and could be linked to social and behavioral problems.

Contributors to this news report include Joe Rehmet and Marsha Lewis, Producers; Roque Correa, Videographer and Editor.

To receive a free weekly email on Smart Living from Ivanhoe, sign up at: http://www.ivanhoe.com/ftk

Copyright 2022 by KSAT - All rights reserved.

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The Real Social Benefits of Video Games

how does gaming improve problem solving skills

The social benefits of gaming have been more widely acknowledged in recent years — plus, seventy-eight percent of gamers believe it actually helps them build relationships — but the general perception of video games isn’t always positive.

In some corners of culture, the long-held stereotype of gamers as socially maladjusted loners still persists. And when the social potential of gaming is acknowledged, it’s still brushed off as an inferior substitution to “real” human connection.

“Online games have been historically portrayed as what people in research call pseudo-communities,” said Dr. Rachel Kowert, the research director of the nonprofit Take This who studies the psychological effects of video games.

“The value of the social connections are assumed to be somehow less than the value of the social connections that we have in face-to-face interactions,” Kowert added. “But if you look at the research, that’s actually not true.”

More on Gaming 48 Gaming Companies You Need to Know

Benefits of Online Video Gaming

Gamers have many different reasons for playing. Sixty-six percent say they use video games to decompress, while 37 percent say they game to build problem-solving skills. Whatever motivations gamers have, many of them are able to tap into gaming’s benefits.  

Video Games Can Boost Social Connection 

Along with researchers from Edge Hill University and University of York, Kowert studied more than 700 players of massively multiplayer online games (MMOs). The sample ranged from gamers who played as little as one hour per week to those who played 30 or more.

In findings published in 2017, the team found that MMO engagement correlated to a stronger sense of social identity, or how people self-identify based on their affiliation to groups. That social identity then corresponded with higher self-esteem and more social competence and lower levels of loneliness, the researchers found.

“It seemed to be quite a positive thing for the games we surveyed, which were all online multiplayer gamers,” said Dr. Linda Kaye, a senior lecturer in psychology at Edge Hill who specializes in cyberpsychology and co-authored the study.

It was positive both individually and in terms of a broader social connection. “Gamers often report that that common interest in itself can actually build friendships and relationships — so that common focus can be really important socially,” Kaye said.

There’s a growing body of other relevant research as well. Kowert edited a collection called Video Games and Well-Being: Press Start , in which authors incorporate a variety of academic research to explore the psychological benefits, including connectedness, of gaming. The first chapter functions as a travelogue of sorts of recent literature, including studies that showed World of Warcraft players expanding their social networks and evidence that social capital of the gaming variety “is positively related to higher levels of offline social support.”

“Gamers often report that that common interest in itself can actually build friendships and relationships — so that common focus can be really important socially.”

“When talking about how games can be socially valuable, there is a lot of research that specifically found reductions in loneliness and depression, and that it’s particularly valuable for people who are geographically isolated,” Kowert said.

She continued: “Face-to-face relationships and those formed within online gaming communities both provide what we call social capital, which is an all-encompassing term for the social resources that make a friendship a friendship.”

Online, game-rooted friendships “are as real as any offline friendships,” Kowert said, “and they shouldn’t be discredited just because they’re mediated through technology.”

Video Games Can Support Cognitive Skills

If you’ve ever wondered if games like Animal Crossing or Mario Kart can help contribute to cognitive development, the answer is yes. 

In a study of 2,217 children published in 2022, researchers found that cognitive performance, specifically in tasks related to memory and response inhibition, was better among children who played video games for around 21 hours a week compared to those who didn’t play any video games. 

And according to a 2013 study , video games can help improve problem-solving skills. This is especially true for open-world, mission-based games structured around completing many smaller tasks and puzzles to achieve a greater goal in the game. 

Gaming is good for your brain’s gray matter, the outer layer of brain tissue that contributes to motor skills, memory and emotional response. One study from 2015 compared gamers who had reached expert levels in action-based video games with novice players. The researchers found that expert players had increased volumes of gray matter and greater functional connectivity. 

Video Games Can Improve Mental Health

It was once common to think that video games weren’t good for your mental health, but that notion is changing too. 

A 2014 paper published in Frontiers of Psychology found a link between gaming and improved mental health. 

“We propose that video games, by their very nature, have design elements aligned with attributes of well-being, and that playing video games can provide opportunities for flourishing mental health,” the paper’s authors wrote. 

People who regularly play video games may experience decreased levels of stress too. A 2009 study found that casual video gaming created changes in brain activity consistent with improved mood and less avoidant behavior.

More on Gaming and Culture What Does the Future of Gaming Look Like?

Video Games and Screen Time for Children 

Not all digital interactions are created equal. Some screen time activities may be more fulfilling than others. “Games are unique because they’re different from online social interaction that lacks the element of a shared activity,” Kowert said.

That shared activity — the sense of a common goal or communal competition — fosters friendships in a way that, say scrolling through a newsfeed might not. “Think of it like team sports,” Kowert said. “There’s a difference between playing soccer with friends and having coffee with friends. You’re building camaraderie and close ties.”

That may be a consideration as parents struggle with whether to moderate screen time. Kowert’s advice? In a word: Balance. 

“Parents need to give themselves more leeway,” said Kowert, who’s already more skeptical than some about how we frame screen-time concerns. “And there’s no research that has found that screens are inherently negative,” she said.

Indeed, research out of the Oxford Internet Institute has notably cast doubt on several longstanding video-gaming concerns, including the notion of gaming disorder, the idea that violent games promote aggression and the worry that screen time diminishes well-being among young people. There is “little evidence for substantial negative associations between digital-screen engagement ... and adolescent well-being,” researchers wrote . 

“Parents need to give themselves more leeway, and there’s no research that has found that screens are inherently negative.”

That study is not without its critics, including psychologist and iGen author Jean Twenge, who found conflicting results using the same data . And the authors themselves admitted “we don’t understand fully the impact of big tech on our society.” 

But Kowert, for one, finds the research compelling, so it might be best to fret less, she said. “Give yourself a little bit more flexibility, not only to give yourself time for your own mental well-being, but also to leverage it as an educational tool,” she said.

Also, it comes back to habits, Kaye said by way of a food analogy. “We don’t talk about eating time or food time, but there are many healthy eating behaviors and many unhealthy behaviors,” she said. “So when we talk about screen time generally, it seems a bit nonsensical to not distinguish between healthy and unhealthy.”

No one is confusing Fortnite with edtech , but online social games would seem to have some leg up. “Anything where you’re actively engaging, preferably with other people in a healthy way, is going to be the healthiest kind of screen time behavior,” Kaye added.

Recommended Reading AI Games: 10 Leading Companies to Know

How to Get Started with Social Online Video Games 

There’s no doubt that video game usage is surging . But are there any online games that are particularly well suited to maximize social engagement? Do any have particularly welcoming communities? And are there any platforms that don’t require hefty console investments?

Steam is one to consider, Kowert said. The online gaming platform doesn’t require a console, holds regular flash sales and includes a chat function that players can use to connect even if they’re not immersed in the same gaming universe. “You don’t have to be playing the same games together, but you still have that feeling of connection and communication,” Kowert said.

There’s always the console in your hand too. “There are many free-to-play mobile games that are also emotionally connecting, games like Words With Friends ,” Kowert said. And racing side-scrollers are also a good way to play with either strangers or friends, Kaye said.

“It’s about finding alternative ways of keeping [face-to-face] connections and conversations going, and using more creative virtual ways to do so.”

As for non-mobile games, Kowert points to Minecraft , the beloved, all-ages sandbox bestseller, and Animal Crossing: New Horizons . ( One reviewer likened the wholesome, private-island sim to a warm blanket in troubled times.) She also recommends Stardew Valley , the indie-phenom farming simulator, which unveiled a co-op feature in 2018. “If you just want to play with someone who maybe lives on the other side of the city, but you can’t see right now, that’s a good option,” Kowert said.

Of course, simply firing up Fortnite won’t instantaneously transform the those who might feel lonely  into online social butterflies. “Some players can be in social environments and still not interact much with others,” said Kaye, pointing to a 2006 research paper that explored the “alone together” phenomenon in MMOs.

But in extremely online times, we might as well try all the help we can get. “It’s about finding alternative ways of keeping [face-to-face] connections and conversations going,” Kaye said, “and using more creative virtual ways to do so.”

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Whether you need to improve your problem-solving skills for work or whether you’re looking to become a solution provider in your day-to-day life, gaming will help you to achieve your goals in this instance. There are a whole host of games out there, from a plethora of different genres, that can actively aid you in your attempt to operate in a much more focused, diligent, and attentive fashion.

Here are four ways gaming will be sure to improve your capacity for problem-solving:

Gaming makes you focus

In some fashion, all forms of gaming will force you to exercise a degree of focus. Whether you’re playing a sports game, a brain-training game, or an online casino game, you will be required to showcase intrinsic attention to detail if you’re to successfully overcome the virtual hurdles placed in front of you.

Should you decide to embrace the latter, online casino gaming, it’s games such as poker and blackjack are intellectually challenging. In order to succeed with both of these age-old pastimes, you will need to read patterns and, in turn, find the likelihood of what may be coming next. You’ll need to be able to calculate probabilities too to play at a high level. To maximize both your enjoyment and your learning when you take on the challenge of being an online casino gamer, make sure you take advantage of the bonuses found at freeextrachips.com .

Gaming forces you to learn from your mistakes

No matter what type of game you choose to play, you will be sure to make a number of mistakes during your gaming experiences. Making mistakes isn’t a bad thing. Quite the contrary, in fact. The more you fail, the more you learn about yourself and, crucially, your ability to solve difficult problems.

Gaming requires creativity

When attempting to overcome certain challenges in your life as a gamer, you will be required to let your creative juices flow. Specific tasks will force you to think outside the box … and this is only ever going to increase your capacity for problem-solving. The more creative you become, the less likely you will be to see life in black and white. Your viewpoint won’t be cut and dry — you’ll be more open to the idea of trying different things in order to get your desired result. Ultimately, this will be sure to help you to meet a whole host of desirables, demands, and specifications in your professional life.

Gaming teaches you to strategise

Most importantly of all, gaming will teach you to operate in a highly strategic manner. As a result of boosting your ability to strategise, sooner rather than later you will naturally find yourself delving deeper than most when faced with certain challenges. You will find yourself taking different, far more prudent routes in order to achieve your overarching end goals.

For further advice on how to become more strategic in life, click here .

There are a whole host of reasons why you should consider improving your problem-solving skills. When you seek to cultivate this all-important attribute, be sure to remember all of the guidance laid out above.

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What Video Games Can Help Improve Problem Solving Skills

  • June 9, 2022

how does gaming improve problem solving skills

Problems are part and parcel of our daily lives. We all stumble across life with numerous issues at any given point in time. Some can solve them easily, while others take time. What is the difference between these two? It is their approach towards the problem.

Problems can be a blessing in disguise, and one needs to be able to see the potential of self-improvement in them.

What Video Games Can Help Improve Problem Solving Skills

One of the easiest ways that you must consider for  improving your problem-solving  skills is by playing video games, solving puzzles, online casino games, and more. Problems delay your thoughts, your actions, and all your plans. Without striving to overcome all these stumbling blocks in your direction, the possibilities of getting stuck in between traffic lights are high. You don’t want your goals to be messed up! So training your mind to break the loop and progress through reasoning will help build your problem-solving skills.

Fat Santa free play is available for a demo game, you can absolutely test your instinct and decision-making skills.

Grand Theft Auto (GTA)

Amazon.com: Grand Theft Auto V Pc: Video Games

If you are in a situation of being given a lot of tasks, time and deadlines, try to act like you are the character of GTA. Multi-tasking can improve your problem-solving skills because you are challenged to continue your work without any disturbances. You become more focused on accomplishing goals and finding solutions even if you receive tons of tasks on your desk.

As a matter of fact, video games have become more complicated. In order to assess the comprehension level of an individual in terms of business, work, and other community relationships, they prove to be good tools.

MOBA Games (Multiplayer Online Battle Arena)

How can you solve problems logically if you are afraid to socialize? Do you have trust issues when working with somebody? Your social abilities are advantageous, especially when you are strategizing solutions and are involved in teamwork.

how does gaming improve problem solving skills

These MOBA games , such as DOTA, Mobile Legends, League of Legends, and more, allow you to set up your microphones, headsets, or even cameras in order to talk to your teammates during the game. You can detonate obstacles in one snap through collaboration. It helps build one’s social skills and opens one’s mind to a lot of avenues.

Call of Duty

There is no doubt that Call of Duty is very well-known because it trains you to be a visual observer, and your spatial awareness is also stimulated. COD teaches you to become goal-oriented, and that makes you a good example of a solution provider.

Given a situation, if you were monitoring the system of your company used by different departments and suddenly program errors started to occur.  Your resilience to not break under pressure is the only thing that can save you during the said crisis. This is just an example of how Call of Duty influences your problem-solving strategy.

Call of Duty®: Warzone | Download

Magic Poker

Another tip to take note of improving problem-solving skills is judgment and prediction. Poker is very popular amongst gamblers for its need for the right judgment abilities. Betting a higher coin value will increase the bet amount, and you will have to create a good card combination to aim for the jackpot. This is where you can brush up on your judgment skills and get yourself a win. Once you hit it, you can half or double your stakes. Do not compromise a good prediction because you may end up going home and broke.

4 Problem Solving Aspects that Video Games Enhance

As Albert Einstein once said , “We cannot solve our problems with the same level of thinking that created them.” This quote encourages everyone to keep on learning and reading in order to advance and develop our existing problem-solving skills. And when speaking of video games, there is a pool of skills that you can further develop.

Critical Thinking

Video games are created involving ways to train the player to think wisely and precisely no matter what the situation is. Offline and online games can be designed in different genres, but most challenging games, such as strategy games, require the player’s good analysis and reasoning capabilities. If you can analyze a difficult situation, then you are strong enough to surpass it.

Video games are very influential, especially if you are just at home and recently bought your PS5. If you are the person who excels in creativity while trying to win an opponent’s battle plan, you can counter your problems with a super skill.

The devil is in the details. They distract you from accomplishing your to-do list and ended up with a day-over. Video games enhance your focus and attention to get you to the desired point. You are trained to observe every single detail of a situation. This skill will also help you in enhancing your approach to a particular challenge.

Enhanced Visual Memory

Like a jigsaw puzzle, you are challenged to shape yourself from being shattered into pieces by your frustrations. When playing with puzzles, you become more attentive to remembering each piece, the size, color, shape and picture. Your memory is enhanced visually in order for you to identify the correct pieces and make your moves.

Tips for Playing Games

Gaming does not only involve fun time but also remarkable mental strategies. In order to be able to maximize the chances of success, one has to carefully create strategies.

Below are some pointers for approaching a challenge:

  • Be careful with your time and plan ahead.
  • Choose your battles wisely and never play if you don’t understand the game rules.
  • Stick to a particular genre or a game if you want to master and entrust your winnings.
  • Take advantage of the streams and gameplay because these may help you win or update your strategy.
  • Lastly, do not disregard classic or ‘children’ games, such as chess or tic-tac-toe, because they are the backbone of most modern strategy games.

Games like chess force you to consider a wide array of possibilities and outcomes. It enhances your pattern recognition skills, and helps you learn to think strategically. Chess.com has apps for iPhones and Android devices.

how does gaming improve problem solving skills

We are all players in life. Sometimes we take home the crown, and sometimes we arrive home as losers. Winning your problems is the jackpot that everyone wants to achieve. Thanks to online game

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How Gaming Can Improve Problem-Solving and Critical Thinking Skills

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Gaming has long been seen as a form of entertainment, but recent research has shown that it can also have a positive impact on our problem-solving and critical thinking skills. In this article, we will explore the ways in which gaming can help to improve these important abilities, and how you can incorporate gaming into your life to reap the benefits.

The Benefits of Gaming

Gaming involves navigating and solving complex problems, making split-second decisions, and strategizing to achieve goals. These activities require players to use their critical thinking and problem-solving skills, and studies have shown that regular gaming can actually improve these abilities.

Engagement in Problem-Solving Activities

One of the key ways that gaming can help to improve problem-solving and critical thinking skills is by engaging players in activities that require them to think critically and solve complex problems. Games often present players with challenges that require them to use logic, reasoning, and creativity to overcome.

Improved Decision Making

Playing games also helps to improve decision-making skills, as players are often required to make quick and strategic decisions in order to progress. This can translate to real-life situations where the ability to make sound decisions is crucial.

Enhanced Learning Abilities

Gaming has been shown to enhance learning abilities, as players are constantly presented with new information and must adapt to changing environments. This helps to improve cognitive flexibility and the ability to think on their feet.

Incorporating Gaming into Daily Life

To take advantage of the benefits of gaming, consider incorporating gaming into your daily routine. This could involve playing strategy games, puzzles, or even educational games that are designed to improve problem-solving and critical thinking skills.

Choose the Right Games

When seeking to improve these skills, it is important to choose games that are challenging and require critical thinking. Look for games that involve problem-solving, strategy, and decision-making.

Set Goals and Objectives

Setting goals and objectives for gaming can help to focus your efforts and provide a sense of accomplishment when those goals are achieved. This can further enhance the benefits of gaming on problem-solving and critical thinking skills.

Balance Gaming with Other Activities

While gaming can be beneficial, it is important to strike a balance with other activities. Incorporating physical exercise, social interaction, and other forms of mental stimulation is important for overall well-being.

In conclusion, gaming can be a valuable tool for improving problem-solving and critical thinking skills. By engaging in challenging games and incorporating gaming into your daily routine, you can experience the benefits of improved decision-making, enhanced learning abilities, and better problem-solving skills.

1. Can gaming really improve problem-solving skills? 2. What types of games are best for improving critical thinking? 3. How much time should I spend gaming to see the benefits? 4. Are there any negative effects of gaming on problem-solving skills? 5. Can children benefit from gaming in the same way as adults? 6. Are there specific genres of games that are more beneficial for critical thinking? 7. How do I know if a game is genuinely helping to improve my problem-solving skills? 8. Are there any resources for finding educational games designed to improve these skills?

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How to improve problem solving skills in teens

mother and daughter having tea

Problem solving is a big part of adult life. But if a teenager is used to their parents making decisions for them, then approaching problems can be seriously daunting and they may not know where to start. The good news is that problem solving is a skill that can be learnt. As a parent, you are in the best position to help your child develop these skills and learn how to tackle problems head-on, as well as knowing when they should get support from others.

This can help if you:

find your child struggles to find solutions to even simple problems or seems overwhelmed by the options available to them

notice that your child is avoiding making decisions altogether

want to build your child’s confidence and ability to make good decisions and solve problems.

What does problem solving involve?

In the years between being a child and being a teenager, young people learn many skills required for adulthood. This is the time when they need to start working things out for themselves. They don’t always get it right but that’s all part of the learning process, and you can help point them in the right direction. Problem solving is an important skill for everyone, and is all about how your child approaches a problem. The problem may be small or large, ranging from how to get home from the library to how to get out of a situation they are not comfortable in, such as a party with drinking.

Why do teenagers need problem solving skills?

Problem solving skills are essential to be able to navigate the complex teenage years, and will be needed throughout life. We all have to solve problems every day, in work and social situations. By developing problem solving skills your child will be empowered to:

sort out conflict

be independent

achieve challenging goals

make decisions on their own.

Helping your child develop these skills should make you and your child feel more comfortable and confident about situations and circumstances that may arise.

The ability to problem solve can stop small issues from escalating into big ones, and can therefore have an important impact on your child’s mental health and wellbeing. As a parent, enabling your child to solve their own problems will provide them with skills useful in every area of their life.

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    WASHINGTON — Playing video games, including violent shooter games, may boost children's learning, health and social skills, according to a review of research on the positive effects of video game play to be published by the American Psychological Association. The study comes out as debate continues among psychologists and other health ...

  5. How does video games improve problem-solving skills?

    Video games improve problem-solving skills by providing opportunities for players to solve increasingly complicated problems and make strategic decisions. The time pressure in many games also helps develop speed and decision-making skills. Studies have shown that playing video games can also increase creativity in young people.

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    Well-Designed Video Games Can Enhance Problem-Solving Skills and Make Learning More Effective. The tragic December deaths of 20 first-graders and six school staff members in Sandy Hook, Connecticut, along with the Boston Marathon tragedy and other recent attacks, have brought the decades-old debate over the behavioral effects of video games ...

  8. The Playing Brain. The Impact of Video Games on Cognition and Behavior

    3.1. Effect of Video Games on Cognitive Functions. Any modern VG requires an extensive repertoire of attentional, perceptual and executive abilities, such as a deep perceptual analysis of complex unfamiliar environments, detecting relevant or irrelevant stimuli, interference control, speed of information processing, planning and decision making, cognitive flexibility and working memory.

  9. Your Gaming Skills Can Help You Shape Your Career

    Summary. Studies have shown the benefits of gaming — whether it's better spatial awareness, faster cognitive processing, or improved mental health, social skills, and decision-making ...

  10. The Power of Play: How Video Games Enhance Problem-Solving Skills in

    This constant engagement with problem-solving scenarios develops cognitive skills such as critical thinking, logical reasoning, and analytical abilities. Photo by Kowalievska. Moreover, video games often present players with open-ended scenarios that allow for multiple solutions. This encourages players to think creatively and develop ...

  11. Develop Problem-Solving Skills With Educational Gaming

    Educational Gaming Develops Problem-Solving Skills. As educators teach the first generation of the 21st century, technology continues to play an integral role in the process of forming, directing and inspiring young minds. In online, hybrid and in-person classrooms, the integration of devices as part of everyday school supplies is the norm for ...

  12. Unlocking the Power of Video Games: How Gaming Can Improve Problem

    To maximize the benefits of gaming for problem-solving skills and mental agility, it is essential to approach gaming with a mindful and purposeful mindset. Here are some strategies to consider:

  13. Do Video Games Improve Memory and Cognitive skills?

    It also has to be recorded that this stimulation is non-invasive and only briefly changes brain activity. Researchers used the combination of this stimulation and video games like Super Mario 64 to find out whether working memory and cognitive skills improved with these factors. However, researchers failed to get the results they wanted with ...

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    Strategic games like "StarCraft," a military-science-fiction game, can also improve the ability to solve imaginary and real-life problems, possibly because they teach users to both formulate and ...

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    According to a Saint Edward's University study, playing video games two hours a day improves peer relationships and increases sociality. Teenager and gamer David Correa said, "I like creative ...

  16. The Real Social Benefits of Video Games

    More on Gaming 48 Gaming Companies You Need to Know Benefits of Online Video Gaming. Gamers have many different reasons for playing. Sixty-six percent say they use video games to decompress, while 37 percent say they game to build problem-solving skills. Whatever motivations gamers have, many of them are able to tap into gaming's benefits.

  17. 4 Ways Gaming Will Improve Your Problem-Solving Skills

    Here are four ways gaming will be sure to improve your capacity for problem-solving: Gaming makes you focus. In some fashion, all forms of gaming will force you to exercise a degree of focus. Whether you're playing a sports game, a brain-training game, or an online casino game, you will be required to showcase intrinsic attention to detail if ...

  18. 10 Ways Video Games Help Improve Your Problem-Solving Skills

    Enhancing Logical Thinking. Many video games, such as strategy and puzzle games, require players to think logically and make strategic decisions to solve problems. These games can strengthen logical thinking skills, as players often have to analyze situations, experiment with potential solutions, and observe the consequences of their actions.

  19. What Video Games Can Help Improve Problem Solving Skills

    Magic Poker. Another tip to take note of improving problem-solving skills is judgment and prediction. Poker is very popular amongst gamblers for its need for the right judgment abilities. Betting a higher coin value will increase the bet amount, and you will have to create a good card combination to aim for the jackpot.

  20. How Gaming Can Improve Problem-Solving and Critical Thinking Skills

    In conclusion, gaming can be a valuable tool for improving problem-solving and critical thinking skills. By engaging in challenging games and incorporating gaming into your daily routine, you can experience the benefits of improved decision-making, enhanced learning abilities, and better problem-solving skills.

  21. How to improve problem solving skills in teens

    By developing problem solving skills your child will be empowered to: sort out conflict. be independent. achieve challenging goals. make decisions on their own. Helping your child develop these skills should make you and your child feel more comfortable and confident about situations and circumstances that may arise.

  22. Why Should Indian Parents Not Be Worried About Gaming?

    However, there are many reasons why Indian parents should not be worried about video games and their children playing games. This is because playing video games has its own set of benefits. Right from helping the gamer improve their problem-solving techniques to actively indulging in community building and socialization, video games play a ...