Are Video Games Good for Kids? What the Research Says
Are video games good for kids? The research is more nuanced than either side will admit. A data-first look at what gaming does to a child's brain, and what to do with that information.
AJ Campos · Co-founder & CEO
· 6 min read
The question "are video games good for kids" is the wrong question. It is phrased like there is a yes or a no waiting at the end of it. There isn't. But the question gets asked at every kitchen table in America, so let me give you what the research actually says, instead of what your aunt posted on Facebook.
I have spent 25 years inside FPS and RPG games. I also build software for a living and I have two daughters, 16 and nearly 14. So I have a professional interest in this, a parental interest in this, and roughly zero patience for either of the two camps that usually run this conversation: the people who think games rot the brain, and the people who think games cure everything. Both are working from vibes. Let's work from data.
What the research actually says about whether video games are good for kids
Start with the brain.
In 2022, researchers using the Adolescent Brain Cognitive Development study published a comparison of roughly 2,000 nine- and ten-year-olds, gamers versus non-gamers, in JAMA Network Open. The kids who played three or more hours a day performed better on tasks measuring impulse control and working memory, with more activity in the brain regions handling attention and memory.
That study was later retracted and re-run because the original had errors. This is the part most headlines skipped. The corrected version held the main finding: gamers still showed better response inhibition and working memory. But the correction also surfaced something the first pass buried. The same gamers scored higher on attention problems, depression symptoms, and ADHD measures. So the honest summary is not "games make kids smarter." It is "kids who game a lot test better on some cognitive tasks and worse on some mental-health ones, and this study cannot tell you which way the arrow points."
That last part matters. It is a correlation. It does not establish that the games caused either result. A kid with strong working memory might be drawn to games. A kid struggling with attention might use them to cope. The data is real. The causation is not established. Anyone who tells you otherwise is selling something.
Now the older, broader work. A 2014 review in American Psychologist titled, with admirable bluntness, "The Benefits of Playing Video Games" found that gaming can strengthen spatial reasoning, memory, and perception. One meta-analysis inside it found that shooter games improved spatial thinking about as much as a formal academic course built to do the same thing. Read that twice. The genre parents fear most was the one moving the needle on a measurable cognitive skill.
Then there's well-being, which is the part the doom takes ignore entirely. In 2020, the Oxford Internet Institute did something rare: instead of asking people to estimate their own play time, which everyone gets wrong, they got actual logged play data straight from Nintendo and Electronic Arts. The study found a small positive relationship between time played and well-being. The bigger driver, though, was not hours. It was whether the player felt competent and socially connected while playing.
Hold onto that sentence. It is the whole game.
So is screen time the problem? Not exactly
The fear has a name now. The World Health Organization added "gaming disorder" to the ICD-11, and it is a real diagnosis with a real definition: impaired control, gaming crowding out everything else, continuing despite clear harm, sustained over twelve months.
It is also rare. The WHO is explicit that it affects only a small proportion of people who play. The thing parents are most afraid of is the least statistically likely outcome. That is not a reason to ignore it. It is a reason to stop treating every Saturday afternoon on the console like the first symptom of a disease.
Here is what the literature actually points at, repeatedly: not all screen time is the same input. This is the distinction that gets flattened in the "how many hours" argument. An hour of a kid solving spatial puzzles, coordinating with three friends to beat a raid, and managing resources is not the same hour as a kid watching an algorithm feed them clips until their eyes glaze. The clock says sixty minutes for both. The brain does not.
When people ask whether video games are good for kids, what they usually mean is "is the screen the enemy." The research keeps answering: the screen is a delivery mechanism. What it delivers is the variable that matters.
What this means at your kitchen table
Three takeaways the data supports.
- Content beats clock. Before you count hours, look at what the hours contain. Is the game asking your kid to think, plan, coordinate, and improve? Or is it asking nothing? Track that first.
- Connection and competence are the active ingredients. The Oxford well-being finding was about feeling capable and connected, not raw play time. Games that make a kid feel competent and connected to other humans are doing something real.
- The extreme cases are extreme cases. Gaming disorder exists and is worth watching for if gaming is genuinely displacing sleep, school, and everything else. For the median kid playing the median amount, the panic is unsupported.
I am not going to pretend this resolves the screen-time tug of war in your house. It doesn't. But it should change what you argue about. Stop arguing about minutes. Start arguing about what's on the screen during them.
The studio lens: this is also why we build what we build
Here is where I tell you I am not a neutral party, because I'm not.
The reason any of this caught my attention is that the same machinery that makes a game compelling is the same machinery that makes a kid finish their chores or, eventually, want to learn. Reward loops, clear goals, visible progress, the small dopamine hit of a thing getting better because you did a thing. Games figured this out decades ago. Most productivity tools for kids still haven't.
So my co-founder April and I built Chore Battles on exactly the research above. Every chore your kid completes feeds a creature that grows and transforms as they hit goals. The whole family fights a weekly boss together, where every chore anyone finishes lands a hit, so it's a team beating a thing rather than siblings beating each other. And yes, we use a surprise-reward, gacha-style mechanic, because the data on variable rewards is unambiguous and pretending otherwise would be dishonest. The difference is that ours is earned through real-world effort, not pulled from a wallet. The reward is the payoff for doing the dishes, not a button that costs a child money. Competence and connection, pointed at the chores.
That is gamification doing the thing the Oxford study described: making someone feel capable and connected, then attaching it to something that matters in the real world.
And it's the foundation for what we're building next. We're working on learning games for kids, the kind where the educational part isn't bolted on as a vegetable but is the reason the loop is fun in the first place. I'm not going to name them or give you dates, because we don't ship vapor. But if the question "are video games good for kids" interests you, the games we're making are our answer to it, in software.
If your kid is going to play games anyway, and they are, you may as well point that engine at something useful. You can join the Chore Battles waitlist here.
The data suggests this works. Whether you believe the data is a you problem.
Chore Battles
A chore tracker that runs like a game — creatures that grow, a weekly family boss, and a leaderboard that resets every Monday. Free to download.
Join the waitlist