# Rewiring Young Minds: Investigating the Cognitive Effects of Video Games on Learning and Their Potential as Digital Therapeutics for Mental Well-Being

**Authors:** Enoch Chi Ngai Lim, Nga Chong Lisa Cheng, Chi Eung Danforn Lim

PMC · DOI: 10.7759/cureus.87414 · Cureus · 2025-07-07

## TL;DR

This paper reviews how video games can both help and hinder children's learning and mental health, suggesting they could be useful as digital therapies if used wisely.

## Contribution

The paper highlights the dual role of video games as both a potential risk and a promising tool for mental health interventions in children.

## Key findings

- Video games can improve attention, executive control, and working memory in children.
- Excessive gaming may disrupt sleep and reduce academic focus.
- Digital games are being developed to support cognitive and emotional learning in children with developmental differences.

## Abstract

Video games are commonly integrated into the lives of childhood and adolescence, with their impact on cognition and mental health widely debated. Concerns about academic distraction are increasingly balanced by recognition of their potential cognitive and therapeutic value. This review aims to explore the dual role of video games in pediatric populations, examining both their potential cognitive risks and their emerging utility as digital mental health interventions. It examines two key roles that video games may play in a child’s life: as potential risk factors for academic distractibility and as emerging digital interventions for mental health conditions. While video games may enhance attention, executive control, and working memory, excessive use can disrupt sleep patterns, reduce focus, and hinder academic performance. Therapeutic applications of video games are gaining interest, with certain games developed to enhance cognitive function in attention-related conditions and others aimed at fostering social and emotional learning in children with developmental differences. Immersive platforms are also being explored for emotional regulation and exposure-based therapies. Healthcare professionals should guide parents and educators to recognize both the potential benefits and risks of video game use. The future of therapeutic gaming lies in the integration of AI, personalized interventions, structured clinical applications, and interdisciplinary collaboration among neuroscientists, clinicians, educators, and game developers.

## Full-text entities

- **Diseases:** congenital neurodevelopmental disorder (MESH:D009421), hyperactivity (MESH:D006948), psychological disorders (MESH:D000067073), aggression (MESH:D010554), ASD (MESH:D000067877), Chronic sleep deprivation (MESH:D012892), trauma (MESH:D014947), inattention (MESH:D001308), Depression (MESH:D003866), cognitive deficits (MESH:D003072), Anxiety (MESH:D001007), PTSD (MESH:D013313), sleep disruption (MESH:D019958), autism (MESH:D001321), mood disorders (MESH:D019964), ADHD (MESH:D001289), gaming disorder (MESH:C535406), anxiety disorders (MESH:D001008), reduced attention spans (MESH:D001523), attention and impulse-control problems (MESH:D007174), addiction (MESH:D019966), Mental Health (OMIM:603663)
- **Chemicals:** melatonin (MESH:D008550)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## Figures

3 figures with captions in the complete paper: https://tomesphere.com/paper/PMC12326338/full.md

## References

15 references — full list in the complete paper: https://tomesphere.com/paper/PMC12326338/full.md

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Source: https://tomesphere.com/paper/PMC12326338