# Health Benefits of Video Games in Adolescents and Young Adults

**Authors:** Jason M. Nagata, Sahana Nayak, William Choi, Char Potes, Alexander Heuer, Zain Memon, Jonanne Talebloo, Elizabeth J. Li, Kevin Bao, Christiane K. Helmer, Megan A. Moreno, Jason M. Lavender

PMC · DOI: 10.1007/s40124-026-00376-y · Current Pediatrics Reports · 2026-02-26

## TL;DR

Video games may offer cognitive and social benefits for adolescents and young adults, alongside potential harms.

## Contribution

This review highlights the positive health outcomes of video gaming and offers clinical guidance for evaluating its effects.

## Key findings

- Video gaming may enhance cognitive and executive functioning in youth.
- Video games can support social connection and identity formation.
- Clinicians should use evidence-based frameworks to discuss video game use with patients.

## Abstract

Although studies of outcomes associated with video gaming in adolescence and young adulthood largely focus on potential harms, video game use may also promote certain health benefits. This review synthesizes the positive health outcomes associated with video gaming, while providing recommendations to clinicians for considering and evaluating both beneficial and adverse effects.

Recent evidence suggests that video gaming may strengthen the development of cognitive and executive functioning in adolescents and young adults. Moreover, video game use may also contribute positively to social connection and personal identity formation.

Clinicians should engage in open, nonjudgmental dialogue with youth to better explore the context and patterns of their video gaming. The American Academy of Pediatrics’ 5 Cs framework and Family Media Plan offer evidence-based frameworks that can be referenced to facilitate thoughtful discussions about video game use.

## Full-text entities

- **Diseases:** stroke (MESH:D020521), cognitive/mobility/mood disorders (MESH:D019964), burns (MESH:D002056), spinal cord injury (MESH:D013119), externalizing behaviors (MESH:D017577), fractures (MESH:D050723), pain (MESH:D010146), cerebral palsy (MESH:D002547), traumatic brain injuries (MESH:D000070642), addiction (MESH:D019966), Mental Disorders (MESH:D001523), DSM (MESH:D001714), aggression (MESH:D010554), eating disorders (MESH:D001068), impulsivity (MESH:D007174), conduct problems (MESH:D019973), IGD (MESH:C535406), spina bifida (MESH:D016135), ADHD (MESH:D001289)
- **Chemicals:** EndeavorOTC (-)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## References

10 references — full list in the complete paper: https://tomesphere.com/paper/PMC12945946/full.md

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Source: https://tomesphere.com/paper/PMC12945946