Thứ Tư, Tháng 1 21, 2026

Digital Play and Cognitive Growth: How Video Games May Boost Intelligence

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In the evolving landscape of modern childhood, the perennial debate over “screen time” has found a surprising new chapter. A significant study published in Scientific Reports—and discussed by researchers Torkel Klingberg and Bruno Sauce for The Conversation—suggests that video games may do more than just entertain; they might actually foster cognitive development in children. While television and social media were found to have negligible effects on intelligence, interactive gaming appeared to offer a unique “brain boost.” As families navigate the digital age, this research offers a polished, nuanced perspective: far from being a “mind-numbing” distraction, the right kind of digital play could be an architectural tool for a child’s intellect.

The Study: Tracking the Cognitive Path

The research, led by neuroscientists at the Karolinska Institutet in Sweden and Vrije Universiteit Amsterdam, followed a massive cohort of over 9,000 American children starting at ages nine and ten. At the baseline, children performed a comprehensive battery of psychological tests to measure their general cognitive abilities, covering reading comprehension, vocabulary, attention, executive function, and visual-spatial processing. Simultaneously, researchers gathered data on the children’s self-reported screen habits, categorized into watching (TV/videos), socializing (social media), and gaming.

Two years later, more than 5,000 of these children were re-evaluated. By controlling for genetic predispositions and socioeconomic factors—variables that often muddy the waters of such studies—the researchers were able to isolate the impact of digital media. The results were striking: while no significant positive or negative shift was linked to TV watching or social media use, those who spent an above-average amount of time playing video games showed a measurable increase in their intelligence scores compared to their peers.image of a father and son gaming.

The “2.5 Point” Advantage

The data revealed a clear correlation between gaming frequency and cognitive gains. On average, the children in the study spent about one hour a day playing video games. However, those who played more than the average saw an increase of approximately 2.5 IQ points above the standard growth seen in the two-year period. This was true for both boys and girls, suggesting that the benefits of interactive play are universal across gender lines.

Specifically, a child who ranked in the top 17% for hours spent gaming—essentially those who leaned into the hobby—gained about 2.5 points more in their “intelligence index” than children who did not game. These findings challenge the traditional narrative that all screen time is detrimental to development. Instead, it suggests that intelligence is not a fixed constant but a quality that can be influenced and potentially “trained” by environmental factors, including the complex, goal-oriented environments provided by video games.

The Interactive Edge: Why Gaming Differs

Why does gaming boost intelligence while passive media like TV does not? Experts suggest the answer lies in the interactive nature of the medium. Unlike watching a video, which requires minimal engagement, video games demand constant focus, memory, logic, and rapid decision-making. Whether navigating a complex 3D environment or strategizing a mission, players are essentially reinforcing neural pathways involved in executive function—skills that translate directly into real-world cognitive tests.

This “enriched environment” theory posits that games present challenges children might not encounter in their day-to-day lives. The trial-and-error nature of gaming encourages problem-solving and persistence. By design, games reward attention and the successful implementation of learned strategies, effectively acting as a form of informal cognitive training. This suggests that the “active” ingredient in screen time is the level of mental agency the child exerts during the session.

The Balanced Rebrand: Context Matters

Despite the positive findings, the researchers emphasize that this is not a blanket recommendation for limitless gaming. The study intentionally focused on intelligence and did not account for other critical developmental pillars such as sleep quality, physical activity, wellbeing, or school performance. There is also the persistent risk of reporting error in self-rated habits, and the study did not differentiate between types of games—leaving open the question of whether a mobile puzzle game offers the same benefit as a complex console shooter.

Ultimately, the study invites a more balanced “rebrand” of how we view digital media in the home. It suggests that parents can feel more confident allowing their children to enjoy gaming as a hobby, provided it is balanced with other healthy habits. As digital media becomes even more integrated into the fabric of childhood, understanding the nuanced differences between passive and active engagement is key. Video games, it seems, are not just a way to pass the time; they are a playground for the growing mind.

 

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