Are video games good for your brain? The short answer

Are video games good for your brain? Partly, and it depends on the game and the skill. Studies show some games can improve specific abilities, such as multitasking in older adults, and one trial reported gray matter increases in a training group. But there is no solid evidence that gaming makes you smarter in general, and a large 2022 study found little link between play time and wellbeing.

That answer sounds like a hedge, but it is what the evidence supports. The research splits into three separate questions: does playing change the brain, do the skills you practise carry over to other tasks, and is gaming harmful or helpful for how you feel. Each has a different answer, and most headlines blur them together. This guide goes through four peer-reviewed studies and one clinical review, says what each found, and marks where each one stops.

What the gray matter study found

The study most often cited for the claim that games grow the brain is Kühn and colleagues' paper in Molecular Psychiatry, published in 2014. A group that played a platformer game for 2 months, at least 30 minutes a day, was compared with a control group. The training group showed gray matter increases in the right hippocampal formation, the right dorsolateral prefrontal cortex and the bilateral cerebellum. Those regions are tied to spatial navigation, strategic planning, working memory and motor performance.

The authors also reported that hippocampal growth correlated with a shift from an egocentric to an allocentric navigation strategy, and that gray matter increases in the hippocampus and prefrontal cortex correlated with how much participants wanted to play. A Cleveland Clinic article from December 2024 repeats the idea, quoting psychologist Michael Manos: "Like stimulants, video gaming can increase gray matter in the brain."

Read it carefully, though. The finding is about structure in the specific regions the game exercised, in the group tested, after a specific platformer. It does not show that more gray matter makes someone smarter or healthier, and the abstract we read does not report whether the changes persisted after training stopped. The authors suggest such training might counter risk factors seen in conditions like PTSD and schizophrenia, but that is a proposal, not a result.

“Like stimulants, video gaming can increase gray matter in the brain”

Michael Manos, PhD, Cleveland Clinic, December 2, 2024

Video games and older adults: the NeuroRacer trial

The strongest case for a cognitive benefit comes from a 2013 Nature paper by Anguera and colleagues. They built a custom 3D driving game called NeuroRacer to test multitasking, and found that multitasking performance declined linearly from age 20 to 79. After adaptive multitasking training, adults aged 60 to 85 reduced their multitasking costs more than both control groups, reaching levels above untrained 20-year-olds, and the gains lasted 6 months.

The training also changed EEG markers of cognitive control and transferred to untrained abilities, including sustained attention and working memory. That kind of transfer is rare in this field, which is why the paper is so widely cited.

The limits matter. NeuroRacer was a purpose-built research game, not a commercial title you can buy, and the result concerns one multitasking skill in healthy older adults. It does not say that playing a retail game will protect against cognitive decline. When people ask whether video games are good for older brains, the honest reading is that a designed, adaptive task showed durable gains in one study, and commercial games have not been shown to do the same.

Do the skills transfer? What the brain-training reviews say

Transfer is the question that separates a fun pastime from a health claim. Simons and colleagues reviewed the peer-reviewed studies cited by leading brain-training companies in Psychological Science in the Public Interest in 2016. They found extensive evidence that training improves performance on the trained tasks, less evidence for closely related tasks, and little evidence for distantly related tasks or everyday cognitive performance. They also found that many studies had design or analysis shortcomings.

The Cleveland Clinic article makes the same point from the clinic. Child psychiatrist Joseph Austerman, DO, says visuospatial skills and directed attention "tend to get a little better" while playing, but notes those skills may not transfer to real-world activities. On memory, he says game-based benefits may exist, but it is unknown whether they are long term or limited to a narrow domain.

For readers asking whether computer games are good for your brain, this is the useful frame. You are likely to get better at the thing you practise, such as spatial navigation in a 3D game or reaction speed in a shooter. Whether that makes you better at remembering names or reading a map in the real world is where the evidence thins out. We cover that distinction in more depth in our guide to whether brain training games work.

Are video games good for your mental health and wellbeing?

A different study asks a different question: does time spent playing change how people feel? Vuorre, Johannes, Magnusson and Przybylski linked six weeks of game-behaviour data from players with three waves of self-reported wellbeing data. The journal version reports data from 38,935 players supplied by seven global game publishers. They found little to no evidence for a causal link between game play and wellbeing, and described the average effects of time spent playing as probably very small.

Motivations appeared to matter more than hours. The authors found that why people play played a role in their wellbeing, and they called for more data from the industry. The Cleveland Clinic article points the same way, citing a 2022 Oxford study of nearly 40,000 gamers that found gaming did not appear to harm mental health unless players had difficulty walking away from it.

That last caveat is real. Cleveland Clinic cites a PubMed study putting video game addiction prevalence at 3.05 percent of the world's population, and Austerman describes warning signs such as an emotional outburst when a child is asked to stop. The takeaway is not that gaming is risk free. It is that, for most players, time played is a weak predictor of wellbeing, and what matters is whether play is chosen, balanced and stoppable.

What kind of games help most?

The research does not support ranking genres by brain benefit, and no source we opened does that. What it does show is that the tasks in the studies shared features: they were demanding, adaptive and required real-time decisions. NeuroRacer scaled difficulty to the player, and the Kühn training used a platformer that demanded navigation and planning. A 2020 overview of commercial game studies, cited by Cleveland Clinic, suggests different game types improve different cognitive functions.

So choose by the skill you enjoy using. Spatial games exercise navigation, fast action games exercise attention, strategy and puzzle games exercise planning. That is a reasonable reading of the evidence, not a prescription, because none of the studies above tested a head-to-head comparison of popular retail games on everyday cognition.

If your goal is simply to keep your mind engaged, a game that is hard in a way you enjoy and that you actually keep playing is the practical standard. If you want puzzle picks, see our list of the best brain training games, which applies the same evidence rules.

How much is too much? A practical checklist

The studies do not set a safe number of hours, and we will not invent one. The American Academy of Pediatrics guidance, as cited by Cleveland Clinic, says children aged 6 and older can have two or more hours a day as long as no negative consequences arise, and that guidance is about screen time overall. For adults, the better test is function, not a clock.

Ask four questions. Are sleep, work or relationships suffering? Can you stop when you planned to? Are you playing to enjoy it or to avoid something? Does an interruption cause an outburst? Austerman's warning sign for children, an emotional outburst after being asked to stop, applies to anyone.

Cleveland Clinic also notes that games provide a "constant barrage of reinforcement," in Manos's words, which can make less engaging tasks like chores harder. That does not mean games are harmful. It means scheduling matters, and a game that rewards you every few seconds competes with everything that does not.

What the research cannot tell you yet

Three gaps stand out. First, most training studies are short, and the abstracts we read do not show that gray matter changes or skill gains last for years after play stops. The NeuroRacer 6-month follow-up is the longest result here. Second, samples and games differ, so one platformer study cannot be stacked onto a driving game study to produce a general rule. Third, the large wellbeing study measured time played, not the quality of the games or what players were doing in them.

None of this makes gaming a bad bet for your brain. It means the honest claim is narrow: specific games can train specific skills, a few trials show transfer in older adults, and play time itself is a weak signal for wellbeing. If someone sells you a game as a cure for cognitive decline, remember that the US Federal Trade Commission took action against that sort of promise in 2016.

Our verdict is to play for the enjoyment, pick demanding games you like, and treat any brain benefit as a bonus rather than the reason.

Frequently asked

Are video games good for your brain?

Partly. Specific games can improve specific skills, and one 2014 study reported gray matter increases in a group that played a platformer for 2 months. A 2013 Nature trial found multitasking gains in older adults that lasted 6 months. But reviews find little evidence that those gains carry over to everyday thinking, so video games are not proven to make you smarter overall.

Do video games increase gray matter?

One study did find it. Kühn and colleagues reported in 2014 that a group playing a platformer for 2 months, at least 30 minutes a day, showed gray matter increases in the right hippocampal formation, right dorsolateral prefrontal cortex and bilateral cerebellum compared with a control group. It is one study of one game, and it does not show that extra gray matter improves everyday cognition or health.

Can video games help older adults' brains?

A designed game helped in one trial. In Nature in 2013, adults aged 60 to 85 trained on NeuroRacer cut multitasking costs more than controls, and the gains lasted 6 months with transfer to sustained attention and working memory. NeuroRacer was a research game, not a retail title, so the result does not show that commercial games protect against cognitive decline.

Do video games hurt mental health?

For most players, the evidence does not show it. A 2022 Royal Society Open Science study using data from 38,935 players found little to no evidence that time spent playing affects wellbeing, with very small average effects. Cleveland Clinic notes risks for people who struggle to stop, citing video game addiction prevalence of 3.05 percent. Whether play is balanced matters more than hours alone.

Do the skills from video games transfer to real life?

Mostly not, as far as the evidence shows. A 2016 review of studies cited by brain-training companies found extensive evidence for gains on trained tasks, less for related tasks and little for distantly related tasks or everyday performance. A Cleveland Clinic child psychiatrist says visuospatial skills and directed attention may improve while playing but may not transfer to real-world activities, so treat gains as tied to the game.

How many hours of video games is too many?

No study here sets a safe number. The American Academy of Pediatrics guidance cited by Cleveland Clinic says children aged 6 and older can have two or more hours a day if no negative consequences arise. A better test is function: whether sleep, work or relationships suffer, and whether you can stop when you plan to without an emotional outburst.