Video Games’ Effects on Cognitive and Social Skills: Literature Review and Search Strategies

Introduction

Video games have always played an important role in my life, and, like any other player, I use them in both positive and negative contexts. On the one hand, I can connect with friends by playing a game with them, and I have an emerging experience in moments when I need an emotional boost. On the other hand, there were moments when I chose to play games rather than socialize with friends or live life in the real world. I am confident that many individuals, myself included, have wondered whether computer games can be considered a net positive overall, especially given the negative opinions on the subject and the stigma surrounding gaming. The purpose of the current paper is to explore the following thesis question: How do video games affect mental cognition and social abilities?

Literature Review and Search Strategies

Effects on Cognitive and Social Abilities

Academic Search Premier

I began the research by consulting the Anoka Tech library to examine how the existing literature addresses my question. The Academic Search Premier database was selected as a basis for the search. I decided to break the topic into two parts to better understand whether distinct effects can be pinpointed in cognitive and social abilities. Hence, I typed in the keywords “videogames” and “cognition”.

The first resource that I came across is the article “Video games and board games,” written by Martinez, Gimenes, & Lambert (2023). The article aims to determine how cognition is affected when playing board games versus video games. The authors have concluded that the latter leads to more favorable effects on mental resilience, memory, visuospatial understanding, and intelligence (Martinez et al., 2023, p. 15). I agree with the source, as my experience shows that gamers tend to have quick problem-solving abilities and mental reflexes because they use those skills daily.

Additionally, the lack of an emerging nature highlights why board games are less effective at developing these traits. The source provides a clear, definite answer to the thesis question, supporting the cognitive benefits. Given the article’s positive outlook on the selected phenomenon, I decided to research the topic further and determine whether a consensus has been reached.

ERIC Database

To further explore the topic and determine how other authors interpret the subject, I accessed the ERIC database and entered the keywords “videogames” and “cognitive changes”. The source that captured my attention was the article “Video Games Can Increase Creativity but with Caveats,” written by Blanco-Herrera, Gentile, & Rokkum (2019). The researchers have decided to explore how video games impact creativity as a problem-solving trait. Groups of people playing Minecraft with and without instructions, playing driving simulators, and watching TV shows were observed. “The freedom of deciding how to play in the game could have led to the creative benefit by giving the participants more open-ended decisions to make” (Blanco-Herrera et al., 2019, p. 130). The characteristics of the actions have proven to be more critical than the acts themselves.

In my opinion, the source is correct in stating that it is critical to consider the nature of the game and its design to assess outcomes. While the condition may improve in scenarios that require critical thinking, a similar effect is unlikely in simpler arcades and simulators. Nonetheless, Blanco-Herrera et al. (2019, p. 119) agree with the previously mentioned source by Martinez et al. (2023), as in both cases, advantageous effects were identified. In addition, the literature piece provides context to the first half of the thesis question by supporting the link between cognitive abilities and gaming in specific instances. A caveat is included as Martinez et al. emphasize the importance of selecting developmental games.

Effects on Older Adults’ Cognitive Abilities

The first literature pieces exemplified research concerning children and adults. I decided that it would be interesting to determine the effect on an older demographic, as seniors experience cognitive decline. I searched for “video games”, “cognition,” and “older adults”, and came across “Cognitive effects of video games in older adults and their moderators” by Mansor, Chow, & Halaki (2019).

The researchers aimed to exemplify the link between cognition preservation in seniors and video games. “The present review revealed video game interventions improved updating memory, but no training effects found in other cognitive functions i.e. shifting, inhibition, processing speed, attention, delayed memory, and reasoning” (Mansor et al., 2019, p. 7). This was the second piece of research that highlighted that it is the type of game that positively or negatively affects cognition.

I share this idea with Mansor et al., as I believe that whether positive changes can be exemplified depends on the context. I also support the idea that memory improvements can be achieved, which implies that it is important to consider designing population-specific games that have been proven to yield advantageous results (Mansor et al., 2019, p. 15). The article answers the implied question by highlighting that certain scenarios lead to cognitive progress, yet multiple circumstances must be considered. Additionally, the findings are consistent with the other articles I have mentioned previously. The literature suggests that there can be negative implications, but only in cases where the type of entertainment is, by definition, noneducational or harmful.

Effects on Social Interactions

Academic Search Premier

Having analyzed the first part of the thesis, it became critical to determine the outcomes regarding social interactions. Hence, I changed the keywords and searched for “video games” and “social abilities”. The Academic Search Premier database was used to exemplify the study “Relations between video game engagement and social development in children” by Xu, Geng, Dou, & Liu (2023).

The study focused on the correlation between gaming and social traits in children, as assessed by parents. It was reported that the association was negative, and adverse effects on executive function were also identified, especially as children grew older (Xu et al., 2023, p. 11). In my opinion, the study does not demonstrate the effects; rather, it reflects popular opinion among adults.

My experience shows that parents tend to see video games as violent and destructive, which aligns with the selected article’s findings. Xu et al. (2023, p. 2) did not address outcomes from the children’s perspective or their social lives, and they report building healthy friendships and connections outside the virtual world. Although the study is not relevant to the conclusions drawn by other authors who reported positive associations with development and growth, it answers the thesis question by stating that adverse social implications are present. The research design, however, does not provide fully reliable information, as bias may have affected the results.

Google

I decided to further diversify my search by looking for relevant information on additional platforms. I used Google to search for “video games” and “social effects”, and I found a scholarly source by Greitemeyer (2022). “The dark and bright side of video game consumption” studies the implications of different games on social behavior. “Prosocial video games can even be used in interventions to improve social relationships” (Greitemeyer, 2022, p. 3). I concur with this statement as the writers have taken an individualized approach, illustrating that, depending on the nature of digital entertainment, the outcomes differ.

The finding is, to an extent, similar to that of Xu et al. (2023, p. 11), who state that negative implications can be present. However, in this case, Xu et al. note that video games are not inherently damaging; rather, they can impair individuals when violence is depicted in the scenarios. The research question is partly answered as it is illustrated that interpersonal interactions can suffer or improve depending on whether the person engages in positive or negative entertainment participation.

To further illustrate the potential social effects of games, I conducted an additional search using the key terms “gaming” and “social outcomes” on Google. The literature piece “Kids will find a way” by Wiederhold (2021) summarizes the phenomenon of interactive digital activities and their effects. Despite not having contact with others, children can create and sustain relationships with individuals by playing with them online, suggesting that the modern world’s dependence on technological advancements alters communication (Wiederhold, 2021, para. 9). The researchers relate the findings specifically to social gaming. It involved multiple players, effective communication, and the opportunity to solve problems collaboratively with team members.

I fully support this claim, as I believe it is unreasonable to expect youngsters to engage in activities their parents and grandparents did. Instead, their way of connecting is through digital platforms, suggesting that these platforms provide opportunities for relationships to form. The findings differ from the previously mentioned negative contexts exemplified by Greitemeyer (2022, p. 3) and Xu et al. (2023, p. 11). The thesis link is that social contexts can be improved through gaming. Wiederhold has approached the subject from a philosophical perspective, noting that it is unreasonable to expect young individuals to resemble their parents and grandparents in their socialization.

Conclusion

After examining various sources with conflicting views, I concluded that video games could not be placed in a single category regarding their social and cognitive effects. Instead, there are cases in which depicted violence can lead to behavioral impairments, while prosocial scenarios help build such values as collaboration and problem-solving. I have learned that context is critical to consider, and that each variable can significantly impact the result.

I have indeed answered my set question and come to the understanding that specific digital entertainment can have an advantageous effect on people regardless of their age. The literature I have accessed appears to have a consensus that gaming can be a productive activity that helps children develop certain cognitive skills and make and maintain friendships. Violent or redundant scenarios, however, lead to opposite effects, which is why it is important to consider the characteristics of the actions to draw conclusions about their advantages and disadvantages.

References

Blanco-Herrera, J. A., Gentile, D. A., & Rokkum, J. N. (2019). Video games can increase creativity, but with caveats. Creativity Research Journal, 31(2), 119–131.

Greitemeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology, 46.

Mansor, N. S., Chow, C. M., & Halaki, M. (2019). Cognitive effects of video games in older adults and their moderators: A systematic review with meta-analysis and meta-regression. Aging & Mental Health, 24(6), 841–856.

Martinez, L., Gimenes, M., & Lambert, E. (2023). Video games and board games: Effects of playing practice on cognition. PLOS ONE, 18(3).

Wiederhold, B. K. (2021). Kids will find a way: The benefits of Social Video Games. Cyberpsychology, Behavior, and Social Networking, 24(4), 213–214.

Xu, K., Geng, S., Dou, D., & Liu, X. (2023). Relations between video game engagement and Social Development in children: The mediating role of executive function and age-related moderation. Behavioral Sciences, 13(10).

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StudyCorgi. (2026) 'Video Games’ Effects on Cognitive and Social Skills: Literature Review and Search Strategies'. 24 July.

1. StudyCorgi. "Video Games’ Effects on Cognitive and Social Skills: Literature Review and Search Strategies." July 24, 2026. https://studycorgi.com/video-games-effects-on-cognitive-and-social-skills-literature-review-and-search-strategies/.


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StudyCorgi. "Video Games’ Effects on Cognitive and Social Skills: Literature Review and Search Strategies." July 24, 2026. https://studycorgi.com/video-games-effects-on-cognitive-and-social-skills-literature-review-and-search-strategies/.

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StudyCorgi. 2026. "Video Games’ Effects on Cognitive and Social Skills: Literature Review and Search Strategies." July 24, 2026. https://studycorgi.com/video-games-effects-on-cognitive-and-social-skills-literature-review-and-search-strategies/.

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