ReviewPediatric reports2021
The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review.
Review in Pediatric reports, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
18 citing papers in PubMed.
- The Effects of Cognitive-Motor Dual-Task Exercise and Exergaming on Balance and Functional Mobility in Children with Down Syndrome: A Comparative Randomized Trial.Brain sciences · 2026Article
- Computer vision syndrome: a comprehensive literature review.Future science OA · 2025Review
- The role of 24-hour wearable sensors in early evaluation of adolescent orthostatic dysregulation.PCN reports : psychiatry and clinical neurosciences · 2025Article
- Playing video games in community spaces and adolescent loneliness: a cross-sectional study.Child and adolescent psychiatry and mental health · 2025Article
- Burden of gaming disorder among adolescents: A systemic review and meta-analysis.Public health in practice (Oxford, England) · 2025Review
- Prevalence of Internet Gaming Disorder, Depression, and Anxiety Symptoms Before and After the Pandemic.Healthcare (Basel, Switzerland) · 2024Article
- Video Game Addiction in Young People (8-18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of "Gaming Non-Pathological Abuse (GNPA)".Epidemiologia (Basel, Switzerland) · 2024Article
- Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning.European journal of investigation in health, psychology and education · 2024Article
- The impact of the COVID-19 pandemic on children's occupations.Hong Kong journal of occupational therapy : HKJOT · 2023Review
- Screen time, impulsivity, neuropsychological functions and their relationship to growth in adolescent attention-deficit/hyperactivity disorder symptoms.Scientific reports · 2023Article
- Impact of COVID-19 on Physical Activity in Families Managing ADHD and the Cyclical Effect on Worsening Mental Health.Brain sciences · 2023Article
- Digital Devices Use and Fine Motor Skills in Children between 3-6 Years.Children (Basel, Switzerland) · 2023Article
- Premorbid Personality Traits as Risk Factors for Behavioral Addictions: A Systematic Review of a Vulnerability Hypothesis.Children (Basel, Switzerland) · 2023Review
- Effects of a video game intervention on symptoms, training motivation, and visuo-spatial memory in depression.Frontiers in psychiatry · 2023Article
- Italian Children's Accounts of the Lockdown: Insights and Perspectives.Journal of child and family studies · 2023Article
- Changes in the Mental Health of Children and Adolescents during the COVID-19 Lockdown: Associated Factors and Life Conditions.International journal of environmental research and public health · 2022Article
- COVCOG 1: Factors Predicting Physical, Neurological and Cognitive Symptoms in Long COVID in a Community Sample. A First Publication From the COVID and Cognition Study.Frontiers in aging neuroscience · 2022Article
- Alexithymia, Dissociation, and Family Functioning in a Sample of Online Gamblers: A Moderated Mediation Study.International journal of environmental research and public health · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly 'good' or 'bad'. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.
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What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.