ReviewCureus2025
Rewiring Young Minds: Investigating the Cognitive Effects of Video Games on Learning and Their Potential as Digital Therapeutics for Mental Well-Being.
Review in Cureus, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
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
1 citing paper in PubMed.
- Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Video games are commonly integrated into the lives of childhood and adolescence, with their impact on cognition and mental health widely debated. Concerns about academic distraction are increasingly balanced by recognition of their potential cognitive and therapeutic value. This review aims to explore the dual role of video games in pediatric populations, examining both their potential cognitive risks and their emerging utility as digital mental health interventions. It examines two key roles that video games may play in a child's life: as potential risk factors for academic distractibility and as emerging digital interventions for mental health conditions. While video games may enhance attention, executive control, and working memory, excessive use can disrupt sleep patterns, reduce focus, and hinder academic performance. Therapeutic applications of video games are gaining interest, with certain games developed to enhance cognitive function in attention-related conditions and others aimed at fostering social and emotional learning in children with developmental differences. Immersive platforms are also being explored for emotional regulation and exposure-based therapies. Healthcare professionals should guide parents and educators to recognize both the potential benefits and risks of video game use. The future of therapeutic gaming lies in the integration of AI, personalized interventions, structured clinical applications, and interdisciplinary collaboration among neuroscientists, clinicians, educators, and game developers.
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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.