Video Games and the Brain: Effects on Cognition and Health
This paper presents a brief literature review examining how video games affect the brain, covering both positive and negative outcomes across different age groups and game types. Drawing on studies by Shams et al. (2015), Ballesteros et al. (2015), Gentile et al. (2017), Salminen and Ravaja (2007), and Bavelier et al. (2011), the paper explores changes in brain structure and cognition, the biological effects of violent video games, oscillatory brain responses measured via EEG, and links between video game use and psychiatric well-being. The review concludes that while certain games can enhance cognition and rehabilitate the brain, others may intensify aggressive tendencies and harm mental health, and that the overall body of research remains in its early stages.
- Introduction: Technology, Video Games, and the Brain: Overview of video games as a brain-research concern
- Video Games and Cognitive Development Across Age Groups: Cognitive effects on young and older players
- Violent Video Games and Biological Effects: Cortisol, aggression, and biological responses to violent games
- Oscillatory Brain Responses During Gameplay: EEG study of brain waves during Super Monkey Ball 2
- Broader Psychiatric and Mental Health Implications: Links between video game use and mental health
- Conclusion: Summary of findings and call for further research
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What makes this paper effective
- Draws on a focused set of peer-reviewed sources to build a coherent, multi-angle picture of how video games affect the brain.
- Balances positive and negative findings rather than presenting a one-sided argument, acknowledging that game type, age, and context all matter.
- Grounds abstract claims in specific study details — for example, the EEG findings from the Super Monkey Ball 2 experiment add concrete empirical texture.
Key academic technique demonstrated
The paper demonstrates disciplined literature synthesis: each paragraph introduces a distinct study, identifies its methodology or scope, and connects its findings to the paper's central question about brain effects. Transitional framing ("there are other games, however" and "even with this being clear") keeps the argument from reading as a list of summaries, showing how sources speak to one another.
Structure breakdown
The paper opens by situating video games within broader technology use, then moves through four thematic content sections — cognitive development, violent game effects, EEG-measured oscillatory responses, and psychiatric implications — before a short conclusion that acknowledges the field's immaturity and calls for further research. The structure follows a problem-then-evidence pattern appropriate for a short literature review.
Introduction: Technology, Video Games, and the Brain
Technology has emerged and pervaded the lives of many people as it becomes more advanced and more deeply embedded in society. A good and prominent example of this is video games. Even acknowledging the leisure value and perceived positive effects of video games, their impact on the brain is a cause for concern among many in the scientific and academic communities. While many of the effects could be positive, others could be harmful, with age and stage of brain development being important factors to keep in mind.
References
Ballesteros, S., Prieto, A., Mayas, J., Toril, P., Pita, C., Ponce de Leon, L., & Waterworth, J. (2015). Corrigendum: Brain training with non-action video games enhances aspects of cognition in older adults: A randomized controlled trial. Frontiers in Aging Neuroscience, 7, 82. doi:10.3389/fnagi.2015.00082
Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., & Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12(12), 763–768.
Gentile, D. D., Bender, P. K., & Anderson, C. A. (2017). Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. Computers in Human Behavior, 70, 39–43.
Salminen, M., & Ravaja, N. (2007). Oscillatory brain responses evoked by video game events: The case of Super Monkey Ball 2. Cyberpsychology & Behavior, 10(3), 330–338. doi:10.1089/cpb.2006.9947
Shams, T. A., Foussias, G., Zawadzki, J. A., Marshe, V. S., Siddiqui, I., Muller, D. J., & Wong, C. (2015). The effects of video games on cognition and brain structure: Potential implications for neuropsychiatric disorders. Current Psychiatry Reports, 17(9), 71. doi:10.1007/s11920-015-0609-6
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