ÜBERMAD

FocusReview

Active video games may help thinking, but most of 17 trials had weak designs

HelpedThe short version

Across 17 trials, active video games improved overall thinking more than the other groups did.

A woman in a checked cardigan swings a handheld game remote in a bowling arc in her living room, calm and focused.
17
studies pooled
926
mostly older adults, some with illnesses
1 tool
tested

The review

  1. Who took part

    About 926 people took part in 17 trials, with an average age of 69 and about half of them men. Nine trials studied healthy older adults, and the other eight studied people with illnesses, teenagers or a mix.

  2. What they did

    The active-game groups played video games that made them move, about three times a week for about 10 weeks. The other groups waited, got usual care, or did things like exercise, reading or memory training.

  3. What happened

    Compared with other groups, active video games gave a moderate gain in thinking. They also improved attention and skills such as self-control, but not memory for words or places. The overall gain showed in both healthy older adults and people with illnesses.

What the review found

  1. HelpedOther outcomes

    Across 17 trials, active video games improved overall thinking more than the other groups did.

    Pooled analysis of 17 studies with 926 people · vs groups that waited, got usual care or did other activities · ⚠ most studies had serious flaws; whole programmes were tested, so no single part can be credited

  2. HelpedFocus

    Across 11 trials, active video games improved scores on attention tests more than the other groups did.

    Pooled analysis of 11 studies with 688 people · vs groups that waited, got usual care or did other activities · ⚠ most studies had serious flaws; whole programmes were tested, so no single part can be credited

  3. HelpedOther outcomes

    Across 8 trials, active video games helped thinking more than exercise alone did.

    Pooled analysis of 8 studies with 632 people · vs people who only exercised, such as cycling · ⚠ most studies had serious flaws; the studies disagreed a lot; whole programmes were tested, so no single part can be credited

  4. HelpedOther outcomes

    Across 13 trials, active video games slightly helped self-control and switching between tasks.

    Pooled analysis of 13 studies with 735 people · vs groups that waited, got usual care or did other activities · ⚠ most studies had serious flaws; whole programmes were tested, so no single part can be credited

How solid is this?

  • Numbers unreliable
  • Only counted people who finished
  • Whole programmes were tested, so no single part can be credited

Source

The effect of active video games on cognitive functioning in clinical and non-clinical populations: a meta-analysis of randomized controlled trials (2017)

DOI: 10.1016/j.neubiorev.2017.04.011 (opens in a new tab)

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