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Video games and Neuropsychology: think, stimulate, play!

A global cultural industry with neuropsychological impact

Video games have become one of the world's leading cultural industries. Their relevance lies in the cognitive, emotional and social influence they exert on the people who use them.

This impact is especially relevant during childhood and adolescent development, but it is also relevant in adults and people with neurological and neurodevelopmental disorders. From clinical neuropsychology, video games are no longer just a form of passive leisure, but have become a complex interactive tool that activates multiple brain systems: attentional, executive, emotional, motor and social. The effects of video games depend on the type of game, the time of use, the context and the individual characteristics of the player.

 

What do we see in the consultation? An evidence-based clinical perspective

In our clinical practice, it is common for families, adolescents and adults with some type of disability to raise doubts about the use of video games: what types of games can be beneficial, how much time is appropriate and at what point use becomes problematic. Current recommendations are based on a model of guidance and support, rather than prohibition.

A reference instrument is the PEGI system, which classifies video games according to the recommended age and the presence of sensitive content. Its use allows exposure to video games to be adjusted to the cognitive and emotional maturity of each person, especially among children.

From a clinical neuropsychological perspective, recommendations must take into account aspects such as:

  1. The person's cognitive, emotional and behavioral profile
  2. The type of video game: educational, narrative, competitive, cooperative or creative
  3. The context of use: individual, with peers or in family
  4. Playtime and balance with other daily activities

 

Cognitive and emotional development in video games

Several studies indicate that certain video games can promote processes such as sustained attention, visual-motor coordination, problem solving and planning. The dynamics of immediate feedback and reward systems increase motivation and perseverance, which explains the growing use of gamification in educational and rehabilitation contexts.

Video games also activate intense emotional processes. Frustration management, error tolerance and activation regulation are key elements that can be favored or not depending on the type of game and the context of use. It is also worth noting that through complex narratives and moral decision-making, some video games stimulate empathy, mentalization and social cognition. These experiences contribute to the development of socio-emotional skills.

Regarding the relationship between violent video games and violent behavior, studies point to transient increases in emotional activation or aggressive language immediately after playing, without this necessarily translating into sustained violent behavior. Family context, prior psychopathology, and social environment have a much higher impact.

 

Digital risks of video game use

Internet-connected video games introduce risks: cyberbullying, exposure to inappropriate language, interaction with strangers, and compulsive shopping associated with microtransactions. These risks are especially relevant in the underage population and in people with difficulties interpreting social norms. Adult supervision and progressive digital education are key to reducing these risks, as well as the establishment of clear rules and open communication channels.

Problematic video game use is recognized by the main diagnostic systems. The diagnosis requires functional impairment, loss of control and persistence over time, and it must be differentiated from intensive but non-pathological use. From a clinical perspective, it is essential to assess whether video games are the source of the discomfort or a coping strategy for other emotional or social difficulties.

 

Video games and neurodevelopmental disorders

For people with neurodevelopmental disorders or intellectual disabilities, video games can be a particularly motivating tool, as they facilitate active participation in cognitive training tasks, the practice of social skills and involvement in therapeutic activities. Through interactive dynamics, it is possible to work on functions such as attention, planning, cognitive flexibility or problem solving in a more attractive and functional way.

However, this potential also entails specific risks, such as sensory overstimulation, hyperfocusing or difficulty interrupting the activity. For this reason, use for therapeutic purposes must be based on careful selection of content, adaptation to individual capacities and constant professional guidance.

In this context, it is worth highlighting the existence of specific digital cognitive stimulation tools with a similar operation to that of interactive video games, but with a structured clinical design. The NeuronUP platform is a paradigmatic example and, in the case of the Aspace Catalunya Foundation, it is routinely used within cognitive stimulation groups. This tool allows working on specific therapeutic objectives in a motivating and controlled environment, promoting adherence to treatment and the active participation of users in neuropsychological rehabilitation processes.

 

General recommendations
  • Establish reasonable and flexible usage times according to age and context.
  • Respect the age ratings and content of video games.
  • Alternate digital play with physical activity, free play and face-to-face relationships.
  • Provide emotional support to work through frustration and the rules of the game.
  • In therapeutic contexts, use video games only with professional guidance.

 

Conclusion

Video games are neither a threat nor a universal solution. They are a cultural tool with great cognitive, emotional and social potential when used with judgment, knowledge and adequate supervision. The challenge is not to demonize them, but to understand them, contextualize them and take advantage of their possibilities responsibly.

 

Authors

Xavier Borrell- Psychologist

 

Immaculate Mateos Villalón

Inma Mateos- Psychologist

 

References

Basciano, M., Bisagno, E., & Cadamuro, A. (2025). Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners. Multimodal Technologies and Interaction, 9(6), 56. https://doi.org/10.3390/mti9060056

Chen, HH, Lin, CC, Yu, ML, Wu, HL, Shen, HC, & Hsieh, HF (2025). Active Video Games to Improve Behavioral Intentions and Cognitive Function in Patients With Schizophrenia: Randomized Controlled Trial. JMIR serious games, 13, e69116. https://doi.org/10.2196/69116

Lachowicz, M., Żurek, A., Jamro, D. et al. Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study. Sci Rep 14, 8904 (2024). https://doi.org/10.1038/s41598-024-59539-w

Somaa, F., Khan, A., & Arafah, A. (2025). Efficacy of Brain Training Games on the Cognitive Functioning, Working Memory and Processing Speed ​​of Healthy Individuals: A Meta-Analysis. Journal of pharmacy & bioallied sciences, 17(Suppl 2), S1719–S1723. https://doi.org/10.4103/jpbs.jpbs_281_25

Torra Moreno, M. (2022). Digital devices as a therapeutic tool in children and adolescents with intellectual disabilities. Rovira i Virgili University. http://hdl.handle.net/10803/674948

 

 

 

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