The Dual Influence of Video Games on Adolescents’ Executive Functions
The Dual Influence of Video Games on Adolescents’ Executive Functions

The Dual Influence of Video Games on Adolescents’ Executive Functions

Cureus. 2025 Jan 2;17(1):e76830. doi: 10.7759/cureus.76830. eCollection 2025 Jan.

ABSTRACT

Video games, defined as interactive digital environments created for entertainment, are becoming increasingly popular among adolescents. These games encompass a wide range, from simple puzzles to intricate multiplayer simulations, each demanding varying degrees of cognitive and motor involvement. Adolescence represents a crucial stage for developing executive functions (EFs), encompassing working memory, inhibitory control, and cognitive flexibility. These advanced cognitive processes are vital for self-regulation, problem-solving, and decision-making. Therefore, the extensive use of video games prompts significant inquiries regarding their developmental effects on youth. Are they beneficial tools for cognitive enhancement, or do they present risks to neurodevelopment? Understanding this complex relationship necessitates an exploration of both the cognitive advantages and potential drawbacks of video gaming. This editorial investigates the impact of video games on EFs in young individuals, emphasizing the necessity for further research to contextualize these effects and formulate evidence-based research methodologies.

PMID:39897211 | PMC:PMC11787570 | DOI:10.7759/cureus.76830