Video gaming is one of the most popular activities among children and teens today. While gaming can foster friendships and community, some digital environments may also pose risks to young people’s health and well-being.

Children and Screens’ Research-at-a-Glance:Video Gaming and Youth” distills the latest research into a clear, visual guide highlighting the most important findings and key takeaways for parents and educators.

Download the Two-Page Guide

Did You Know?

    • Video games can foster social connections, but can also expose youth to spaces with mixed-aged players and new risks 
    • High amounts of gaming can have negative impacts on mental and behavioral health
    • Certain video game features can encourage over-engagement and spending
    • Some youth can develop gaming disorder, which can disrupt their personal, social, and academic lives

How You Can Use This:

    • Guide conversations with children about healthy versus problematic gaming habits
    • Identify the warning signs of gaming disorder early
    • Help youth safely navigate multiplayer games, chat rooms, and lobbies
    • Understand game design features that may be harmful for developing minds

What’s Inside the PDF:

    • A concise, visual summary of current research
    • Key research findings at a glance
    • Insights and guidance for families and educators

Download the PDF

Anti-Defamation League. (2022). Hate is no game: Hate and harassment in online games 2022. https://www.adl.org/resources/report/hate-no-game-hate-and-harassment-online-games-2022.

Coyne, S. M., Warburton, W., Swit, C., Stockdale, L., & Dyer, W. J. (2023). Who is most at risk for developing physical aggression after playing violent video games? An individual differences perspective from early adolescence to emerging adulthood. Journal of youth and adolescence, 52(4), 719-733. doi.org/10.1007/s10964-023-01739-0.

Darvesh, N., Radhakrishnan, A., Lachance, C. C., Nincic, V., Sharpe, J. P., Ghassemi, M., Straus, S. E., & Tricco, A. C. (2020). Exploring the prevalence of gaming disorder and internet gaming disorder: A rapid scoping review. BMC Psychiatry, 20, 1–15. doi.org/10.1186/s13643-020-01329-2.

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66. doi.org/10.1037/a0034857.

Hygen, B. W., Lydersen, S., Kuss, D. J., Scholz, T., & Wendelborg, C. (2025). When the Game Turns Toxic: Exploring Gendered Effects on Well-Being and Self-Esteem. Computers in Human Behavior Reports, 100914. doi.org/10.1016/j.chbr.2025.100914

Kowert, R., & Woodwell, L. (2022). Moderation challenges in digital gaming spaces: Prevalence of offensive behaviors in voice chat. A white paper by TakeThis.

Kwak, H., Blackburn, J., & Han, S. (2015, April). Exploring cyberbullying and other toxic behavior in team competition online games. In Proceedings of the 33rd annual ACM conference on human factors in computing systems (pp. 3739-3748). dl.acm.org/doi/10.1145/2702123.2702529

Lager, K. S., & German, C. (2025). Game Faces: How Digital Play Affects the Psychological Landscape of Youth. Cureus, 17(1).

Lenhart, A., Smith, A., Anderson, M., Duggan, M., & Perrin, A. (2015, August 6). Teens, technology and friendships. Pew Research Center.

Mun, I. B., & Lee, S. (2021). The influence of parents’ depression on children’s online gaming addiction: Testing the mediating effects of intrusive parenting and social motivation on children’s online gaming behavior. Current Psychology: A Journal for Diverse Perspectives on Diverse Psychological Issues. Advance online publication. doi.org/10.1007/s12144-021-01854-w.

Park, J. J., Han, X., Potenza, M. N., & Zhao, Y. (2025). The effect of caffeine use in the relationship between gaming and sleep in adolescents: A mediation analysis. Journal of Behavioral Addictions, 14(3), 1368-1379. doi.org/10.1556/2006.2025.00076

Pehlivanturk Kizilkan, M., Akgul, S., Kanbur, N., Gungoren, O., & Derman, O. (2024). Problematic video gaming is negatively associated with bone mineral density in adolescents. European Journal of Pediatrics, 183(3), 1455-1467. doi.org/10.1007/s00431-023-05399-x

Peng, P., Jin, J., Chen, Z., Ren, S., He, Y., Li, J., … & Liao, Y. (2025). Impaired sleep quality mediates the relationship between internet gaming disorder and conduct problems among adolescents: a three-wave longitudinal study. Child and Adolescent Psychiatry and Mental Health, 19(1), 1-11. doi.org/10.1186/s13034-025-00889-2

Petrescu, T. C., Błachnio, A., & Enea, V. (2025). Internet gaming disorder in children and adolescents: A systematic review of familial protective and risk factors. Addictive Behaviors, 167, 108345. doi.org/10.1016/j.addbeh.2025.108345

Rideout, V., & Robb, M. B. (2021). The Common Sense Census: Media use by kids age zero to eight, 2020. Common Sense Media. https://www.commonsensemedia.org/sites/default/files/research/report/2020_zero_to_eight_census_final_web.pdf.

Rideout, V., Peebles, A., Mann, S., & Robb, M. B. (2022). Common Sense census: Media use by tweens and teens, 2021. https://www.commonsensemedia.org/sites/default/files/research/report/8-18-census-integrated-report-final-web_0.pdf

Sala, G., Tatlidil, K. S., & Gobet, F. (2018). Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation. Psychological bulletin, 144(2), 111. doi.org/10.1037/bul0000139.

Smirni, D., Garufo, E., Di Falco, L., & Lavanco, G. (2021). The playing brain. The impact of video games on cognition and behavior in pediatric age at the time of lockdown: A systematic review. Pediatric Reports, 13(3), 401–415. doi.org/10.3390/pediatric13030047.

Yue, Z., Bickham, D., Schwamm, S., & Rich, M. (2026). Who they play with matters: An exploration of behavioral pathways linking loneliness, social anxiety, and problematic gaming. The Journal of adolescent health, 78(2), 294–301. https://doi.org/10.1016/j.jadohealth.2025.09.029.