Over 9,000 boys and girls in the USA participated in the study. At the age of nine or ten, the children performed a battery of psychological tests to gauge their general cognitive abilities (intelligence). The children and their parents were also asked about how much time the children spent watching TV and videos, playing video games and engaging with social media.

Followed up after two years

Just over 5,000 of the children were followed up after two years, at which point they were asked to repeat the psychological tests. This enabled the researchers to study how the children’s performance on the tests varied from the one testing session to the other, and to control for individual differences in the first test. They also controlled for genetic differences that could affect intelligence and differences that could be related to the parents’ educational background and income.

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The results showed that those who played more games than the average increased their intelligence between the two measurements by approximately 2.5 IQ points more than the average. No significant effect was observed, positive or negative, of TV-watching or social media.

“We didn’t examine the effects of screen behaviour on physical activity, sleep, wellbeing or school performance, so we can’t say anything about that,” says Torkel Klingberg, professor of cognitive neuroscience at the Department of Neuroscience, Karolinska Institutet. “But our results support the claim that screen time generally doesn’t impair children’s cognitive abilities, and that playing video games can actually help boost intelligence. This is consistent with several experimental studies of video-game playing.”

Intelligence is not constant

The results are also in line with recent research showing that intelligence is not a constant, but a quality that is influenced by environmental factors.

“We’ll now be studying the effects of other environmental factors and how the cognitive effects relate to childhood brain development,” says Torkel Klingberg.

One limitation of the study is that it only covered US children and did not differentiate between different types of video games, which makes the results difficult to transfer to children in other countries with other gaming habits. There was also a risk of reporting error since screen time and habits were self-rated.

The study was financed by the Swedish Research Council and the Strategic Research Area Neuroscience (StratNeuro) at Karolinska Institutet. The researchers report no conflicts of interest.

Source: Eurekalert

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