The “screens are ruining children’s minds” narrative is one of the most durable parenting anxieties of the past decade. The “video games are mental gym equipment” narrative is its enthusiastic counterpoint. A 2022 study by Sauce, Liebherr, Judd, and Klingberg in Scientific Reports, using 9,855 American children from the Adolescent Brain Cognitive Development (ABCD) Study, did something most prior screen-time research had not: it tested both narratives while controlling for the genetic predispositions and socioeconomic factors that confound observational comparisons. The results split the difference. Video gaming was associated with measurable increases in intelligence over two years (standardized β = +0.17). Video watching showed a smaller positive effect that disappeared when parental education was the SES adjustment variable. Socializing on screens showed no longitudinal effect. A 2024 follow-up from the same group, looking at brain structure across four years, found minimal developmental effects of any of these screen activities on cortex or striatum volumes. The picture that emerges is more nuanced than either popular framing suggests.
What the Sauce 2022 study actually measured
The Sauce et al. paper used the ABCD dataset, an ongoing prospective study of nearly 12,000 American children. The analytic sample of 9,855 children was tested at baseline (ages 9–10) and again two years later. Three categories of digital media use were distinguished:
- Watching: television, online videos, streaming.
- Socializing: social media, video chat, messaging.
- Gaming: video games, mobile games.
The study’s methodological contribution was the inclusion of polygenic scores for cognitive ability as a covariate. Children’s cognitive trajectories are partly heritable; genetic predisposition to higher cognition is also associated with the kind of screen-time choices children make. Without controlling for genetics, an observational study can mistake “smarter kids choose certain activities” for “certain activities make kids smarter.” Sauce et al. controlled for both genetic and socioeconomic confounding.
The findings:
At baseline (cross-sectional):
- Time watching correlated r = −0.12 with intelligence.
- Time socializing correlated r = −0.10 with intelligence.
- Time gaming had no significant baseline correlation.
Over two years (longitudinal change in intelligence):
- Gaming was associated with increased intelligence, standardized β = +0.17. Children who gamed more showed larger gains in measured intelligence over the two-year window.
- Watching was associated with increased intelligence, β = +0.12 — but this effect lost statistical significance when parental education was used as the SES adjustment variable, suggesting the effect was confounded with socioeconomic factors that the standard SES adjustment did not fully capture.
- Socializing had no effect on cognitive change over the two-year window.
The β = +0.17 effect for gaming is small to moderate and consistent with the experimental cognitive-training literature on video games. It is not transformative in size, but it is robust to the genetic and SES adjustments that have weakened many prior screen-time findings.
The 2024 brain-structure follow-up: a different story
Nivins, Sauce, Liebherr, Judd, and Klingberg’s 2024 paper in Scientific Reports followed the same ABCD children for four years, with brain magnetic resonance imaging scans every two years. The question was whether digital media use altered the developmental trajectories of three brain regions central to cognition and reward processing: the cortex, the striatum, and the cerebellum. The findings:
- Individual digital media use did not alter cortex or striatum volume development across the four-year window.
- High social media usage was associated with a statistically significant change in the developmental trajectory of cerebellum volumes — but the accumulated effect over four years was β = −0.03, characterized by the authors as insignificant in practical terms.
- The trajectory for heavy social media users accelerated at later time points, which the authors flag as warranting longer follow-up.
The implication is that whatever the cognitive effects of digital media — and the 2022 paper found a real but modest gaming benefit — they are not accompanied by detectable structural brain changes at the resolution and time scale of standard MRI methods. The story is not that “gaming reshapes the developing brain”; it is that gaming may be associated with small functional cognitive gains without observable structural correlates.
The screen-time concerns: developmental and psychological
The Sauce findings sit alongside a substantial literature documenting screen-time-related concerns at younger ages and on outcomes other than intelligence. Two reference points:
Madigan, Browne, Racine, Mori, and Tough (2019) in JAMA Pediatrics followed nearly 2,500 Canadian children with developmental assessments and parent-reported screen time at 24, 36, and 60 months. The longitudinal analysis found that higher screen time at one age predicted poorer scores on a developmental screening test (Ages and Stages Questionnaire) at the next assessment. The directionality of the effect — screen time at age 2 predicting poorer development at age 3, not vice versa — supports a screen-causes-developmental-delay interpretation. The Madigan study is one of the more rigorous demonstrations of negative screen-time associations in early childhood.
Twenge and Campbell (2018) in Preventive Medicine Reports analyzed a large U.S. population sample (N > 40,000 children and adolescents) and found dose-response associations between screen time and lower psychological well-being, including curiosity, self-control, emotional stability, and ability to make friends. The effects were larger in adolescents than younger children. Twenge’s findings are part of a broader body of evidence that the well-being concerns about adolescent screen time, particularly social media, have a real empirical basis even if the magnitude is contested.
These literatures complicate the Sauce 2022 gaming-positive story. The full picture is that:
- Different ages show different vulnerabilities. Very young children (under age 5) appear most vulnerable to developmental effects of high screen exposure (Madigan).
- Different outcomes show different patterns. Cognitive ability (intelligence in Sauce) and well-being (Twenge) are distinct outcomes with potentially different relationships to screen activities.
- Different content types matter. Gaming, watching, and socializing produce divergent effects in the same children at the same ages (Sauce). Lumping all “screen time” together averages across opposite signals.
Why might video gaming improve measured intelligence?
The Sauce 2022 findings on gaming are consistent with experimental research on the cognitive effects of video games. Hubert-Wallander, Green, and Bavelier’s 2010 review in WIREs Cognitive Science summarized two decades of laboratory research on action video games specifically:
- Visual attention improves. Action gamers can track more objects simultaneously and detect targets in cluttered displays more accurately than non-gamers.
- Processing speed increases. Reaction times in standard cognitive tasks are faster in action gamers, often substantially.
- Visuospatial cognition strengthens. Mental rotation, spatial allocation of attention, and related abilities improve.
- Some of these effects are demonstrably trainable. Randomized experiments showing similar gains after structured action-video-game training in non-gamers establish that the relationships are at least partly causal, not just selection.
The cognitive components most consistently improved by gaming overlap with the cognitive components measured by Performance IQ and many fluid-reasoning tasks. The Sauce β = +0.17 finding is in the same general direction as the experimental literature, with a magnitude consistent with what controlled trials of game-based training tend to produce.
The mechanism is not fully resolved. Plausible candidates include:
- Attentional training effects. Repeated practice tracking multiple objects and rapidly shifting attention may strengthen general attention-control circuits.
- Strategic problem-solving practice. Many video games require continuous hypothesis-testing and resource management, which may transfer to other cognitive tasks.
- Speed-accuracy training. Game reward structures push players toward faster decisions without sacrificing accuracy, a transferable skill.
These mechanisms are plausible and partially supported by neuroimaging studies. The mechanism question matters because it determines what other interventions might produce similar benefits.
Practical implications for parents
Several practical points emerge from synthesizing this evidence:
- Early childhood screen time is qualitatively different from school-age screen time. The Madigan findings on under-5 developmental delays do not directly translate to school-age children. Parents of toddlers and preschoolers face a different evidence base than parents of 9- to 14-year-olds.
- Type of screen activity matters substantially. The Sauce findings argue against treating “screen time” as a single category. Gaming, watching, and socializing have different effects, and a 2-hour-per-day gaming child is in a different cognitive position than a 2-hour-per-day social-media child.
- The cognitive benefits of gaming are real but modest. A β = +0.17 standardized effect is meaningful but small. Gaming is not a substitute for academic engagement, sleep, physical activity, or in-person social development.
- Adolescent social media warrants concern more than adolescent gaming. The Twenge and related findings on well-being are concentrated on social media use, not gaming time. Conflating the two misses the differentiation the data support.
- Brain-structure effects are likely minimal at typical exposure levels. The Nivins 2024 findings argue against alarm framings that imply digital media is “rewiring” the developing brain in observable ways.
What the evidence does not establish
Several limits are worth holding in mind:
- The Sauce sample is U.S.-specific. Cultural and educational context may shape the relationship between gaming and measured intelligence in ways the U.S. data cannot directly characterize.
- “Intelligence” in the Sauce study is a specific composite. The effect on a particular IQ or achievement measure may not generalize to all cognitive outcomes.
- Two-year and four-year follow-ups are short by developmental standards. Effects may strengthen, weaken, or change direction over longer timescales not yet captured.
- Game content is heterogeneous. Action games, puzzle games, sports games, and role-playing games engage different cognitive processes. The Sauce study did not differentiate among genres.
- The gaming-positive finding survives some adjustments but may be sensitive to other unmeasured confounders. Polygenic-score adjustment is a methodological strength, not a magic causal-inference fix.
Frequently Asked Questions
Do video games make children smarter?
The 2022 Sauce et al. study found a small to moderate positive longitudinal effect of gaming on measured intelligence (β = +0.17 standardized) over two years, after controlling for genetic and socioeconomic confounds. The effect is real and consistent with experimental cognitive-training research, but small at the individual level.
Does watching TV or streaming affect children’s intelligence?
Cross-sectionally, watching showed a small negative correlation with intelligence (r = −0.12); longitudinally, watching showed a small positive effect that disappeared when parental education was used as the SES adjustment. The cleanest reading is that watching has neutral-to-positive effects on measured intelligence, with the result sensitive to how socioeconomic status is controlled.
What about social media?
The Sauce 2022 findings showed no longitudinal effect of socializing screen time on intelligence. However, Twenge and Campbell’s 2018 work and follow-up research show consistent associations between adolescent social media use and lower psychological well-being. Cognitive ability and well-being are distinct outcomes; social media may be neutral for the former and harmful for the latter.
Is screen time bad for young children?
For preschoolers, the Madigan 2019 evidence supports concern: high screen time predicts poorer scores on developmental screening tests at the next assessment. The under-5 evidence is qualitatively different from the school-age evidence and supports the AAP-style guidelines limiting screen time in early childhood.
Do digital media reshape children’s brains?
The 2024 Nivins follow-up found no meaningful structural-brain effects of digital media use on cortex or striatum development across 4 years. A small association with cerebellum trajectory was statistically detectable but practically insignificant (β = −0.03). Brain-structure framings of “screens rewiring the developing brain” are not strongly supported.
What kind of games help cognition?
The experimental literature, particularly Hubert-Wallander, Green, and Bavelier’s body of work, focuses on action video games, with established effects on attention, processing speed, and visuospatial cognition. Strategy and puzzle games may produce similar but less-studied effects. Educational games designed to teach specific skills generally show smaller transfer effects than is often advertised.
How much gaming is OK?
The Sauce findings did not identify a threshold above which gaming becomes harmful. The β = +0.17 effect is a population-level association across a range of gaming hours. Gaming-related concerns at very high usage (sleep displacement, physical inactivity, social isolation) are real but not directly addressed by the cognitive-effects literature.
References
- Sauce, B., Liebherr, M., Judd, N., & Klingberg, T. (2022). The impact of digital media on children’s intelligence while controlling for genetic differences in cognition and socioeconomic background. Scientific Reports, 12(1), 7720. https://doi.org/10.1038/s41598-022-11341-2
- Nivins, S., Sauce, B., Liebherr, M., Judd, N., & Klingberg, T. (2024). Long-term impact of digital media on brain development in children. Scientific Reports, 14(1). https://doi.org/10.1038/s41598-024-63566-y
- Madigan, S., Browne, D., Racine, N., Mori, C., & Tough, S. (2019). Association Between Screen Time and Children’s Performance on a Developmental Screening Test. JAMA Pediatrics, 173(3), 244. https://doi.org/10.1001/jamapediatrics.2018.5056
- Hubert-Wallander, B., Green, C. S., & Bavelier, D. (2010). Stretching the limits of visual attention: the case of action video games. WIREs Cognitive Science, 2(2), 222–230. https://doi.org/10.1002/wcs.116
- Twenge, J. M., & Campbell, W. K. (2018). Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study. Preventive Medicine Reports, 12, 271–283. https://doi.org/10.1016/j.pmedr.2018.10.003
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Sharma, P. (2022, May 12). Impact of Digital Media on Children’s Intelligence. PsychoLogic. https://www.psychologic.online/2022/05/12/digital-media-children-intelligence/

