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Gaming and the Brain: What a 116-Study Neuroimaging Review Actually Supports

The 2017 review found recurring neural correlates around attention, cognitive control, visuospatial processing, workload, skill learning, and reward. Heterogeneous methods prevent a single gamer-brain conclusion.

Saiki Editorial Team
September 7, 2025

There is no single “gaming brain”

The 2017 review by Palaus and colleagues is broad enough to show why simple claims fail. It combined 116 articles that used different games, participants, imaging methods, exposures, tasks, and research questions.

Recurring patterns appeared around attention, visuospatial processing, cognitive control, workload, skill acquisition, and reward. The authors also emphasized substantial heterogeneity and a lack of standardisation. Both parts belong in the conclusion.

What the review included

The authors searched MEDLINE and Web of Science for studies connecting video games with functional or structural neural measures. The final set contained:

  • 116 articles;
  • 100 articles providing functional data;
  • 22 articles providing structural data;
  • six articles providing both;
  • experimental training studies, comparisons of experienced and less experienced players, and studies of task performance;
  • a sizeable group focused on excessive gaming or internet gaming disorder;
  • separate attention to violent-game research.

These categories are not interchangeable. A short training intervention, years of self-selected play, a custom laboratory game, and a clinical overuse sample answer different questions.

What neural correlates mean

A neural correlate is a measured relationship between brain activity or structure and an exposure, task, or group. It does not automatically establish:

  • that gaming caused the difference;
  • that the difference is beneficial or harmful;
  • that the difference persists outside the task;
  • that it appears in every player;
  • that it reveals a stable personality trait.

The review discussed functional findings related to attention and cognitive control, as well as structural differences in some studies. It did not produce one diagnostic signature of being a gamer.

The most defensible themes

Attention and visuospatial processing

Many included studies examined selective attention, visual search, peripheral processing, or spatial tasks. The review considered attentional effects among the better-supported themes, while still noting differences in game genre and study design.

Cognitive control and workload

Gaming tasks require monitoring, response selection, and adaptation. Neuroimaging studies linked these demands with activity in control-related networks. A task-related signal is not evidence of a universal improvement in executive function.

Skill acquisition

Training and experience can change how efficiently a task is performed and which networks are recruited. These findings are most persuasive when the study tracks training over time, but transfer to an unrelated task must still be demonstrated.

Reward processing

Games provide rapid feedback and structured rewards. Some studies examined reward-related circuits, including work on excessive play. Findings from disordered or high-exposure groups should not be applied to every player.

Why the review resists a marketing summary

The authors list several limitations:

  • study goals and methods were not standardised;
  • participant characteristics varied;
  • game genre and game features varied;
  • some cognitive implications were extrapolated rather than directly tested;
  • a functional or structural difference did not always correspond to a measured cognitive difference;
  • experimental and correlational evidence were both included.

The full Frontiers review is useful because its limitations section is as important as its topic-by-topic synthesis.

What this means for Saiki

This review does not test League match data, HEXACO domains, champion choice, or Saiki’s rules. It cannot validate a mapping from vision score to Conscientiousness, assists to Agreeableness, or deaths to Emotionality.

At most, the review explains why games are plausible environments for studying attention, control, learning, and reward. A commercial personality indicator still needs its own preregistered validation against an appropriate reference instrument, independent samples, reliability estimates, known error bounds, and tests of alternative explanations.

Until that work exists, Saiki’s gameplay values remain experimental heuristics. The app should show the match metrics transparently and avoid treating agreement with self-report as proof of accuracy.

The practical conclusion

The useful question is not “does gaming change the brain?” Every repeated activity involves the brain. Better questions are: which game, which exposure, which sample, which neural or behavioural measure, compared with what, for how long, and with what transfer?

The 116-study review helps frame those questions. It does not answer them with a single score.

Key Findings

  • The review included 116 articles and mixed experimental and correlational designs
  • One hundred articles provided functional data and 22 provided structural data
  • The most recurring topics included attention, visuospatial skills, cognitive control, workload, skill acquisition, and reward
  • Different games, samples, methods, and aims made broad conclusions difficult
S

Saiki Editorial Team

Self-report personality questionnaire with clearly labelled experimental indicators derived from recent League match statistics.

References

  1. [1] Palaus M, Marron EM, Viejo-Sobera R, Redolar-Ripoll D. Neural Basis of Video Gaming: A Systematic Review. Frontiers in Human Neuroscience. 2017;11:248.

Do Not Turn Association Into Assessment

These papers study particular samples and tasks. They do not validate Saiki's match-data heuristics as personality or intelligence measures.