Video Games as Learning Tool for Children: Benefits vs. Health Risks

Introduction

Video games were once considered a waste of time. However, over the past few years, video games have been proven to be a great educational tool for children. Video games allow children to use their creativity and concentrate on problem-solving to determine how to complete the game (Donati et al., 2021). It is an important life skill that many children lack today and cannot easily be taught in school.

Some multinational companies have developed video games that simulate activities in schools and other educational institutions. For example, Microsoft’s Xbox 360 video game system enables students to play educational tests, such as spelling and math, or participate in simulations of the state capitals of various countries worldwide (Nand et al., 2019).

Additionally, video games can be utilized for remediation, enabling students to learn the fundamental concepts necessary for transitioning from one subject area to another (Benavides-Varela et al., 2020). This essay will analyze the potential benefits of video games as learning tools, the potential health risks associated with them, the controversy surrounding this subject, and other uses of video games. Overall, it will be argued that while video games can be a valuable learning tool for children, they must be used responsibly and in moderation.

The Benefits of Video Games as Learning Tools

Video games are an increasingly important part of the learning process. They offer a flexible and interactive approach for children to learn, develop, and explore new experiences. They can supplement a child’s education and further support their learning by allowing them to practice skills and develop their knowledge.

One of the benefits of video games may be that they support children with reading and writing skills (Benavides-Varela et al., 2020). They can help children who struggle with reading and writing by allowing them to practice using their language skills through interaction with the game’s characters. It helps children develop their oral communication skills, which will be helpful when they begin speaking in class and writing letters to friends and family members later in life. Video games can help children develop their math skills by allowing them to practice these skills while playing a game, rather than having to do so at home or in school. Playing a different type of game allows children to focus on one skill at a time rather than trying to tackle multiple tasks simultaneously, which would be overwhelming for them.

Many games feature built-in tutorials that help children learn how to play the game in an easy and non-overwhelming manner (Villani et al., 2018). Additionally, many games incorporate educational content into their gameplay, allowing kids to learn while they play. For example, Pokémon Go teaches players about geography by showing users where different Pokémon live. Super Mario Maker enables players to create their own levels by allowing them to design them themselves (Zayeni et al., 2020).

Additionally, video games foster creativity and problem-solving skills, which are essential for students who aspire to succeed in school. They require players to think through complex situations before deciding or taking action, just like real life does. It helps kids develop their critical thinking skills, enabling them to apply these skills in other areas of their lives as well. They are an excellent tool for building self-confidence, which can be crucial in the early years of schooling.

A study by Limone & Toto (2021) found that video games improved learning outcomes in elementary school students. The study examined how video games helped children learn math concepts, such as addition, subtraction, and counting money (Limone & Toto, 2021). Limone & Toto (2021) further found that playing these games increased their ability to solve problems and think abstractly, which all kids need. Another study found that playing certain types of video games, such as those featuring sports, improved reading skills among elementary school students (Benzing & Schmidt, 2018). After watching videos of sports matches or playing video games involving sports, these children were more likely to read faster and understand complex sentences more easily than those who did not regularly play these types of games.

Moreover, video games contribute to the developmental process of motor skills in various ways. It includes simple movements, such as jumping over obstacles or climbing ladders, as well as more complex actions, like shooting guns or driving cars. One study has shown that playing video games can lead to improved performance on motor tasks, such as these, indicating that playing video games helps enhance one’s motor skills (Masi et al., 2021). Playing video games regularly can help individuals reach their full potential in all areas of life, both physically and mentally.

The Potential Health Risks

Video games can have positive and negative effects depending on their use. Research indicates that they can enhance memory, reaction time, and hand–eye coordination—skills that may be beneficial in fields such as sports or music. However, these same skills can become problematic when video games are used as learning tools for children.

For example, Hygen et al. (2020) found that exposure to violent video games can alter brain structures in ways that may contribute to aggressive behavior later in life. Similarly, Donati et al. (2021) reported that playing violent video games for six hours per week was associated with a 40% increase in aggression. While the connection between violent video game play and long-term aggressive behavior has not been definitively established, existing evidence suggests a potential link to heightened aggression and other adverse outcomes, including depression and anxiety.

Another research by Masi et al. (2021) suggests that video games can cause short-term memory loss and confusion. It may be because the brain receives data from multiple sources, such as a car horn honking in the distance, an injured teammate’s screams in a game of Rocket League, and so on. It can make it difficult for children to concentrate on one thing at a time and process information linearly. There are also concerns that video game players may lose their ability to focus on other tasks when playing them for long periods (Masi et al., 2021). It could lead to problems with attention deficit hyperactivity disorder (ADHD) later on in life.

Controversy Surrounding This Subject

Video games have been around since the early days of computers. They were initially used to help people learn how to play computer games by allowing them to practice independently. Today, they are still used as learning tools for children who want to improve their skills in playing certain types of games, such as chess or poker.

These are called “e-learning” games, and they often come with downloadable software that helps teach players how to play these specific types of games better than they could on their own (Nand et al., 2019). However, some controversy surrounds video game learning tools because some believe it is inappropriate for children under 18 to use them as learning tools. The reason for this argument is that it may lead them down a path where violence becomes part of their daily lives.

Two main perspectives emerge in the debate over whether violent video games are suitable learning tools for children. One side argues that such games can help children manage stress and anxiety, while the other contends that they create more problems than they resolve. Supporters of violent video games claim that they provide opportunities for children to cope with stress and anxiety (Zayeni et al., 2020). These games require players to make decisions in a virtual world; even if those decisions turn out badly, they learn what not to do next time. Playing these violent games can help individuals better cope with real-life scenarios where they may feel stressed or anxious.

The most commonly cited example of this latter point is Rockstar Games’ Grand Theft Auto series, which has taught players how to drive without causing harm to other road users (Benzing & Schmidt, 2018). It does not mean that the game encourages violence or illegal activity. It simply shows players how to behave in certain situations without resorting to violence or other methods that could harm someone else.

Other games have also been cited as having educational value. For example, Super Mario World teaches players about gravity by having them jump higher and higher onto platforms. In contrast, Super Mario 3D Land teaches players about perspective by having them climb up ladders and over walls with their heads facing down at all times, even though they could see perfectly fine if they looked directly up.

However, the anti-violent video game camp argues that playing violent video games can cause more harm than good by increasing aggression among players and giving them an unrealistic view of what life is like outside of the virtual world (Limone & Toto, 2021; Hygen et al., 2020). These critics argue that these examples are not particularly convincing because they may simply reinforce knowledge that players already possess.

Other Uses of Video Games

Video games are a fantastic tool for teaching a wide variety of subjects. From math and science to history and reading, video games can teach just about anything. In the military, video games are used to teach tactics and strategy, utilizing the game’s environments to simulate battlefield conditions (Villani et al., 2018). It benefits soldiers who may be unable to train in real combat situations.

For instance, the military has used games like Call of Duty Black Ops 4, Battlefield 5, and Halo Infinite to train soldiers to shoot airsoft guns and use other weapons (Donati et al., 2021). They have also utilized more traditional games, such as Call of Duty: Modern Warfare 3 and Battlefield 1, to train recruits on how to call in airstrikes, clear buildings using machinery like tanks, and operate vehicles like helicopters (Villani et al., 2018). The violence in these games helps promote positive attitudes about war by showing what it is like on the ground level rather than just from afar, with little context behind it all. It helps promote empathy among people who might be afraid of what could happen if they were put into this situation themselves.

At some colleges, video games are used to learn history. For example, one game focused on the period between 1789 and 1815, and other historical events since then (Masi et al., 2021). These games allow players to interact with each other through online chat rooms as they try to complete objectives while learning more about the world around them. Additionally, some colleges have started offering courses on “Game Development,” where students learn how to make video games from scratch by creating their worlds and characters (Benzing & Schmidt, 2018). These courses can be helpful for students who want a different type of job after college than just working at a desk all day long, doing the same thing repeatedly.

Video games can also be used in classrooms where students learn through play. For example, teachers use educational software programs like Minecraft or Super Mario Bros. (Nand et al., 2019). In these programs, students learn through exploration and problem-solving by interacting with objects within the game world. They do not just sit passively watching videos or listening while someone else tells them what to do next.

Conclusion

In conclusion, people face debated issues regarding computers and video games in today’s electronic age. Video games have been accused of negatively influencing adults, from lowering their IQ to causing violent behavior. Because of these allegations, many adults have denounced video games as inherently “evil.” However, some believe video games are beneficial educational tools for children. These supporters believe that computers and video games allow students to learn in an exciting way and encourage them to be creative and independent thinkers.

Nevertheless, the value of video games as a learning and growing tool depends on the child. Video games can foster growth in children who are receptive to them. However, parents must monitor the types of video games their children play and set reasonable limits on their time playing them because they can be pretty seductive. At best, video games can provide engaging entertainment, educational, and artistic experiences.

References

Benavides-Varela, S., Callegher, C. Z., Fagiolini, B., Leo, I., Altoe, G., & Lucangeli, D. (2020). Effectiveness of digital-based interventions for children with mathematical learning difficulties: A meta-analysis. Computers & Education, 157, 103953. Web.

Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: strengths, weaknesses, opportunities, and threats. Journal of clinical medicine, 7(11), 422. Web.

Donati, M. A., Guido, C. A., De Meo, G., Spalice, A., Sanson, F., Beccari, C., & Primi, C. (2021). Gaming among children and adolescents during the COVID-19 lockdown: The role of parents in time spent on video games and gaming disorder symptoms. International Journal of Environmental Research and Public Health, 18(12), 6642. Web.

Hygen, B. W., Belsky, J., Stenseng, F., Skalicka, V., Kvande, M. N., Zahl‐Thanem, T., & Wichstrþm, L. (2020). Time spent gaming and social competence in children: Reciprocal effects across childhood. Child development, 91(3), 861-875. Web.

Limone, P., & Toto, G. A. (2021). Psychological and emotional effects of Digital Technology on Children in the Covid-19 Pandemic. Brain Sciences, 11(9), 1126. Web.

Masi, L., Abadie, P., Herba, C., Emond, M., Gingras, M. P., & Amor, L. B. (2021). Video games in ADHD and non-ADHD children: Modalities of use and association with ADHD symptoms. Frontiers in pediatrics, 9, 632272. Web.

Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H. N. (2019). Engaging children with educational content via Gamification. Smart Learning Environments, 6(1), 1-15. Web.

Villani, D., Carissoli, C., Triberti, S., Marchetti, A., Gilli, G., & Riva, G. (2018). Videogames for emotion regulation: a systematic review. Games for health journal, 7(2), 85-99. Web.

Zayeni, D., Raynaud, J. P., & Revet, A. (2020). Therapeutic and preventive use of video games in child and adolescent psychiatry: a systematic review. Frontiers in psychiatry, 11, 36. Web.

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ChalkyPapers. (2026) 'Video Games as Learning Tool for Children: Benefits vs. Health Risks'. 26 February.

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ChalkyPapers. 2026. "Video Games as Learning Tool for Children: Benefits vs. Health Risks." February 26, 2026. https://chalkypapers.com/video-games-as-learning-tool-for-children-benefits-vs-health-risks/.

1. ChalkyPapers. "Video Games as Learning Tool for Children: Benefits vs. Health Risks." February 26, 2026. https://chalkypapers.com/video-games-as-learning-tool-for-children-benefits-vs-health-risks/.


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ChalkyPapers. "Video Games as Learning Tool for Children: Benefits vs. Health Risks." February 26, 2026. https://chalkypapers.com/video-games-as-learning-tool-for-children-benefits-vs-health-risks/.