CHAMGAP
VERIFIEDPassed the Codex final verification and publication gate. Evidence-verification cutoff: 2026-08-05. AI was used for research and drafting; the existence of all 1 cited sources was verified at the original page, followed by blind grading, adversarial audit, and build validation. Methodology v1.0.
Verdict No. 2254 · Search date 2026-08-05 · Methodology v1.0

Video-game training,
does it really help with Improved untrained general cognitive ability?

30-Second Summary
C
Evidence Grade C · 46 · Safety caution
Far transfer to general cognition was very small in the main model and inconclusive after bias correction and in the game-type subgroup
Typical video-game use is generally safe, but excessive use can displace sleep, activity, school or work, and relationships. People with photosensitive seizure risk should use caution with visual stimuli.
What the
research shows
The grade is C. The main model across 63 studies, 3,286 participants, and 359 effects gave g=0.07, 95% CI 0.02-0.12, with I-squared 18%; its interval excluded zero. General-cognitive transfer therefore was not exactly absent, but it was below Cohen's 0.2 convention for a small effect. Publication-bias correction after imputing 37 effects gave -0.01, -0.06 to 0.05, and the action-versus-non-action game subgroup was also inconclusive at 0.10, -0.01 to 0.20.
What the
ads claim
Improvement in a particular game or a closely related task is real practice learning. It cannot be marketed as broad transfer to untrained memory, reasoning, cognitive control, or everyday functioning when the meta-analysis did not confirm that transfer.
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Useful facts when choosing a product

  • The meta-analysis included 63 training studies and 3,286 participants with cognitive measures unrelated to the trained games.
  • Overall training effect was g=0.07; publication-bias-adjusted effect was g=-0.01.
  • Action games versus other active games yielded g=0.10 with a confidence interval crossing zero and adjusted g=-0.03.
  • Skill at a game or a similar task is a different claim from improvement in untrained general cognition.
ID

Chamgap Semantic Classification Code

Candidate index · review held

X.action.behavioral.untrained-general-cognitive-ability.improve.UNK

Behaviors, exposures and policies > Action > Behavioral delivery > untrained general cognitive ability > Improvement claim > Unknown

An automated migration candidate, not an issued permanent code; exact claim scope remains under review. This machine-generated migration candidate helps retrieval but is not a permanent assignment. The original verdict ID and URL remain authoritative.

Download semantic index (JSON) · Codebook v1

Gap Measurement · Verdict 2254 · C 46
What advertising claims
What independent, higher-quality research supports
△ GAP
01

What the research actually shows

ERIC, PsycINFO, MEDLINE, JSTOR, ScienceDirect, and dissertations were searched through 2016. Sixty-three training studies with 3,286 participants and 359 effects were included. Outcomes were grouped as visual attention, spatial ability, cognitive control, memory, and intelligence or reasoning, and inclusion required a domain-general measure unrelated to the game. The main model gave g=0.07, 95% CI 0.02-0.12, with I-squared 18%. Bias correction imputing 37 effects gave -0.01, -0.06 to 0.05. The 96-effect action-versus-non-action subgroup gave 0.10, -0.01 to 0.20, and adjusted -0.03, -0.14 to 0.09. Which analysis was prespecified as primary could not be established. No meta-analysis registration or funding statement was identified, and funding of all included primary trials was not verified.

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Why this is classified as C (46)

The main model found a nonzero but very small effect, while publication-bias correction and the action-versus-non-action analysis were inconclusive, giving C with 46 points.

Counterpoint. C does not imply a large general-cognitive benefit. The main-model interval excluded zero, but its magnitude was very small and near-task learning remains a different claim.

Rejudgment record. Cross-check applied — Separation of overall, publication-bias-corrected, and active-control meta-analytic estimates, and distinction between trained-task learning and far cognitive transfer

Stored scoring profile
EndpointPSymptom or function itself is the target - including patient reports and performance tests
ReplicationR1Single confirmatory trial
IndependenceI1Mixed funding sources
Effect sizeE~Statistically positive but below the threshold

Stored derived and displayed grades match; this is not a current recalculation or validity check (C).

Sub-claim grades by effect

This ingredient is marketed for several effects. A single overall grade blends strong and weak claims together, so each effect is graded separately here. The overall grade reflects the strongest disconfirming or core claim.

Effect (sub-claim)GradeBasis
Improved untrained general cognitive abilityDPublication-bias-adjusted g was -0.01.
General-cognitive superiority of action games over other gamesDThe active-control estimate g=0.10 had a confidence interval crossing zero.
Improved skill in the trained game or nearby tasksCSome task-specific small gains occurred, but they are not general cognitive transfer.

Cross-check — AI research and Codex final gate

AI was used for research and drafting. Blind grading, adversarial audit, and the methodology boundary rules were then reapplied before Codex performed the final evidence, grade, copy, and build checks. If a grade cannot be narrowed, both evidence positions and their reasons are published.
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Evidence Table

StudyDesignSampleFundingEndpointResultWeight
Sala, Tatlidil, and Gobet 2018 training meta-analysisMeta-analysis of randomized and quasi-randomized video-game training studies63 training studies, 3,286 participants, and 359 effect sizesFunding of the meta-analysis and all included trials was not establishedGame-unrelated visual attention, spatial ability, cognitive control, memory, and intelligence or reasoning tasksMain-model g=0.07, 95% CI 0.02-0.12, I-squared 18%; adjusted g=-0.01, -0.06 to 0.05 after imputing 37 effects; action versus non-action games g=0.10, -0.01 to 0.20Very small positive main model with inconclusive bias-corrected and action-versus-non-action estimates
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Receipt — 1 References

All 1 cited sources were verified for existence at the original page (as of 2026-08-05).

Sala G, Tatlidil KS, Gobet F. Psychol Bull. 2018;144(2):111-139. PMID: 29239631. DOI: 10.1037/bul0000139.
checked
Research and draft: AI used · Cross-check: blind grading and adversarial audit
Final verification and publication gate: Codex · Evidence date: 2026-08-05 · Corrections: none

Cite this verdict

Video-game training x improved general cognitive ability Evidence Grade C card
[Chamgap] Video-game training x improved general cognitive ability — Evidence Grade C·46. 1 cited sources checked. Source: https://chamgap.com/en/verdicts/cognition/video-game-training-general-cognition/ · CC BY 4.0

CC BY 4.0 — free to use with attribution; do not distort grades, numbers, or verdict meaning.

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