CHAMGAP
APPROVEDReviewed and approved by the Chamgap Editorial Team (2026-08-05). The draft was written by AI, the existence of all 1 cited sources was verified at the original page, and the verdict passed blind grading and adversarial audit. Methodology v0.6.
Verdict No. 2254 · Search date 2026-08-05 · Methodology v0.6

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.
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.

02

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

Scoring profile behind this grade
EndpointPPatient-reported treatment goal - the symptom is the goal
ReplicationR1Single confirmatory trial
IndependenceI1Mixed funding sources
Effect sizeE~Statistically positive but below the threshold

The scoring table and the verdict agree (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 — Codex and Claude

This verdict was drafted by Codex through literature review and source-existence checks, cross-checked through blind grading and adversarial audit, and settled by reapplying the methodology boundary rules. Cases with split grades were resolved through rejudgment.
03

Evidence Table

StudyDesignSampleFundingEndpointResultWeight
Study 1Meta-analysis of randomized and quasi-randomized video-game training studies359Funding 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
Draft and rewrite: Codex (AI) · Verification: Codex blind grading and adversarial audit · Final adjudication: Claude
Reviewed and approved: Chamgap Editorial Team · Approval 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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