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in General Factchecking by
Based on the info given here from the claim they’re making it is outdated. The Data here takes place in 2021 so the Data here could’ve progressed differently. The Data given from the MedicalXpress tells me that it is true that some games do harm the mind of children, but they do have a way to help people with mental issues. For Example ADHD people would play racing games to stray away from the Suicidal Thoughts they had on their mind.
by Apprentice (1.5k points)
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After reading the article linked below I'm having trouble finding the data that takes place in 2021. If you have a chance could you please let me know where in the article you found that information?

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ago by Newbie (330 points)

Since 2021, there have been a variety of studies regarding video games and mental health. Recent studies from 2024 from sources as prestigious as Johns Hopkins University and the Journal of Child Psychology and Psychiatry have found that gamified interventions lead to a reduction of ADHD and depression symptoms in children. The WHO continues to state that excessive gaming by adolescents can lead to “problematic use” in 12% of those adolescents, though FDA-cleared games like EndeavorRx, a racing-style game, have been found to improve the visuospatial memory and attention of those who are neurodivergent. 

However, while these games have been found to help with emotional regulation and stress management, as stated in a variety of 2024 and 2025 peer-reviewed publications, scientific consensus still maintains that those are supplemental treatments to mental health treatments, not cures.  While these video games may allow those with mental illnesses to build resiliency in the face of failure, there is still no consensus that they lead to an improvement in behavioral “inhibition” - one of the symptoms of those mental disorders.  Thus, while the use of video games as a cognitive enhancement tool has growing evidence supporting its usefulness, as with any tool, an overuse of that tool can lead to digital addiction, hence the necessity of finding a balance between the suggested use of these games for mental illness and the dangers of becoming addicted to them.

https://www.sciencedaily.com/releases/2024/09/240924165720.htm

https://pmc.ncbi.nlm.nih.gov/articles/PMC12751576/

 

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