Do games make children more attentive or more distractible?
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Do games make children more attentive or more distractible?

04/09/2026 Bial Foundation

A study of preschool children found that brief digital or traditional gameplay improved performance on tasks requiring quick responses, but reduced performance on tasks demanding greater concentration and self-control.

Digital technologies are now part of the daily lives of many children, and video games are among the most engaging forms of play during the preschool years. However, despite their widespread use, the debate regarding their cognitive consequences remains open. Numerous studies have examined the long-term effects of video games on cognitive development, yet little is known about the immediate psychological effects of brief play sessions in early childhood.

Studies involving school-aged children, adolescents and young adults have generally reported positive or neutral effects of video gaming, with no consistent evidence of negative impacts. However, in preschool-aged children, because the brain mechanisms responsible for attention, self-control and the management of distractions are still developing, the effects of video games may be more pronounced than at later stages of development.

With support from the Bial Foundation, Andrea Facoetti, Sara Bertoni, Sandro Franceschini and Giovanna Puccio (University of Padua, Italy) led a study involving 48 typically developing children with a mean age of 5.4 years to investigate whether a brief play session - digital or non-digital - temporarily alters the balance between attentional processes and cognitive control.

In the article “Brief digital and traditional gameplay transiently reallocate attentional resources in preschool children”, published in Computers in Human Behavior Reports, the authors explain that each participant was assessed under three different conditions: a control condition with no play activity, a 30-minute session of an age-appropriate action video game (Mario Kart 8 Deluxe), and a 30-minute session involving a traditional construction-based game (Tangram). Following each condition, the children completed tests assessing attention, speech-sound processing, visual perception and motor coordination.

The findings showed that both video games and traditional games produced similar immediate effects. After the play sessions, children performed better on tasks requiring the rapid detection of relevant stimuli. In contrast, the same pattern was not observed when tasks demanded greater cognitive control. When children had to ignore visual distractions, their performance declined following the play sessions. Moreover, these effects became more pronounced as task complexity increased.

The study suggests that brief and emotionally engaging play experiences - whether digital or traditional - may temporarily enhance more automatic attentional processes at the expense of control and regulatory abilities that require greater cognitive effort in preschool children. The determining factor appears to be the level of psychological engagement and attentional activation generated by the activity, rather than the type of game itself.

From an educational perspective, the findings suggest that the period immediately following an intense play activity may be less suitable for tasks requiring sustained concentration, self-control or resistance to distractions. Conversely, it may represent an opportunity for activities that benefit from rapid responses, active exploration of the environment or efficient detection of relevant information.

“Understanding this short-term multisensory and sensorimotor modulation is essential for guiding the integration of digital play into early childhood learning environments”, emphasise the authors.

Learn more about the project “153/24 - Psychophysiological activation and learning (to Learn): Evidence from action-like video games to mindfulness” here.
"Brief digital and traditional gameplay transiently reallocate attentional resources in preschool children", Giovanna Puccio, Sandro Franceschini, Simona Carbone, Chiara Filotto, Simone Gori, Telmo Pievani, Viviana Trezza, Sara Mascheretti, Andrea Facoetti, Sara Bertoni, Computers in Human Behavior Reports, Volume 23, August 2026, 101183, doi.org/10.1016/j.chbr.2026.101183.
04/09/2026 Bial Foundation
Regions: Europe, Portugal, Italy
Keywords: Health, Medical, Science, Life Sciences, Society, Psychology, Applied science, Technology

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