Are Video Games Harmful to Teenagers’ Mental Health? — An Interview with Cyberpsychologist Dr. Piotr Klimczyk

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Video games have become an integral part of teenagers’ daily lives, a trend that often sparks genuine concern among parents and experts alike. Prevailing stereotypes tend to frame gaming in an overwhelmingly negative light, reducing it to a trigger for aggression, social isolation, or simply a waste of time. In reality, the issue is far more nuanced than it appears and demands a rigorous scientific approach.

To address these very challenges, a new and dynamic branch of psychology has emerged: cyberpsychology. This field explores how digital technologies, virtual spaces, and online environments impact human behavior, emotions, and the psyche. Crucially, cyberpsychology doesn’t just analyze the risks of gaming addiction; it also examines how video game narratives can actively foster a teenager’s personal growth, cognitive development, and emotional regulation.

We discussed these issues with Dr. Piotr Klimczyk, a cyberpsychologist and expert in both educational psychology and video game development. Together, we sought to unpack the true impact of gaming on teenagers, dismantle long-standing myths, and weigh the real psychological risks against the benefits. Most importantly, we tried to find that elusive middle ground—a practical approach to help adolescents strike a healthy balance with the digital world.

When we look at the big picture of video games and teens’ mental health today, where do you stand? Is gaming mostly a risk, a hidden benefit, or somewhere in the middle?

That’s an interesting question, because in my experience, very few people consider the big picture. Most tend to look at video games from a very narrow perspective—for example, immediately focusing on the supposed link between violent video games and aggression. For a long time, there was a prevailing notion that this connection was obvious. However, that assumption did not survive actual scientific scrutiny. Today, we know it is a highly complex issue, influenced by numerous factors and individual predispositions.

At the same time, claiming that video games are entirely risk-free would mean ignoring our own biases. Certain game mechanics, such as loot boxes, can certainly contribute to problematic gaming. In the middle of these extremes, however, there are numerous reports highlighting the cognitive, emotional, and social benefits of gaming. I am hopeful that this positive aspect of studying video games from a psychological perspective will continue to flourish in the near future.

People usually jump straight to the negatives when talking about gaming. What do you think are the biggest myths out there regarding teenagers and video games?

The aggression myth is a major one, but another widespread misconception is that video games are merely a form of shallow entertainment that offers no personal growth to the player. That is simply not true. My own research, along with a vast amount of literature on eudaimonic experiences, shows that games—just like any other cultural medium—can facilitate deep personal growth.

In one of my first studies on this topic, I analyzed the narratives of Disco Elysium players. One participant explained how the game made her realize that her previous understanding of alcoholism was flawed and harmful. Her shift in perspective—seeing addiction as an illness rather than a lack of willpower—happened because the game allowed her to step directly into an alcoholic’s shoes. And this is just the tip of the iceberg. There is extensive research demonstrating the cognitive, emotional, social, and even therapeutic benefits of gaming. So, the bottom line is that gaming is not a waste of time—and to me, that remains the biggest myth of all.

That being said, what are the actual psychological red flags we should be watching out for, especially when kids are spending hours deep in these digital worlds?

I understand that screen time is a crucial metric for many parents and a major source of anxiety. They love their children and naturally worry about them. However, the sheer amount of time spent gaming is not actually a reliable indicator of a problem. Gaming is a hobby, and a teenager can be just as deeply invested in it as they might be in sports, music, art, or reading. High engagement does not automatically constitute a problematic relationship. Even if someone loses interest in other activities, it doesn’t necessarily mean they are falling into addictive patterns. They might just be consciously dedicating more of their time to something that better aligns with their current needs.

The real turning point is when other areas of life are negatively affected; that is the moment we should start paying attention. Sleep deprivation, disrupted eating habits, emotional dysregulation, or out-of-the-ordinary behaviors are significant warning signs that professional help might be needed. We must remember, though, that problematic gaming is often a symptom rather than the root cause. Individuals struggling with depressive episodes or anxiety frequently use video games to cope or escape. In these cases, the games aren’t the source of the distress, but rather a coping mechanism.

On a related note, I am not a big fan of handheld consoles. Being able to game anywhere at any time might be fun and convenient, but it makes establishing healthy boundaries much more difficult. When you combine constant access with an online game that features daily activities, ranking systems, and loot boxes, you have a potentially problematic situation.

Why are teenagers in particular so sensitive to what happens in a game? What makes their brains or emotional states so vulnerable to these experiences?

We are all susceptible to video game narratives. After all, humanity invented storytelling to make sense of the world and to explore realities that do not exist. Often, these stories let us explore different versions of ourselves—people we strive to be or wish we could become. However, I agree that teenagers are particularly sensitive to these virtual experiences. It is a complex topic, but I will try to summarize it in two parts.

First, there is the biological aspect, specifically the development of the prefrontal cortex. Teenagers are naturally more prone to deep emotional engagement, and the emotions they feel are often far more intense than those of adults. Because intense emotional experiences are etched deeply into memory, and because our brains do not have a separate set of neurons specifically for processing “virtual” spaces, the emotional impact of a game is felt very closely to the “real thing.”

Second, adolescence is the phase where we begin constructing our identities, a process heavily influenced by the cultural media we consume. We often view characters from books, shows, anime, or video games as role models. Research into the player-avatar relationship shows that gamers can perceive their avatars as extensions of themselves. Therefore, a moral decision made while navigating a digital landscape—like Velen in The Witcher 3—can feel like a genuine, real-world moral choice.

Are there certain types of games or playing habits that are more likely to drain a player’s mental health? What really separates a toxic gaming habit from a healthy one?

A major red flag is when a game simply stops being fun. I see this often when working with clients who play highly competitive games like League of Legends. Because of the intense competitive nature of such games, they can severely strain a player’s mental health, fostering feelings of inadequacy or the guilt that their actions caused the whole team to lose. When that happens, it is always better to step away for a while or try a different game.

Another key factor is emotional regulation. As I mentioned earlier, games can be a great tool for managing emotions. However, if gaming becomes a person’s only coping mechanism, it turns into a vulnerability. There will be times when you feel emotionally on edge but cannot access a video game. If your answer to “What do you do then?” is “I don’t know,” that is a serious problem. During my PhD research, many players described video games as a safe haven—a place to briefly escape, regulate their emotions, and gather the strength needed to tackle real-life issues. But that isn’t always the case; the longer we stay in virtual worlds, the less time we have to deal with life’s actual issues. Balance is essential.

Then, of course, there are the games explicitly designed with addictive mechanics: loot boxes, daily login streaks, pay-to-win models, heavily gated content, and punishing ranking systems. I might be a bit traditional in this regard, but I strongly advocate for playing either casual multiplayer games—sometimes called “Friendslop,” which are genuinely great for socializing—or cohesive, single-player games with definitive endings. While not all online games are toxic, as a general rule of thumb, they carry more risks, and I tend to steer clear of them.

Finally, we cannot ignore gamer girls. Reports consistently show that girls are disproportionately targeted by online harassment. Many are afraid to even admit they play games for fear of being accused of seeking attention, and the games they enjoy are often dismissively labeled as unworthy. Thankfully, initiatives like Women in Games are actively fighting back against these harmful narratives.

Let’s flip that around—can gaming actually be good for a teen’s mind? Do you see it helping with things like managing emotions, building friendships, or even cognitive skills?

Absolutely. There is a reason why “serious games” emerged as an entirely separate genre. The capacity for video games to enact positive psychological change has been proven in numerous studies, and annual industry overviews, like the Power of Play report, consistently highlight this. I could easily provide a wall of academic citations here, but that wouldn’t make for an easy read!

What I do want to emphasize is the incredible richness and diversity of video game genres. You have narrative-driven games that focus heavily on storytelling, complex character development, and deep emotional resonance. You also have puzzle games that rigorously test and expand your logical skills. Because the human brain is neuroplastic—meaning it adapts to how it is used and the environments it interacts with—games that demand critical reasoning will naturally enhance those cognitive processes. There is still an ongoing debate regarding how well these skills transfer to real-world tasks. For instance, if playing a first-person shooter improves hand-eye coordination, does that enhancement translate to the classroom? That specific transfer of skills requires further research.

How much does context matter? When drawing the line between a fun hobby and a harmful habit, how heavily should we weigh things like screen time, the player’s real-world social life, or their personality?

To be honest, there is no simple answer to that question. Parents reading this might be tempted to look for exact parallels in their own children, but context matters immensely. Every individual must be evaluated based on their unique circumstances. Sometimes, the issue isn’t the gaming at all, but rather that parents have set unrealistic expectations their children simply cannot live up to.

We also have to remember that we operate within specific cultural norms. Some activities are culturally legitimized, while others are not. For example, if you look at running, statistics suggest there are four times as many people addicted to running as there are to video games. Yet, when someone risks their physical health and strains their family life to train for another triple marathon, society tends to applaud their dedication as a virtue. Video games rarely receive that same charitable interpretation. We must acknowledge our inherent cultural biases against gaming; sometimes, we see a “problem” simply because society tells us there ought to be one.

What’s the most practical advice you can give to parents, teachers, and teens themselves to make sure gaming stays a healthy, fun part of life and doesn’t turn into a problem?

To maintain balanced mental health, we require a few foundational pillars: proper sleep hygiene, physical activity, a nutritious diet, a sense of meaning or competence, and strong social support. While gaming can fulfill several of these needs, it cannot cover all of them. We live in difficult, high-pressure times. Between working extra hours and constantly investing in education to pad our resumes, we rarely have time to let off steam.

Because of this, many of us end up “borrowing” time from our sleep schedules to watch new shows or play video games. In the long run, this will drain us, and symptoms of a depressive episode will start to show. The key is to find the right amount of gaming for your weekly schedule and stick to it consistently.

The same logic applies to sleep patterns, eating healthy, reaching out to friends, and physical activity. Build small, manageable habits. If a destination is within walking distance, don’t drive—take a walk. If you can, swap out soda for water. If you know you will have a hard time closing the Netflix tab after “just one episode,” it is better to drop the idea entirely and watch when you actually have more free time. Consistency is key.

On a side note, this is exactly why I think the old model of releasing just one new television episode a week was a much healthier way to consume media!

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