If you’re like me, and you grew up in a house where your mom refused to let you get a video game console, because she believed sitting and staring at a TV was bad for you, you might think of video games as antithetical to health. And there is plenty of research about the ways in which gaming too much can harm your physical and mental well-being. I don’t think anyone would argue that eight hours of Call of Duty every day is doing your body or your mind much good.
But the old caricature of video games as simple brain rot is increasingly out of date. Even some normal, non-educational games can help with brain function (as long as they are played in moderation — and some games are better than others).
Beyond that, what if we could take something that is wildly popular (there are 3 billion gamers worldwide, 190 million in the United States) and reimagine it in a way that goes beyond just entertainment? Gaming tech has advanced to the point that we can put people into hyperrealistic virtual realities or use AI to create new personalized gaming apps with a brief voice prompt. These and other capabilities are unlocking new ideas from ambitious physicians and game developers that would have sounded like science fiction when I was a teen.
There’s increasing evidence that these platforms can be adapted to do genuinely incredible things to benefit our health. Here are just two ways in which video games are poised to change medicine — including one that allows any of us to game out in the name of advancing science. I can’t wait to tell my mom.
Video games could solve some big challenges in caring for kids
My perspective on video games in medicine started to change when I learned about one specific use: as an alternative to anesthesia for children and adolescents.
Here is a genuine clinical problem: For years, doctors have had few options beyond general anesthesia for kids who need to undergo imaging or minor surgeries. An MRI, for example, really only works when the patient is able to stay completely still and, as anyone who has spent a single minute around a child can attest, that’s hard for kids to do. So, children have been put under during routine MRIs or minor procedures that, when they’re performed on an adult, require only local anesthesia or no anesthesia at all.
Sign up for the Good Medicine newsletter
Our political wellness landscape has shifted: new leaders, shady science, contradictory advice, broken trust, and overwhelming systems. How is anyone supposed to make sense of it all? Vox’s senior correspondent Dylan Scott has been on the health beat for a long time, and every week, he’ll wade into sticky debates, answer fair questions, and contextualize what’s happening in American healthcare policy. Sign up here.
But giving children general anesthesia comes with health risks. The FDA warns against repeated or lengthy use of general anesthesia for children 3 and younger because of the risks to their growing brains and future learning development. Other studies have suggested that general anesthesia also poses some risk to the development of older children, and its use should be minimized as much as realistically possible.
Enter virtual reality video games.
“Games and VR can be especially effective for reducing pain and anxiety during pediatric procedures, including burn care, needle procedures, and other medical treatments,” Dr. Kimberly Hieftje, co-director and co-founder of XR Pediatrics and the Yale Center for Immersive Technologies in Pediatrics, told me over email. “If we can help a child get through a procedure comfortably without sedation, that’s a significant benefit. Sedation and anesthesia carry risks, and minimizing unnecessary or repeated exposure is particularly important in children.”
Several small-scale studies have examined using virtual reality games as an alternative to general anesthesia for minor and routine surgeries and for MRI imaging — with promising results. In one 2024 experiment, more than 100 kids (average age of 11) wore a mobile VR headset during a minor procedure (most frequently a hormone implant) and played a relaxing game such as Pebbles the Penguin (in which players navigate a snowy world and collect pebbles) or Space Pups (in which they play as a canine soaring through outer space and eating treats) while doctors performed the operation.
The surgical team kept general anesthesia on hand in case it was needed, but none of the children involved in the experiment required it or any other kind of sedation. They were also able to follow simple directions from their physician during the procedure. Their post-surgery reports of pain were similar to patients who did receive anesthesia, and they had shorter recovery times.
Likewise, a study out of Canada published in December 2025 tested how younger patients responded to VR as an alternative to anesthesia when they needed an MRI. It was a small study of only 18 patients, but, once again, the results were encouraging. The kids (average age of 5) went into a VR game prior to the MRI scan, learning about the procedure while collecting magic fairy dust. Then, they went into the actual MRI. And all of the kids who had played the VR game prior to the procedure were able to complete the imaging scan without any additional sedation or anesthesia.
The foundational idea here is: Kids are not little adults. It’s harder for them to sit still. They get anxious about even imaging scans. “We create for adults and, then, put kids in it,” Hieftje said, “and we need to think backwards.”
Video games can help kids stay calm and stop moving — or, for kids with different medical needs, start moving. As any parent knows, children also aren’t very good at following directions or being self-motivated to exercise — even if it would be good for their health, like if they have type-1 diabetes, for example. That’s why a group of researchers from Yale, as described in a study published earlier this year and which Hieftje co-authored, experimented with introducing kids with Type 1 diabetes to a virtual reality video game that coached them through exercises.
It was a small group — 17 adolescents of an average age of 15 — but patients who participated were motivated to play the game, followed through with their routines, and even registered a small but detectable decrease in their blood sugar levels. The researchers are hoping that larger studies could demonstrate the program’s effectiveness and continue taking it mainstream.
The list goes on: Hieftje said their work uses games and immersive technologies to address everything from substance use and human trafficking prevention to mental health, child loss and grief, and infection prevention for infants in a natal intensive care unit.
But video games are doing more than changing clinical care for challenging patients. They are also unlocking the basic science that leads to new breakthroughs in treatment for everybody.
Video games could allow all of us to contribute to future scientific advances
When I think of massive multiplayer online games, I think of my friends and I camping out in somebody’s basement to play Halo against strangers for hours on end. But Attila Szantner, the co-founder and CEO of Massively Multiplayer Online Science, has found a more productive use for these remarkable platforms that can connect hundreds of people from all around the world.
What his company has done, in tandem with academic scientists, is integrate important but tedious basic research tasks into the gameplay of popular commercial multiplayer games like Borderlands 3. When I attended the Aspen Ideas: Health summit this summer, Szanter presented a demo of one of his company’s modules. What appeared to be players sorting colorful tiles in gameplay that would look familiar to anyone who’s played Tetris, he said, was actually players — normal people with no special training — helping to sequence DNA samples for people’s gut bacteria. Players in the game learn the task from a Borderlands character — including its ultimate scientific aim — and, then, complete the puzzles that the scientists have set up.
“Games are the absolute masters of engagement. They found the magic formula to make repetitive tasks feel fun,” he said. “In citizen science, people have intrinsic motivation to help, but standard tasks get monotonous and people drop off. Games solve that completely.”
They’ve turned the boring but vital work of number crunching and sequencing into gameplay — and convinced millions of their fellow citizens to help. In a paper published in October 2024 in Nature Biotechnology, Szanter and his co-authors described a project that involved more than 4 million individuals completing more than 135 million science puzzles in order to align a million human microbiome sequences. They found that the players’ collective contributions led to better sequencing than the current state-of-the-art computational methods. In another project, they turned some basic cellular analysis tasks into gameplay on the multiplayer game EVE Online that, once again, performed better than what is now the standard.
We have only scratched the surface of gaming’s awesome potential. Clinicians are also optimistic about gaming’s ability to preserve the cognitive health of aging adults and coach them through exercise routines (much like the kids in that Yale experiment), especially as the native gamer generations get older. Video games could revolutionize trauma care by placing burn victims inside of a cold VR environment — and what if you could reduce PTSD by playing Tetris? In 2020, the FDA approved the first video game for ADHD treatment: EndeavorRx. Experts confronting a male loneliness epidemic believe they can use video games to bring young men together. These programs could also transform medical training and allow surgeons to preplan and practice surgeries using their patient’s unique data to produce a bespoke virtual reality practice module.
The point is: The caricature of video games as a gateway to couch potato-itis is a relic of the past. Gaming could help all of us stay healthy — seriously.



















































