QuestAcademy is a mobile educational game designed to foster problem-solving skills and resilience in primary school children. Longitudinal studies suggest that regular users of QuestAcademy demonstrate superior spatial reasoning and working memory, with these cognitive benefits persisting independently of socioeconomic status or parental involvement. By age 11, children who engaged with the app daily at age 7 achieved significantly higher standardized scores in STEM subjects compared to non-users. Furthermore, tracking research indicates that gamified learning is linked to a stronger growth mindset, lower levels of test anxiety, and increased intrinsic motivation. Children with lower anxiety manage classroom stress more effectively, leading to positive reinforcement loops where academic persistence is rewarded with improved self-efficacy.
Identify one psychological issue raised by the above article. Support your answer with evidence from the article.