Literature DB >> 18929349

The effects of video game playing on attention, memory, and executive control.

Walter R Boot1, Arthur F Kramer, Daniel J Simons, Monica Fabiani, Gabriele Gratton.   

Abstract

Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.

Entities:  

Mesh:

Year:  2008        PMID: 18929349     DOI: 10.1016/j.actpsy.2008.09.005

Source DB:  PubMed          Journal:  Acta Psychol (Amst)        ISSN: 0001-6918


  142 in total

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2.  Brain network modularity predicts cognitive training-related gains in young adults.

Authors:  Pauline L Baniqued; Courtney L Gallen; Michael B Kranz; Arthur F Kramer; Mark D'Esposito
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3.  Transfer of cognitive training across magnitude dimensions achieved with concurrent brain stimulation of the parietal lobe.

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Journal:  J Neurosci       Date:  2013-09-11       Impact factor: 6.167

4.  Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition.

Authors:  Lorenza S Colzato; Wery P M van den Wildenberg; Sharon Zmigrod; Bernhard Hommel
Journal:  Psychol Res       Date:  2012-01-22

Review 5.  On methodological standards in training and transfer experiments.

Authors:  C Shawn Green; Tilo Strobach; Torsten Schubert
Journal:  Psychol Res       Date:  2013-12-18

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Journal:  Surg Endosc       Date:  2013-06-13       Impact factor: 4.584

7.  Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.

Authors:  S Kühn; T Gleich; R C Lorenz; U Lindenberger; J Gallinat
Journal:  Mol Psychiatry       Date:  2013-10-29       Impact factor: 15.992

8.  The effects of individual differences and task difficulty on inattentional blindness.

Authors:  Daniel J Simons; Melinda S Jensen
Journal:  Psychon Bull Rev       Date:  2009-04

9.  Action video games do not improve the speed of information processing in simple perceptual tasks.

Authors:  Don van Ravenzwaaij; Wouter Boekel; Birte U Forstmann; Roger Ratcliff; Eric-Jan Wagenmakers
Journal:  J Exp Psychol Gen       Date:  2014-06-16

10.  Selling points: What cognitive abilities are tapped by casual video games?

Authors:  Pauline L Baniqued; Hyunkyu Lee; Michelle W Voss; Chandramallika Basak; Joshua D Cosman; Shanna Desouza; Joan Severson; Timothy A Salthouse; Arthur F Kramer
Journal:  Acta Psychol (Amst)       Date:  2012-12-17
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