| Literature DB >> 21833191 |
Lorenza S Colzato1, Pieter J A van Leeuwen, Wery P M van den Wildenberg, Bernhard Hommel.
Abstract
The interest in the influence of videogame experience on our daily life is constantly growing. "First Person Shooter" (FPS) games require players to develop a flexible mindset to rapidly react to fast moving visual and auditory stimuli, and to switch back and forth between different subtasks. This study investigated whether and to which degree experience with such videogames generalizes to other cognitive-control tasks. Video-game players (VGPs) and individuals with little to no videogame experience (NVGPs) performed on a task switching paradigm that provides a relatively well-established diagnostic measure of cognitive flexibility. As predicted, VGPs showed smaller switching costs (i.e., greater cognitive flexibility) than NVGPs. Our findings support the idea that playing FPS games promotes cognitive flexibility.Entities:
Keywords: cognitive flexibility; task-switching; videogame
Year: 2010 PMID: 21833191 PMCID: PMC3153740 DOI: 10.3389/fpsyg.2010.00008
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Demographic characteristics, mean response latencies (in ms), error rates (in percent), and switching costs (alternation – repetition) for VGPs and NVGPs.
| Variables (SE) | VGPs | NVGPs |
|---|---|---|
| Age | 24 (3.5) | 23 (4.5) |
| IQ | 105 (6.5) | 107 (4.8) |
| Reaction times (ms) | 415 (21) | 439 (21) |
| Error rates (%) | 4.3 (0.9) | 4.2 (0.9) |
| Reaction times (ms) | 459 (27) | 535 (27) |
| Error rates (%) | 5.2 (0.9) | 2.6 (0.9) |
| Reaction times (ms) | 44* | 96* |
| Error rates (%) | 0.9 | −1.6 |
Standard errors are presented in parentheses.
Ns: Non-significant difference.
Significant group difference; * p < 0.05, ** p < 0.01.
Figure 1Sequence of events in a trial of the switch blocks.
Means of mean reaction times for responses (RT; in ms) and percentages of errors (PE), as a function of group (VGPs vs. VGPs), task switch (i.e., same vs. different target level as in previous trial: task repetition vs. alternation), target level (global vs. local) and the congruency between the stimuli on the two levels (congruent vs. incongruent).
| Variables (SE) | VGPs | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Switch | Repetition | Alternation | |||||||||||||
| Target | Local | Global | Local | Global | |||||||||||
| Congruency | Inc | Con | Inc | Con | Inc | Con | Inc | Con | |||||||
| RT (ms) | 447 (23) | 421 (23) | 403 (23) | 387 (19) | 499 (32) | 473 (26) | 450 (31) | 413 (26) | |||||||
| PE (%) | 9.3 (2.3) | 0.9 (0.7) | 4.7 (1.2) | 2.1 (0.7) | 11.1 (2.8) | 0.98 (0.9) | 7.4 (1.6) | 1.6 (0.7) | |||||||
| RT (ms) | 479 (23) | 453 (23) | 420 (19) | 405 (19) | 586 (32) | 533 (26) | 533 (31) | 493 (26) | |||||||
| PE (%) | 8.5 (2.3) | 1.7 (0.7) | 4.2 (1.2) | 2.2 (0.7) | 7.0 (2.8) | 1.1 (0.8) | 1.3 (0.9) | 1.6 (0.7) | |||||||
Figure 2Mean reaction times (ms) as a function of group (video-game players [VGPs] vs. individuals with little to no videogame experience [NVGPs]) and task switch (i.e., same vs. different target level as in previous trial: task repetition vs. alternation). Standard errors of the difference between Task Repetition and Alternation trials are represented by the error bars.