| Literature DB >> 21949513 |
Walter R Boot1, Daniel P Blakely, Daniel J Simons.
Abstract
Frequent action video game players often outperform non-gamers on measures of perception and cognition, and some studies find that video game practice enhances those abilities. The possibility that video game training transfers broadly to other aspects of cognition is exciting because training on one task rarely improves performance on others. At first glance, the cumulative evidence suggests a strong relationship between gaming experience and other cognitive abilities, but methodological shortcomings call that conclusion into question. We discuss these pitfalls, identify how existing studies succeed or fail in overcoming them, and provide guidelines for more definitive tests of the effects of gaming on cognition.Entities:
Keywords: cognitive training; perceptual learning; transfer of training; video games
Year: 2011 PMID: 21949513 PMCID: PMC3171788 DOI: 10.3389/fpsyg.2011.00226
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
| Cross-sectional studies | Reported cognitive measures | Study criticisms | |
|---|---|---|---|
| Andrews and Murphy ( | Task switching | a,c,d | |
| Bialystok ( | Response time | b,c,d | |
| Chisholm et al. ( | Search | b,c,d | |
| Clark et al. ( | Change detection | c,d | |
| Colzato et al. ( | Task switching | a,c,d | |
| Donohue et al. ( | Temporal judgment | c,d | |
| Feng et al. ( | Mental rotation, UFOV | a,c,d | |
| Granek et al. ( | Visuomotor skill | a,c,d | |
| Green and Bavelier ( | Various visual/attentional | b,c,d | |
| Green and Bavelier ( | UFOV, Flanker | b,c,d | |
| Green and Bavelier ( | Enumeration, object tracking | b,c,d | |
| Green and Bavelier ( | Visual acuity | b,c,d | |
| Green et al. ( | Decision making | b,c,d | |
| Karle et al. ( | Task switching | a,c,d | |
| Li et al. ( | Contrast sensitivity | b,c,d | |
| Li et al. ( | Resistance to masking | b,c,d | |
| West et al. ( | Search, temporal judgment | b,c,d | |
| Boot et al. ( | 12 cognitive measures | a,c,d | |
| Castel et al. ( | Search, attention cuing | b,c,d | |
| Irons et al. ( | Visual attention | b,c,d | |
| Murphy and Spencer ( | Various visual/attentional | b,c,d | |
| Training studies | Reported cognitive measures | Training control group(s) | Study criticisms |
|---|---|---|---|
| Feng et al. ( | Mental rotation, UFOV | Ballance | d,e |
| Green and Bavelier ( | Various visual/attentional | Tetris | d,e |
| Green and Bavelier ( | UFOV, Flanker | Tetris | d,e |
| Green and Bavelier ( | Enumeration, object tracking | Tetris | d,e |
| Green and Bavelier ( | Visual acuity | Tetris | d,e |
| Green et al. ( | Decision making | The Sims 2 | d,e |
| Li et al. ( | Contrast sensitivity | The Sims 2 | d,e |
| Li et al. ( | Resistance to masking | The Sims 2 | d,e |
| Boot et al. ( | 12 Cognitive measures | Tetris, no game | d,e |
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Classification is based on the design and reported methods of the study, not on the results. For example, a study producing a null result might still be listed as subject to third-variable problems if it was cross-sectional. As noted in the text, underreporting of methods makes it unclear how many distinct video game training replications exist.