Literature DB >> 22964029

Advances in video game methods and reporting practices (but still room for improvement): a commentary on Strobach, Frensch, and Schubert (2012).

Walter R Boot, Daniel J Simons.   

Abstract

Strobach, Frensch, and Schubert (2012) presented evidence that action video game experience improves task-switching and reduces dual-task costs. Their design commendably adhered to many of the guidelines proposed by Boot, Blakely and Simons (2011) to overcome common method and interpretation problems in this literature. Adherence to these method guidelines is necessary in order to reduce the influence of demand characteristics, placebo effects, and underreporting that might otherwise produce false positive findings. In their paper, Strobach et al. (2012) appear to have misinterpreted some of these proposed guidelines, meaning that their methods did not eliminate possible sources of demand characteristics and differential placebo effects. At this important, early stage of video game research, reducing the likelihood of false positive findings is essential. In this commentary we clarify our methodological critiques and guidelines, identify ways in which this new study did and did not meet these guidelines, and discuss how these methodological issues should constrain the interpretation of the reported evidence.
Copyright © 2012 Elsevier B.V. All rights reserved.

Mesh:

Year:  2012        PMID: 22964029     DOI: 10.1016/j.actpsy.2012.06.011

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


  8 in total

1.  Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study.

Authors:  Natalia Kowalczyk; Feng Shi; Mikolaj Magnuski; Maciek Skorko; Pawel Dobrowolski; Bartosz Kossowski; Artur Marchewka; Maksymilian Bielecki; Malgorzata Kossut; Aneta Brzezicka
Journal:  Hum Brain Mapp       Date:  2018-06-20       Impact factor: 5.038

2.  New directions in cognitive training: on methods, transfer, and application.

Authors:  Torsten Schubert; Tilo Strobach; Julia Karbach
Journal:  Psychol Res       Date:  2014-10-11

3.  Mindfulness and Attention: Current State-of-Affairs and Future Considerations.

Authors:  Ruchika Shaurya Prakash; Stephanie Fountain-Zaragoza; Arthur F Kramer; Shaadee Samimy; John Wegman
Journal:  J Cogn Enhanc       Date:  2020-01-23

4.  Frequent video game players resist perceptual interference.

Authors:  Aaron V Berard; Matthew S Cain; Takeo Watanabe; Yuka Sasaki
Journal:  PLoS One       Date:  2015-03-25       Impact factor: 3.240

Review 5.  Cognitive enhancement through action video game training: great expectations require greater evidence.

Authors:  Joseph Bisoglio; Timothy I Michaels; Joshua E Mervis; Brandon K Ashinoff
Journal:  Front Psychol       Date:  2014-02-19

6.  The potential of video games as a pedagogical tool.

Authors:  Brandon K Ashinoff
Journal:  Front Psychol       Date:  2014-09-30

7.  Larger right posterior parietal volume in action video game experts: a behavioral and voxel-based morphometry (VBM) study.

Authors:  Satoshi Tanaka; Hanako Ikeda; Kazumi Kasahara; Ryo Kato; Hiroyuki Tsubomi; Sho K Sugawara; Makoto Mori; Takashi Hanakawa; Norihiro Sadato; Manabu Honda; Katsumi Watanabe
Journal:  PLoS One       Date:  2013-06-11       Impact factor: 3.240

Review 8.  Mindfulness and the aging brain: a proposed paradigm shift.

Authors:  Ruchika Shaurya Prakash; Angeline A De Leon; Beth Patterson; Brittney L Schirda; Alisha L Janssen
Journal:  Front Aging Neurosci       Date:  2014-06-24       Impact factor: 5.750

  8 in total

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