| Literature DB >> 23950921 |
Brian D Glass1, W Todd Maddox, Bradley C Love.
Abstract
Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function.Entities:
Mesh:
Year: 2013 PMID: 23950921 PMCID: PMC3737212 DOI: 10.1371/journal.pone.0070350
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Figure 1General experimental procedure outline.
The experimental procedure included the completion of a pre-test task battery, followed by gaming condition assignment (SC-1, SC-2, or The Sims). Each participant engaged in 40 total hours of video gaming. This video game play occurred outside the lab on the participants' own laptops. Psychological testing occurred over sessions in the laboratory.
The t-values, which were the basis for calculating the meta-analytic Bayes factors, contrasting post-test minus pre-test scores for SC groups versus the control (Sims) group.
| Task Group | Task | SC | SC-1 | SC-2 |
| Cognitive Flexibility | Stroop | 3.06 (0.53) | 1.32 (0.31) | 2.84 (0.70) |
| ANT | 2.28 (0.52) | 0.86 (0.32) | 2.24 (0.65) | |
| Task Switching | 0.92 (0.18) | 0.98 (0.31) | 0.23 (0.08) | |
| Multi-Location Switching | 0.98 (0.20) | 0.69 (0.17) | 0.68 (0.19) | |
| Ospan | 0.81 (0.13) | 0.56 (0.15) | 0.61 (0.12) | |
| Other | BART | −0.56 (−0.08) | −0.39 (−.08) | 0.61 (−0.08) |
| Visual Search | −0.58 (−0.13) | 0.42 (0.09) | −1.29 (−0.29) | |
| Information Filtering | −1.00 (−0.20) | −0.29 (−0.08) | −1.34 (−0.34) | |
| Digit span | −1.76 (−0.22) | −2.66 (−0.47) | −0.25 (−0.04) |
Effect sizes (Cohen's d) in parentheses.
The means with standard error in parentheses for pre- and post-test dependent measures (used to calculate meta-analytic Bayes factors) for SC and control (Sims) groups.
| Task | Session | Control | SC-1 | SC-2 |
| Stroop | Pre | 0.905 (0.183) | 0.871 (0.164) | 0.667 (0.119) |
| Post | 0.943 (0.193) | 1.106 (0.190) | 1.229 (0.169) | |
| ANT | pre | 0.019 (0.002) | 0.017 (0.002) | 0.015 (0.002) |
| post | 0.024 (0.002) | 0.025 (0.002) | 0.024 (0.002) | |
| Task Switching | pre | 0.011 (0.001) | 0.011 (0.001) | 0.011 (0.001) |
| post | 0.013 (0.001) | 0.013 (0.001) | 0.012 (0.001) | |
| Multi-Location Switching | pre | 0.006 (0.000) | 0.006 (0.001) | 0.006 (0.001) |
| post | 0.006 (0.001) | 0.007 (0.001) | 0.007 (0.001) | |
| Ospan | pre | 51.60 (3.49) | 40.65 (3.85) | 44.30 (3.90) |
| post | 55.70 (4.77) | 47.35 (4.69) | 50.00 (3.96) | |
| BART | pre | 28.66 (2.89) | 34.98 (2.17) | 27.78 (1.94) |
| post | 33.05 (2.45) | 38.52 (3.18) | 31.24 (2.03) | |
| Visual Search | pre | 0.014 (0.001) | 0.014 (0.001) | 0.012 (0.001) |
| post | 0.018 (0.001) | 0.019 (0.001) | 0.016 (0.001) | |
| Information Filtering | pre | 0.009 (0.001) | 0.009 (0.001) | 0.009 (0.001) |
| post | 0.011 (0.001) | 0.010 (0.001) | 0.009 (0.001) | |
| Digit span | pre | 0.391 (0.176) | 0.183 (0.211) | 0.065 (0.154) |
| post | 0.948 (0.205) | 0.367 (0.193) | 0.587 (0.189) |
There were no significant pre-test differences for the StarCraft groups combined versus the Sims control group.
Figure 2Size of attentional feature set that drives behavior at the current (0 seconds) time step.
As time progresses, fewer gaming features from the past influence current game play behavior. The SC-2 group attended to more features and at post-test exhibited enhanced cognitive flexibility performance relative to the Sims group.