Literature DB >> 25068696

Effects of action video game training on visual working memory.

Kara J Blacker1, Kim M Curby2, Elizabeth Klobusicky3, Jason M Chein3.   

Abstract

The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VWM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work suggest that action video game play may influence VWM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VWM. The results suggest that VWM capacity, as measured by a change detection task, is increased after action video game training, as compared with training on a control game, and that some improvement to VWM precision occurs with action game training as well. However, these findings do not appear to extend to a complex span measure of VWM, which is often thought to tap into higher-order executive skills. The VWM improvements seen in individuals trained on an action video game cannot be accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared with the control group used. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VWM system might be enhanced.

Entities:  

Mesh:

Year:  2014        PMID: 25068696     DOI: 10.1037/a0037556

Source DB:  PubMed          Journal:  J Exp Psychol Hum Percept Perform        ISSN: 0096-1523            Impact factor:   3.332


  23 in total

1.  Familiarity increases the number of remembered Pokémon in visual short-term memory.

Authors:  Weizhen Xie; Weiwei Zhang
Journal:  Mem Cognit       Date:  2017-05

2.  The role of visual working memory capacity in attention capture among video game players.

Authors:  Christopher Hauck; Mei-Ching Lien
Journal:  Psychol Res       Date:  2022-01-07

3.  Video games as tools to achieve insight into cognitive processes.

Authors:  Walter R Boot
Journal:  Front Psychol       Date:  2015-01-21

4.  Examination of mechanisms underlying enhanced memory performance in action video game players: a pilot study.

Authors:  Xianchun Li; Xiaojun Cheng; Jiaying Li; Yafeng Pan; Yi Hu; Yixuan Ku
Journal:  Front Psychol       Date:  2015-06-16

5.  Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial.

Authors:  Soledad Ballesteros; Julia Mayas; Antonio Prieto; Eloísa Ruiz-Marquez; Pilar Toril; José M Reales
Journal:  Front Aging Neurosci       Date:  2017-11-01       Impact factor: 5.750

6.  Action video gaming and the brain: fMRI effects without behavioral effects in visual and verbal cognitive tasks.

Authors:  Fabio Richlan; Juliane Schubert; Rebecca Mayer; Florian Hutzler; Martin Kronbichler
Journal:  Brain Behav       Date:  2017-12-16       Impact factor: 2.708

7.  Action Video Gaming Experience Related to Altered Resting-State EEG Temporal and Spatial Complexity.

Authors:  Ruifang Cui; Jinliang Jiang; Lu Zeng; Lijun Jiang; Zeling Xia; Li Dong; Diankun Gong; Guojian Yan; Weiyi Ma; Dezhong Yao
Journal:  Front Hum Neurosci       Date:  2021-06-29       Impact factor: 3.169

8.  Functional Integration between Salience and Central Executive Networks: A Role for Action Video Game Experience.

Authors:  Diankun Gong; Hui He; Weiyi Ma; Dongbo Liu; Mengting Huang; Li Dong; Jinnan Gong; Jianfu Li; Cheng Luo; Dezhong Yao
Journal:  Neural Plast       Date:  2016-01-14       Impact factor: 3.599

9.  The relationship between different exercise modes and visuospatial working memory in older adults: a cross-sectional study.

Authors:  Wei Guo; Biye Wang; Yue Lu; Qin Zhu; Zhihao Shi; Jie Ren
Journal:  PeerJ       Date:  2016-07-20       Impact factor: 2.984

10.  Action Video Game Training for Healthy Adults: A Meta-Analytic Study.

Authors:  Ping Wang; Han-Hui Liu; Xing-Ting Zhu; Tian Meng; Hui-Jie Li; Xi-Nian Zuo
Journal:  Front Psychol       Date:  2016-06-17
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