Literature DB >> 26238760

Action video game training reduces the Simon Effect.

Claire V Hutchinson1, Doug J K Barrett2, Aleksander Nitka2, Kerry Raynes2.   

Abstract

A number of studies have shown that training on action video games improves various aspects of visual cognition including selective attention and inhibitory control. Here, we demonstrate that action video game play can also reduce the Simon Effect, and, hence, may have the potential to improve response selection during the planning and execution of goal-directed action. Non-game-players were randomly assigned to one of four groups; two trained on a first-person-shooter game (Call of Duty) on either Microsoft Xbox or Nintendo DS, one trained on a visual training game for Nintendo DS, and a control group who received no training. Response times were used to contrast performance before and after training on a behavioral assay designed to manipulate stimulus-response compatibility (the Simon Task). The results revealed significantly faster response times and a reduced cost of stimulus-response incompatibility in the groups trained on the first-person-shooter game. No benefit of training was observed in the control group or the group trained on the visual training game. These findings are consistent with previous evidence that action game play elicits plastic changes in the neural circuits that serve attentional control, and suggest training may facilitate goal-directed action by improving players' ability to resolve conflict during response selection and execution.

Entities:  

Keywords:  Reaction times; Response selection; Simon Effect; Video game training

Mesh:

Year:  2016        PMID: 26238760     DOI: 10.3758/s13423-015-0912-6

Source DB:  PubMed          Journal:  Psychon Bull Rev        ISSN: 1069-9384


  25 in total

1.  Facilitatory and inhibitory effects of masked prime stimuli on motor activation and behavioural performance.

Authors:  M Eimer
Journal:  Acta Psychol (Amst)       Date:  1999-04

2.  Action-video-game experience alters the spatial resolution of vision.

Authors:  C S Green; D Bavelier
Journal:  Psychol Sci       Date:  2007-01

3.  Striatal volume predicts level of video game skill acquisition.

Authors:  Kirk I Erickson; Walter R Boot; Chandramallika Basak; Mark B Neider; Ruchika S Prakash; Michelle W Voss; Ann M Graybiel; Daniel J Simons; Monica Fabiani; Gabriele Gratton; Arthur F Kramer
Journal:  Cereb Cortex       Date:  2010-01-20       Impact factor: 5.357

4.  Systematic video game training in surgical novices improves performance in virtual reality endoscopic surgical simulators: a prospective randomized study.

Authors:  Marcus Kolga Schlickum; Leif Hedman; Lars Enochsson; Ann Kjellin; Li Felländer-Tsai
Journal:  World J Surg       Date:  2009-11       Impact factor: 3.352

5.  Auditory S-R compatibility: the effect of an irrelevant cue on information processing.

Authors:  J R Simon; A P Rudell
Journal:  J Appl Psychol       Date:  1967-06

6.  Increasing Speed of Processing With Action Video Games.

Authors:  Matthew W G Dye; C Shawn Green; Daphne Bavelier
Journal:  Curr Dir Psychol Sci       Date:  2009

7.  Conditional and unconditional automaticity: a dual-process model of effects of spatial stimulus-response correspondence.

Authors:  R De Jong; C C Liang; E Lauber
Journal:  J Exp Psychol Hum Percept Perform       Date:  1994-08       Impact factor: 3.332

8.  Subthalamic nucleus stimulation influences expression and suppression of impulsive behaviour in Parkinson's disease.

Authors:  Scott A Wylie; K Richard Ridderinkhof; William J Elias; Robert C Frysinger; Theodore R Bashore; Kara E Downs; Nelleke C van Wouwe; Wery P M van den Wildenberg
Journal:  Brain       Date:  2010-09-22       Impact factor: 13.501

9.  The ACTIVE cognitive training trial and health-related quality of life: protection that lasts for 5 years.

Authors:  Fredric D Wolinsky; Frederick W Unverzagt; David M Smith; Richard Jones; Anne Stoddard; Sharon L Tennstedt
Journal:  J Gerontol A Biol Sci Med Sci       Date:  2006-12       Impact factor: 6.053

10.  Improved control of exogenous attention in action video game players.

Authors:  Matthew S Cain; William Prinzmetal; Arthur P Shimamura; Ayelet N Landau
Journal:  Front Psychol       Date:  2014-02-10
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  5 in total

1.  Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population.

Authors:  Federica Pallavicini; Ambra Ferrari; Fabrizia Mantovani
Journal:  Front Psychol       Date:  2018-11-07

2.  Visual short-term memory for coherent motion in video game players: evidence from a memory-masking paradigm.

Authors:  Andrea Pavan; Martine Hobaek; Steven P Blurton; Adriano Contillo; Filippo Ghin; Mark W Greenlee
Journal:  Sci Rep       Date:  2019-04-15       Impact factor: 4.379

3.  Interference scores have inadequate concurrent and convergent validity: Should we stop using the flanker, Simon, and spatial Stroop tasks?

Authors:  Kenneth R Paap; Regina Anders-Jefferson; Brandon Zimiga; Lauren Mason; Roman Mikulinsky
Journal:  Cogn Res Princ Implic       Date:  2020-02-13

Review 4.  A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children.

Authors:  Maria Vedechkina; Francesca Borgonovi
Journal:  Front Psychol       Date:  2021-02-24

5.  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
  5 in total

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