| Literature DB >> 27378996 |
Ping Wang1, Han-Hui Liu2, Xing-Ting Zhu3, Tian Meng2, Hui-Jie Li3, Xi-Nian Zuo3.
Abstract
Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young and older adults by conducting a meta-analysis on previous findings. We systematically searched video game training studies published between January 1986 and July 2015. Twenty studies were included in the present meta-analysis, for a total of 313 participants included in the training group and 323 participants in the control group. The results demonstrate that healthy adults achieve moderate benefit from AVG training in overall cognitive ability and moderate to small benefit in specific cognitive domains. In contrast, young adults gain more benefits from AVG training than older adults in both overall cognition and specific cognitive domains. Age, education, and some methodological factors, such as the session duration, session number, total training duration, and control group type, modulated the training effects. These meta-analytic findings provide evidence that AVG training may serve as an efficient way to improve the cognitive performance of healthy adults. We also discussed several directions for future AVG training studies.Entities:
Keywords: action video game training; cognitive functions; healthy adults; meta-analysis; moderator variable
Year: 2016 PMID: 27378996 PMCID: PMC4911405 DOI: 10.3389/fpsyg.2016.00907
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Characteristics of included studies in the action video game training meta-analysis.
| Author and Year | Experimental group | Control group | Training type | Training time | Outcome measures | Study quality | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Age | Male ratio (%) | Age | Male ratio (%) | Experimental group | Control group | SL | SN | TTL | |||||
| 19 | 69.89 | 27.8 | 20 | 68.88 | 25 | The Rise of Nation | Passive | 1.5 h | 15 | 23.5 h | Executive function, attention, visuospatial | 8 | |
| 14 | 74.8 | 64.3 | 13 | 73.7 | 53.8 | Medal of Honor | Passive | 1.5 h | 6 | 9 h | Processing speed | 7 | |
| 17 | 20.41 | 17 | 20.65 | Call of Duty | Active | 30 h | Executive function, working memory | 9 | |||||
| 14 | 73 | 48 | 20 | 72 | 45 | Mario Kart DS | Passive | 1 h | 60 | 60 h | Processing speed, attention, reasoning, executive function, memory | 6 | |
| 20 | 20.5 | 50 | 20 | 20.5 | 50 | Wii | Active | 0.5 h | 2 | 1 h | Visuospatial | 8 | |
| 7 | 65 | 57.1 | 7 | 74 | 28.6 | Pac Man and Donkey Kong | Passive | 7 h+/w | 7 w | 49 h+ | Processing speed | 7 | |
| 10 | 18.95 | 0 | 10 | 18.95 | 0 | Professor Layton and The Pandora’s Box | Passive | 4 h/w | 4 w | 16 h | Executive function, reasoning | 7 | |
| 16 | 21.3 | 50 | 16 | 21 | 43.75 | Unreal Tournament 2004 | Active | 2 h+/d | 30 h | Visuospatial | 9 | ||
| 9 | 20.4 | 44.4 | 8 | 19.7 | 50 | Medal of Honor | Active | 1 h/d | 10 d | 10 h | Executive function | 8 | |
| 16 | 21.3 | 50 | 16 | 21 | 43.75 | Unreal Tournament 2004 | Active | 2 h+/d | 30 h | Visuospatial | 9 | ||
| 6 | 26.51 | 50 | 7 | 23.72 | 71.43 | Unreal Tournament 2004 | Active | 2 h/d | 50 h | Visuospatial | 8 | ||
| 14 | 26 | 50 | 11 | 24.7 | 63.6 | Unreal Tournament 2004 | Active | 2 h/d | 50 h | Attention | 8 | ||
| 16 | 73.47 | 16 | 73.47 | Nintendo Wii | Passive | 1 h | 24 | 24 h | Executive function, processing speed, visuospatial | 8 | |||
| 10 | 21.8 | 16 | 21 | Unreal Tournament 2004 | Active | 15 min | 4 | 1 h | Processing speed | 7 | |||
| 30 | 26.7 | 30 | 53.3 | Combat Evolved | Active | 25 min | Visuospatial | 8 | |||||
| 21 | 24.7 | 52.4 | 21 | 25.6 | 47.6 | Medal of Honor | Passive | 1 h | 15 | 15 h | Executive function, processing speed, working memory, visuospatial | 7 | |
| 14 | 70 | 15 | 70 | Pac Man | Passive | 3 h | 3 | 9 h | Processing speed | 6 | |||
| 20 | 66.34 | 41 | 20 | 66.95 | 41 | Space Fortress (emphasis change) | Passive | 1 h | 36 | 36 h | Executive function, visuospatial, memory, attention, language, processing speed | 9 | |
| 20 | 66.56 | 50 | 20 | 66.95 | 41 | Space Fortress standard instruction | Passive | 1 h | 36 | 36 h | Executive function, visuospatial, memory, attention, language, processing speed | 9 | |
| 20 | 18–25 | 50 | 20 | 18–25 | 50 | First Person Shooter | Active | 1–2 h | 10 h | Processing speed | 8 | ||
The main findings of action video game training on young and older adults.
| Cognitive domains | Number of studies | Effect size | Heterogeneity | Egger’s test | ||||
|---|---|---|---|---|---|---|---|---|
| 95% CI | Q | |||||||
| Overall cognition | 12 | 0.75 (0.16) | 0.43–1.07 | 42.27 | <0.001 | 73.97 | 10.00 | 0.287 |
| Processing speed/ attention | 4 | 0.81 (0.47) | 0.11–1.73 | 19.82 | <0.001 | 84.86 | 0.30 | 0.790 |
| Visuospatial ability | 6 | 0.70 (0.12) | 0.46–0.94 | 3.94 | 0.559 | <0.001 | 2.09 | 0.105 |
| Executive function | 4 | 0.64 (0.33) | 0.01–1.29 | 14.87 | <0.01 | 79.88 | 2.00 | 0.637 |
| Overall cognition | 8 | 0.38 (0.13) | 0.12–0.64 | 48.14 | <0.001 | 85.46 | 0.36 | 0.728 |
| Processing speed/ attention | 8 | 0.37 (0.20) | -0.02 to 0.76 | 54.59 | <0.001 | 87.18 | 0.55 | 0.601 |
| Memory | 3 | 0.33 (0.19) | -0.03 to 0.71 | 0.00 | 0.998 | 0.00 | 0.29 | 0.822 |
| Visuospatial ability | 4 | 0.29 (0.20) | -0.10 to 0.68 | 7.15 | 0.067 | 58.05 | 0.92 | 0.455 |
| Executive function | 5 | 0.40 (0.22) | -0.04 to 0.84 | 14.87 | <0.001 | 88.96 | 0.32 | 0.773 |
| Overall cognition | 20 | 0.58 (0.10) | 0.37–0.78 | 103.57 | <0.001 | 81.67 | 1.84 | 0.082 |
| Processing speed/ attention | 12 | 0.50 (0.18) | 0.14–0.85 | 81.69 | <0.001 | 86.53 | 0.15 | 0.883 |
| Memory | 3 | 0.33 (0.19) | -0.05 to 0.71 | <0.001 | 0.998 | <0.001 | 0.29 | 0.822 |
| Visuospatial ability | 10 | 0.54 (0.12) | 0.30–0.77 | 15.37 | 0.081 | 41.43 | 0.78 | 0.458 |
| Executive function | 9 | 0.49 (0.17) | 0.15–0.83 | 51.19 | <0.001 | 84.37 | 0.13 | 0.898 |
Analyses of potential moderators of effect sizes in overall adults.
| Moderator variables | No of studies | Mean ES (SE) | 95% CI | Slop | ||
|---|---|---|---|---|---|---|
| Session number | 12 | 0.53 (0.14) | 0.26–0.81 | -0.01 | 11.65 | <0.001 |
| Session length | 15 | 0.56 (0.12) | 0.32–0.80 | -0.14 | 6.28 | 0.012∗ |
| Total training duration | 20 | 0.58 (0.10) | 0.37–0.78 | -0.01 | 15.65 | <0.001 |
| Age | 18 | 0.60 (0.11) | 0.38–0.82 | -0.01 | 9.36 | 0.002∗∗ |
| Male’s ratio | 16 | 0.39 (0.08) | 0.23–0.54 | 0.11 | 0.10 | 0.751 |
| Education | 6 | 0.43 (0.16) | 0.11–0.74 | -0.19 | 44.85 | <0.001 |
| Study quality | 20 | 0.58 (0.10) | 0.37–0.78 | -0.08 | 3.39 | 0.066 |
| Active-control type | 10 | 0.81 (0.81) | 0.64–0.98 | NA | ||
| 24.60 | <0.001 | |||||
| Passive-control type | 10 | 0.33 (0.04) | 0.24–0.41 | NA |