| Literature DB >> 27896035 |
Andrew K Przybylski1, John C Wang2.
Abstract
A growing research literature suggests that regular electronic game play and game-based training programs may confer practically significant benefits to cognitive functioning. Most evidence supporting this idea, the gaming-enhancement hypothesis, has been collected in small-scale studies of university students and older adults. This research investigated the hypothesis in a general way with a large sample of 1,847 school-aged children. Our aim was to examine the relations between young people's gaming experiences and an objective test of reasoning performance. Using a Bayesian hypothesis testing approach, evidence for the gaming-enhancement and null hypotheses were compared. Results provided no substantive evidence supporting the idea that having preference for or regularly playing commercially available games was positively associated with reasoning ability. Evidence ranged from equivocal to very strong in support for the null hypothesis over what was predicted. The discussion focuses on the value of Bayesian hypothesis testing for investigating electronic gaming effects, the importance of open science practices, and pre-registered designs to improve the quality of future work.Entities:
Keywords: Adolescents; Cognitive ability; Electronic games; Gaming-enhancement hypothesis; Human–computer interaction; Individual differences
Year: 2016 PMID: 27896035 PMCID: PMC5119239 DOI: 10.7717/peerj.2710
Source DB: PubMed Journal: PeerJ ISSN: 2167-8359 Impact factor: 2.984
Participant game preferences and engagement.
| Game preference | Regular play | |||||
|---|---|---|---|---|---|---|
| Action | Strategy | Online | Action | Strategy | Online | |
| Males | 21.7% | 25.1% | 45.1% | 13.0% | 17.2% | 33.7% |
| Females | 2.3% | 11.4% | 52.8% | 1.9% | 7.4% | 41.8% |
| Total | 17.2% | 21.9% | 47.2% | 10.4% | 14.9% | 34.1% |
Observed zero-order correlations.
| 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | ||
|---|---|---|---|---|---|---|---|---|---|
| 1. Age | Pearson’s r | −0.070 | 0.132 | 0.175 | 0.130 | 0.125 | 0.215 | 0.198 | −0.000 |
| 2. Female | Pearson’s r | — | −0.217 | −0.140 | 0.062 | −0.167 | −0.126 | 0.040 | −0.029 |
| 3. Action game preference | Pearson’s r | — | 0.078 | −0.123 | 0.943 | 0.067 | −0.111 | −0.053 | |
| 4. Strategy game preference | Pearson’s r | — | −0.061 | 0.052 | 0.959 | −0.060 | 0.041 | ||
| 5. Online game preference | Pearson’s r | — | −0.093 | −0.046 | 0.946 | 0.051 | |||
| 6. Regular action game play | Pearson’s r | — | 0.090 | −0.055 | −0.028 | ||||
| 7. Regular strategy game play | Pearson’s r | — | −0.019 | 0.038 | |||||
| 8. Regular online game play | Pearson’s r | — | 0.020 | ||||||
| 9. Deductive reasoning ability | Pearson’s r | — |
Notes.
Denotes p value below Bonferroni-Holm adjusted value of 0.0014.
Evidence from Bayesian hypothesis testing.
| Participants who did not express preference or play game type | Participants who did express preference or play game type | Average Enhancement Effect | Enhancement Effect in Top Tier Journals | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Count | Mean | Count | Mean | BF01 | BF10 | BF01 | BF10 | |||
| Action game preference | 1,530 | 0.02 | 1.00 | 317 | −0.12 | 0.97 | 16.38 | 0.06 | 57.01 | 0.02 |
| Strategy game preference | 1,442 | −0.02 | 1.02 | 405 | 0.08 | 0.93 | 0.69 | 1.45 | 2.06 | 0.48 |
| Online game preference | 975 | −0.05 | 1.04 | 872 | 0.05 | 0.95 | 0.36 | 2.82 | 1.07 | 0.94 |
| Regular action game play | 1,551 | 0.02 | 1.00 | 192 | −0.07 | 0.99 | 8.61 | 0.12 | 29.15 | 0.03 |
| Regular strategy game play | 1,462 | −0.02 | 1.02 | 276 | 0.08 | 0.90 | 0.84 | 1.20 | 2.45 | 0.41 |
| Regular online game play | 1,019 | −0.04 | 1.02 | 630 | 0.01 | 0.97 | 2.97 | 0.03 | 9.84 | 0.10 |
Notes.
BF01 denotes evidence favoring the Null hypothesis. BF10 denotes evidence favoring the alternative hypothesis.
Average effect size for quasi-experiments on measures of reasoning and intelligence (d = 0.24; Powers et al., 2013).
Average effect size for quasi-experiments on measures of general cognitive abilities published in top-tier journals (d = 0.85; Powers et al., 2013).
Figure 1Bayes factors for the comparison of electronic gaming to reasoning ability as a function of the scale parameter of the Cauchy prior for effect sizes ranging from 0.0 to 1.5 under the alternative hypothesis.
Note. Equal variances are assumed. (A) through (C) represent game preference, and (D) through (F) represent regular game play. (A) Action games. (B) Strategy games. (C) Online games (D) Action games. (E) Strategy games. (F) Online Games.