Literature DB >> 29048933

The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

Vivian Huang1, Michaelia Young1, Alexandra J Fiocco1.   

Abstract

Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

Entities:  

Keywords:  cognition; video game genre; video game play

Mesh:

Year:  2017        PMID: 29048933     DOI: 10.1089/cyber.2017.0241

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  7 in total

1.  Action Video Gaming Does Not Influence Short-Term Ocular Dominance Plasticity in Visually Normal Adults.

Authors:  Xiaoxin Chen; Shijia Chen; Deying Kong; Junhan Wei; Yu Mao; Wenman Lin; Yiya Chen; Zhimo Yao; Seung Hyun Min; Fan Lu; Jia Qu; Robert F Hess; Jiawei Zhou
Journal:  eNeuro       Date:  2020-05-21

Review 2.  Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement.

Authors:  Eunhye Choi; Suk-Ho Shin; Jeh-Kwang Ryu; Kyu-In Jung; Shin-Young Kim; Min-Hyeon Park
Journal:  Behav Brain Funct       Date:  2020-02-03       Impact factor: 3.759

3.  An investigation of far and near transfer in a gamified visual learning paradigm.

Authors:  Stefanie Duyck; Hans Op de Beeck
Journal:  PLoS One       Date:  2019-12-26       Impact factor: 3.240

4.  Mobile Technology Use and Its Association With Executive Functioning in Healthy Young Adults: A Systematic Review.

Authors:  Rachel E Warsaw; Andrew Jones; Abigail K Rose; Alice Newton-Fenner; Sophie Alshukri; Suzanne H Gage
Journal:  Front Psychol       Date:  2021-03-18

5.  Novel 3-D action video game mechanics reveal differentiable cognitive constructs in young players, but not in old.

Authors:  Tomihiro Ono; Takeshi Sakurai; Shinichi Kasuno; Toshiya Murai
Journal:  Sci Rep       Date:  2022-07-21       Impact factor: 4.996

Review 6.  Neuroanatomical predictors of complex skill acquisition during video game training.

Authors:  Anna Kovbasiuk; Paulina Lewandowska; Aneta Brzezicka; Natalia Kowalczyk-Grębska
Journal:  Front Neurosci       Date:  2022-07-22       Impact factor: 5.152

7.  Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability.

Authors:  Boyu Qiu; Yanrong Chen; Xu He; Ting Liu; Sixian Wang; Wei Zhang
Journal:  Int J Environ Res Public Health       Date:  2021-06-26       Impact factor: 3.390

  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.