| Literature DB >> 30464753 |
Federica Pallavicini1, Ambra Ferrari1, Fabrizia Mantovani1.
Abstract
Background: Although several excellent reviews and meta-analyses have investigated the effect of video game trainings as tools to enhance well-being, most of them specifically focused on the effects of digital games on brain plasticity or cognitive decline in children and seniors. On the contrary, only one meta-analysis results to be focused on the adult population, and it is restricted to examining the effects of training with a particular genre of games (action video games) on cognitive skills of healthy adults.Entities:
Keywords: cognitive training; computer games; emotional training; video games; well-being
Year: 2018 PMID: 30464753 PMCID: PMC6234876 DOI: 10.3389/fpsyg.2018.02127
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1The flow chart of the systematic review.
Information about the video games variables of the selected studies.
| Bailey and West, | Video game group | Unreal tournament 3 | Action game | Computer |
| Video game group | Tetris | Puzzle game | Computer | |
| Control group | None | None | None | |
| Baniqued et al., | WMRS games group | Silversphere, Digital Switch, TwoThree, Sushi Go-Round | Puzzle games | Computer |
| AWMR games group | Silversphere, Aengie Quest, Gude Balls, Block Drop | Puzzle games | Computer | |
| Active control group | Alphattack, Music Catch 2, Crashdown, Enigmata | Puzzle games | Computer | |
| Control group | None | None | None | |
| Blacker et al., | Action game group | Call of Duty: Modern Warfare | Action game | Computer |
| Active control group | The Sims 3 | Simulation game | Computer | |
| Bouchard et al., | Video game group | Left 4 Dead | Horror game | Computer |
| Control group | None | None | None | |
| Chandra et al., | Video game group | Tom Clancy's Rainbow Six: Vegas 2 | Action game | Computer |
| Control group | None | None | None | |
| Cherney et al., | Nintendo Wii™ group | Segway Circuit mini-game | Exergame | Console (Nintendo Wii) |
| Nintendo GameCube™ group | Crazy Taxi | Driving-racing game | Console (Nintendo GameCube) | |
| Control group | None | None | None | |
| Choi and Lane, | FPS game group | BeGone | Action game | Computer |
| TPS game group | BeGone | Action game | Computer | |
| Control puzzle game group | Tetris | Puzzle game | Computer | |
| Control group | None | None | None | |
| Clemenson and Stark, | Video game group | Super Mario 3D World | Adventure game | Console (Wii U) |
| Active control group | Angry Birds | Puzzle game | Console (Wii U) | |
| Control group | None | None | None | |
| Colzato et al., | Video game group | Half Life 2 | Action game | Computer |
| Dennis and O'Toole, | Video game group | The ABMT Personal Zen | Non-commercial | Mobile (iPod Touch) |
| Active control group | The ABMT Personal Zen (Placebo) | Non-commercial | Mobile (iPod Touch) | |
| Dennis-Tiwary et al., | Video game group | The ABMT Personal Zen | Non-commercial | Mobile (iPod Touch) |
| Active control group | The ABMT Personal Zen (Placebo) | Non-commercial | Mobile (iPod Touch) | |
| Dominiak and Wiemeyer, | Video game group | Dance paradise | Exergame | Console (Xbox 360) |
| Video game group | Fable: The Journey | Action game | Console (Xbox 360) | |
| Control group | None | None | None | |
| Green et al., | Action video game group | Various | Action games | Various |
| Active control group | Various | Various | Various | |
| Hutchinson et al., | Action video game group | Call of Duty: Modern Warfare 3 | Action game | Console (Xbox 360) |
| Action video game group | Call of Duty: Modern Warfare 3 | Action game | Mobile (Nintendo DS) | |
| Cognitive video game group | Sight Training | Brain training game | Mobile (Nintendo DS) | |
| Control group | None | None | None | |
| Kable et al., | Cognitive video game group | Lumosity | Brain training game | Computer |
| Active control group | Various | Puzzle games | Computer | |
| Kühn et al., | Video game group | Super Mario 64 | Adventure game | Mobile (Nintendo DS) |
| Control group | None | None | None | |
| Lee et al., | HVT group | Space Fortress | Non-commercial | Computer |
| FET group | Space Fortress | Non-commercial | Computer | |
| Li et al., | Video game group | Mario Kart | Diving- racing game | Console (Nintendo Wii) |
| Active control group | Roller Coaster Tycoon III | Simulation game | Computer | |
| Looi et al., | Real tDCS group | Mathematics video game | Non-commercial | Console (Xbox 360) |
| Sham tDCS group | Mathematics video game | Non-commercial | Console (Xbox 360) | |
| Active control group | Mathematics video game | Non-commercial | Console (Xbox 360) | |
| Mathewson et al., | Video game group | Space Fortress | Non-commercial | Computer |
| Montani et al., | Video game group | Labyrinth | Non-commercial | Computer |
| Naugle et al., | Video game group | Wii Fit Boxing, Wii Fit Tennis, Wii Fit Step, Wii Fit Cycling | Exergame | Console (Wii Fit) |
| Control group | None | None | None | |
| Nikolaidis et al., | Video game group | Space Fortress | Non-commercial | Computer |
| Nouchi et al., | Video game group | Brain Age | Brain training game | Mobile (Nintendo DS) |
| Active control group | Tetris | Puzzle game | Mobile (Nintendo DS) | |
| Oei and Patterson, | Action video game group | Hidden Expedition Everest | Puzzle game | Computer |
| Hidden-object video game group | Bejeweled 2 | Puzzle game | Computer | |
| Match-3 video game group | The Sims | Simulation game | Computer | |
| Memory matrix video game group | Memory Matrix 1.0 | Brain training game | Computer | |
| Oei and Patterson, | Action video game group | Modern Combat | Action game | Mobile (smartphone) |
| Puzzle video game group | Cut The Rope | Puzzle game | Mobile (smartphone) | |
| Real-time strategy video game group | Starfront Collision | Strategy game | Mobile (smartphone) | |
| Arcade video game group | Fruit Ninja | Arcade game | Mobile (smartphone) | |
| Oei and Patterson, | Metal gear solid video game group | Metal Gear Solid Touch | Action game | Mobile (smartphone) |
| Modern combat video game group | Modern Combat: Sandstorm | Action game | Mobile (smartphone) | |
| Super sniper video game group | Super Sniper | Action game | Mobile (smartphone) | |
| Dear hunter video game group | Deer Hunter | Action game | Mobile (smartphone) | |
| Parong et al., | Video game group | Alien Game | Non-commercial | Computer |
| Active control group | Bookworm | Puzzle game | Computer | |
| Rolle et al., | Video game group (young) | Pocket Bowling 3D | Simulation game | Mobile (smartphone) |
| Control group (young) | None | None | None | |
| Video game group (old) | Pocket Bowling 3D | Simulation game | Mobile (smartphone) | |
| Control group (old) | None | None | None | |
| Schubert et al., | Video game group | Medal of Honor | Action game | Computer |
| Video game group | Tetris | Puzzle game | Computer | |
| Control group | None | None | None | |
| Shute et al., | Video game group | Portal 2 | Puzzle game | Computer |
| Active control group | Lumosity | Brain training game | Computer | |
| Stroud and Whitbourne, | Video game group | Bejeweled Blitz | Puzzle game | Computer |
| Video game group (10 rounds) | Bejeweled Blitz | Puzzle game | Computer | |
| Video game group (30 rounds) | Bejeweled Blitz | Puzzle game | Computer | |
| Control group | None | None | None | |
| van Ravenzwaaij et al., | Video game group | Unreal Tournament 2004 | Action game | Computer |
| Active control group | The Sims 2 | Simulation game | Computer | |
| Control group | None | None | None | |
| Wang et al., | Video game VG players group | Call of Duty 2 | Action game | Computer |
| Video game non-VG players group | Call of Duty 2 | Action game | Computer | |
| Wu and Spence, | Video game group | Medal of Honor: Pacific Assault | Action game | Computer |
| Video game group | Need for Speed: Most Wanted | Driving-racing game | Computer | |
| Video game group | Ballance | Puzzle game | Computer |
Information about the selected studies on video games for emotional training.
| Bailey and West, | 31 | 18–45 years old | Randomized controlled trial | Three-conditions: | Ten sessions (1 h each) across 10 consecutive days | Pre and post training: | Playing an action game resulted in a change in the affective information processing, with an the an increase in the amplitude of the ERPs over the right frontal and posterior regions that was similar for angry, happy, and neutral faces | – For the action group, the latency of the P3 ERP component was shorter for the post-test than for the pre (η2 = 0.44); for the no-contact and non-action group, the main effect of occasion was not significant |
| Bouchard et al., | 41 | 24.9 ± 3.9 years old | Randomized Controlled Trial | Two conditions: | Three sessions of 30-min (one per day for 3 days) | Pre and post training: | Decrease of stress level after the training with the video game | – When comparing efficacy of the ImPACT program on the main measure of stress, there was a significant difference in cortisol response (η2 = 0.17) documenting that the program was effective in better controlling stress than training as usual |
| Dennis and O'Toole, | 78 | 17–50 years old | Randomized Controlled Trial | Four conditions: | Single session (45 min for the long training condition and 25 for the short training condition) | Pre and post training: | Evidence that an alternative delivery strategy for ABMT— a gamified mobile app — shows transfer of benefits to independent, untrained lab-based measures of anxiety and stress reactivity after a single session of training. The long but not the short active training condition reduced the core cognitive process implicated in ABMT (threat bias) | – Threat bias: significant main effect of Training Condition on attentional bias (η2 = 0.13), and disengagement (η2 = 0.19); the effect for vigilance did not reach significance (η2 = 0.01) |
| Dennis-Tiwary et al., 2016 | 42 | 18-38 years old | Randomized controlled trial | Two conditions: | One session (25min of total gameplay with two 10-min breaks) | Pre and post training: | Improved behavioral performance during the anxiety-related stress task among female participants only | The main effect of Training Group did not reach significance for observed behavioral performance (η2 = 0.02); there was a significant interaction between training group and gender for observed behavioral performance (η2 = 0.13): behavioral performance was better for the ABMT vs. placebo training (PT) condition, but only for females ( |
| Naugle et al., | 22 | 20.5 ± 1.1 years old | Quasi-experimental | Two conditions: | Three sessions, 2 exercise activities per session for 20 min each | Pre and post training: | Wii boxing and Wii tennis elicited the highest levels of enjoyment and produced an increase in positive emotions after game play | – Significant effect of Activity on average heart rate ( |