Literature DB >> 31447496

Video gaming and working memory: a large-scale cross-sectional correlative study.

Otto Waris1, Susanne M Jaeggi2, Aaron R Seitz3, Minna Lehtonen1,4, Anna Soveri5, Karolina M Lukasik1, Ulrika Söderström1, Russell C Hoffing3, Matti Laine1,6.   

Abstract

Studies have indicated that video gaming is positively associated with cognitive performance in select cognitive domains, but the magnitudes of these associations have been called into question, as they have frequently been based on extreme groups analyses that have compared video gamers with non-gamers. When including the whole range of participants, and not just extreme cases, these effects were observed to reduce markedly (Unsworth et al., 2015). To further study this issue, we compared the associations between video gaming and aspects of working memory (WM) performance in an extreme groups design to those of a design that includes the full range of participants in a large adult sample (n = 503). WM was measured with three composite scores (verbal WM, visuospatial WM, n-back). The extreme groups analyses showed that video gamers performed better than non-gamers on all three WM measures, while the whole sample analyses indicated weak positive associations between the time spent playing video games and visuospatial WM and n-back performance. Thus, study design modulated the effects, but two of the three associations between WM and video gaming were consistent across both analysis techniques. A separate study confirmed that our questionnaire-based estimate of gaming hours was reliable when compared with one-week diaries of videogame playing. While the present cross-sectional results preclude causal inferences, possible mechanisms of WM - videogame playing associations and future research directions are discussed. Overall, our results indicate that cognition - videogame playing relationships, albeit weak, are not solely due to recently discussed methodological artefacts concerning the particular analytical approach and survey reliability.

Entities:  

Keywords:  cognition; playing time; self-report; video game; working memory

Year:  2019        PMID: 31447496      PMCID: PMC6707529          DOI: 10.1016/j.chb.2019.03.005

Source DB:  PubMed          Journal:  Comput Human Behav        ISSN: 0747-5632


  28 in total

1.  Enhanced change detection performance reveals improved strategy use in avid action video game players.

Authors:  Kait Clark; Mathias S Fleck; Stephen R Mitroff
Journal:  Acta Psychol (Amst)       Date:  2010-11-09

2.  Use of the extreme groups approach: a critical reexamination and new recommendations.

Authors:  Kristopher J Preacher; Derek D Rucker; Robert C MacCallum; W Alan Nicewander
Journal:  Psychol Methods       Date:  2005-06

3.  Pattern of impaired working memory during major depression.

Authors:  E J Rose; K P Ebmeier
Journal:  J Affect Disord       Date:  2005-12-20       Impact factor: 4.839

4.  Video game players show more precise multisensory temporal processing abilities.

Authors:  Sarah E Donohue; Marty G Woldorff; Stephen R Mitroff
Journal:  Atten Percept Psychophys       Date:  2010-05       Impact factor: 2.199

5.  The impact of clinical depression on working memory.

Authors:  Gary Christopher; John MacDonald
Journal:  Cogn Neuropsychiatry       Date:  2005-11       Impact factor: 1.871

6.  Executive functions and updating of the contents of working memory in unipolar depression.

Authors:  P O Harvey; G Le Bastard; J B Pochon; R Levy; J F Allilaire; B Dubois; P Fossati
Journal:  J Psychiatr Res       Date:  2004 Nov-Dec       Impact factor: 4.791

7.  The 16-Item Quick Inventory of Depressive Symptomatology (QIDS), clinician rating (QIDS-C), and self-report (QIDS-SR): a psychometric evaluation in patients with chronic major depression.

Authors:  A John Rush; Madhukar H Trivedi; Hicham M Ibrahim; Thomas J Carmody; Bruce Arnow; Daniel N Klein; John C Markowitz; Philip T Ninan; Susan Kornstein; Rachel Manber; Michael E Thase; James H Kocsis; Martin B Keller
Journal:  Biol Psychiatry       Date:  2003-09-01       Impact factor: 13.382

8.  Short-term memory, working memory, and executive functioning in preschoolers: longitudinal predictors of mathematical achievement at age 7 years.

Authors:  Rebecca Bull; Kimberly Andrews Espy; Sandra A Wiebe
Journal:  Dev Neuropsychol       Date:  2008       Impact factor: 2.253

9.  Do action video games improve perception and cognition?

Authors:  Walter R Boot; Daniel P Blakely; Daniel J Simons
Journal:  Front Psychol       Date:  2011-09-13

10.  A comparison of direct versus self-report measures for assessing physical activity in adults: a systematic review.

Authors:  Stéphanie A Prince; Kristi B Adamo; Meghan E Hamel; Jill Hardt; Sarah Connor Gorber; Mark Tremblay
Journal:  Int J Behav Nutr Phys Act       Date:  2008-11-06       Impact factor: 6.457

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  5 in total

1.  Do your eye movements reveal your performance on an IQ test? A study linking eye movements and socio-demographic information to fluid intelligence.

Authors:  Enkelejda Kasneci; Gjergji Kasneci; Ulrich Trautwein; Tobias Appel; Maike Tibus; Susanne M Jaeggi; Peter Gerjets
Journal:  PLoS One       Date:  2022-03-29       Impact factor: 3.240

2.  Editorial: Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives.

Authors:  Adam J Toth; Cornelia Frank; David Putrino; Mark J Campbell
Journal:  Front Psychol       Date:  2021-04-22

3.  Playing Analog Games Is Associated With Reduced Declines in Cognitive Function: A 68-Year Longitudinal Cohort Study.

Authors:  Drew M Altschul; Ian J Deary
Journal:  J Gerontol B Psychol Sci Soc Sci       Date:  2020-02-14       Impact factor: 4.077

4.  Reaction time and working memory in gamers and non-gamers.

Authors:  Gal Ziv; Ronnie Lidor; Oron Levin
Journal:  Sci Rep       Date:  2022-04-26       Impact factor: 4.996

5.  Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends.

Authors:  Carlos Valls-Serrano; Cristina De Francisco; María Vélez-Coto; Alfonso Caracuel
Journal:  Front Hum Neurosci       Date:  2022-07-20       Impact factor: 3.473

  5 in total

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