

Do action video games improve perception and cognition? Frontiers in Psychology, 2, 226. The effects of video game playing on attention, memory, and executive control. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Annual Review of Neuroscience, 35, 391–416. Brain plasticity through the life span : Learning to learn and action video games. Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging, 23(4), 765–777. Journal of the American Optometric Association, 64(1), 71–79.īasak, C., Boot, W. The useful field of view test: a new technique for evaluating age-related declines in visual function. Genre and game studies: toward a critical approach to video game genres.

Action video game playing is associated with improved visual sensitivity, but not alterations in visual sensory memory. Building Bridges Across Cognitive Sciences Around the World: Proceedings of the 34th Annual Meeting of the Cognitive Science Society (CogSci 2012), (1), 1254–1259.Īppelbaum, L. Examining the connection between dynamic and static spatial skills and video game performance. Overall, these findings have several implications for game studies, particularly with respect to how SVGPs and Tweeners are considered going forward.Īdams, D. Lastly, we demonstrated that Tweeners perform similarly to genre-pure gamers in that their performance on several cognitive tasks was numerically better than for NVGPs, although the performance of the Tweeners was numerically lower than for both the AVGPs and the SVGPs. This pattern of results was similar to what was found with the AVGPs, although in the case of the SVGPs not all of the results reached the level of statistical significance. We also demonstrated that SVGPs had numerically faster response times on several tasks as compared to the NVGPs. Our results largely replicated the majority of the findings to date, such that AVGPs outperformed NVGPs on a wide variety of cognitive tasks, but the two groups do not differ in memory performance or fluid intelligence. We created a large task battery that tapped into various aspects of cognition (i.e., reaction time, selective attention, memory, executive control, and fluid intelligence) in order to examine the tasks that differed between our three gamer groups and non-gamers. As such, the purpose of the current study was to (a) replicate the existing findings that show cognitive differences between action gamers (AVGPs) and non-gamers (NVGPs), (b) examine whether real-time strategy gamers (SVGPs) also differ from NVGPs on various cognitive tasks, and (c) examine how multi-genre video game players (“Tweeners”) compare to both AVGPs and NVGPs. However, few researchers have examined the potential beneficial effects of playing real-time strategy games or the effect of playing multiple game genres.

Over the past 15 years, numerous studies have demonstrated that action video game players outperform non-gamers on a variety of cognitive measures.
