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Research papers on Video games and cognition

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  1. Enrichment Effects on Adult Cognitive Development

    Christopher Hertzog, Arthur F. Kramer, R. J. Wilson, et al. · 2008 · Gothic.net · 1,462 citations

    In this monograph, we ask whether various kinds of intellectual, physical, and social activities produce cognitive enrichment effects-that is, whether they improve cognitive performance at different points of the adult life span, with a particular emphasis on old age. We begin with a theoretical framework that emphasizes the potential of behavior to influence levels of cognitive functioning. According to this framework, the undeniable presence of age-related decline in cognition does not invalidate the view that behavior can enhance cognitive functioning. Instead, the course of normal aging shapes a zone of possible functioning, which reflects person-specific endowments and age-related const

  2. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.

    Benoît Bediou, Deanne Adams, Richard E. Mayer, et al. · 2017 · Psychological Bulletin · 797 citations

    The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000-2015. To assess the long-lasting impact of action video game play on various domains of cognition, we first consider cross-sectional studies that inform us about the cognitive profile of habitual action video game players, and document a positive average effect of about half a standard deviation (g = 0.55). We then turn to long-term intervention studies

  3. Do Action Video Games Improve Perception and Cognition?

    Walter R. Boot, Daniel P. Blakely, Daniel J. Simons · 2011 · Frontiers in Psychology · 471 citations

    Frequent action video game players often outperform non-gamers on measures of perception and cognition, and some studies find that video game practice enhances those abilities. The possibility that video game training transfers broadly to other aspects of cognition is exciting because training on one task rarely improves performance on others. At first glance, the cumulative evidence suggests a strong relationship between gaming experience and other cognitive abilities, but methodological shortcomings call that conclusion into question. We discuss these pitfalls, identify how existing studies succeed or fail in overcoming them, and provide guidelines for more definitive tests of the effects

  4. The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials

    Emma Stanmore, Brendon Stubbs, Davy Vancampfort, et al. · 2017 · Neuroscience & Biobehavioral Reviews · 429 citations

    Physically-active video games ('exergames') have recently gained popularity for leisure and entertainment purposes. Using exergames to combine physical activity and cognitively-demanding tasks may offer a novel strategy to improve cognitive functioning. Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants. Random-effects meta-analyses found exergames significantly improved global cognition (g=0.436, 95% CI=0.18-0.69, p=0.001). Significant effects still existed when excluding

  5. Enhancing Cognition with Video Games: A Multiple Game Training Study

    Adam Oei, Michael D. Patterson · 2013 · PLoS ONE · 402 citations

    BACKGROUND: Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. METHODOLOGY/PRINCIPAL FINDINGS: We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Partic

  6. Neural Basis of Video Gaming: A Systematic Review

    Marc Palaus, Elena Muñoz Marrón, Raquel Viejo-Sobera, et al. · 2017 · Frontiers in Human Neuroscience · 277 citations

    Background Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods A

  7. Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation.

    Giovanni Sala, K. Semir Tatlidil, Fernand Gobet · 2017 · Psychological Bulletin · 261 citations

    As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is

  8. Cognitive training with casual video games: points to consider

    Pauline L. Baniqued, Michael Kranz, Michelle W. Voss, et al. · 2014 · Frontiers in Psychology · 135 citations

    Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive

  9. Stretching the limits of visual attention: the case of action video games

    Bjorn Hubert‐Wallander, C. Shawn Green, Daphne Bavelier · 2011 · WIREs Cognitive Science · 64 citations

    AbstractVisual attention is the set of mechanisms by which relevant visual information is selected while irrelevant information is suppressed, thus allowing the observer to function in a world made up of nearly infinite visual information. Recently, those who habitually play video games have been documented to outperform novices in a variety of visual attentional capabilities, including attention in space, in time, and to objects. Training studies have established similar improvements in groups of nongamers given experience playing these video games. Critically, not all video games seem to have such a beneficial effect on attention; it seems that fast‐paced, embodied visuo‐motor tasks that r

  10. The Effects of Video Games in Memory and Attention

    Chrysovalantis Kefalis, Eirini Zoi Kontostavlou, Athanasios Drigas · 2020 · International Journal of Engineering Pedagogy (iJEP) · 33 citations

    The use of Information and Communication Technologies (ICT) is ubiqui-tous. Technologies like video games have become very popular not only with the young generation but also with older people. The video game indus-try has seen rapid growth over recent years, as has the interest in the influ-ence of video game experience on people’s daily life. The study focuses on a novel approach to training Visual Working Memory (VWM) through the use of video games and examines research evidence concerning whether video games can serve as a vehicle for promoting the development of cogni-tive skills and especially memory and attention.

  11. No Effect of Expectancy on Visuospatial Attention in Brief Cognitive Training with Action Video Games

    Edimilson Gonçalves, Gabriel Arantes Tiraboschi, Sérgio Sheiji Fukusima, et al. · 2026 · Journal of Cognitive Enhancement

    Abstract This study evaluated whether the expectation of cognitive improvement due to short-session practice with action games could affect visuospatial attention. All the 140 participants underwent a pre- and post-testing, or just a post-testing, of the Useful Field of View (UFoV) task in a single experimental session. Prior to the post-test, Placebo Group 1 watched a video inducing expectation of game-related effects on cognition, while Control Group 1 watched a control video, both followed by a 10-minute session of a virtual reality action video game. Placebo Group 2 and Control Group 2 underwent the same procedures, except for the pre-test (i.e., Solomon four-group expe

  12. Research of effects of video games on sleep health and cognitive ability

    Ella Judge · 2023 · Theoretical and Natural Science

    As a new wave of innovative entertainment and media, video games are particularly well-liked among teenagers and young adults, and recent trends show a sharp rise in the amount of time spent playing them. In the modern digital era, video games' pervasive reach has prompted a growing interest in understanding their significant impacts when used continuously. The present paper further delves into the intricate effects of video games on sleep performance, cognitive abilities, and physical well-being, offering a comprehensive exploration of the multifaceted and complex relationship between video games and human health. Specifically, it explores video games' consequences on bodily health, sleepin

  13. The effects of video games on cognitive function in older adults with mild cognitive impairment: a meta-analysis

    Bo Liu, Xiaomei Li, Hejia Cai · 2026 · Frontiers in Aging Neuroscience

    Objective This study aimed to evaluate the efficacy of video-game–based interventions in enhancing global cognitive function and executive functioning among individuals with mild cognitive impairment (MCI). Methods A systematic search was conducted across PubMed, Web of Science, The Cochrane Library, Embase, CINAHL, and Medline, covering all publications available up to October 12, 2025. Meta-analyses were performed using Review Manager 5.3 and Stata 17. Results Five randomiz

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