2008
DOI: 10.1016/j.actpsy.2008.09.005
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The effects of video game playing on attention, memory, and executive control

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Cited by 817 publications
(760 citation statements)
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References 30 publications
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“…6 The transferable nature of these abilities may also be due to the flexibility in the kinds of training video games provide, as increasing the need for switching between task demands and the requirements for adjustments in the approach or skills used has been suggested to encourage a greater level of transfer to novel situations. 7 This has been well supported by the literature, which has demonstrated that action video game players as well as nonplayers trained using action video games have a greater attentional capacity, as measured by both flanker compatibility 2,8,9 and enumeration paradigms, 10 greater mental rotation, 11,12 executive control 2,13-16 (normally measured by task switching performance, for which participants are required to alternate quickly between two conflicting tasks), and visual short-term memory (VSTM), 13 to name but a few. However, these discoveries have not gone undisputed, and several studies have reported there to be no significant differences between VGPs and NVGPs.…”
Section: Introductionsupporting
confidence: 48%
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“…6 The transferable nature of these abilities may also be due to the flexibility in the kinds of training video games provide, as increasing the need for switching between task demands and the requirements for adjustments in the approach or skills used has been suggested to encourage a greater level of transfer to novel situations. 7 This has been well supported by the literature, which has demonstrated that action video game players as well as nonplayers trained using action video games have a greater attentional capacity, as measured by both flanker compatibility 2,8,9 and enumeration paradigms, 10 greater mental rotation, 11,12 executive control 2,13-16 (normally measured by task switching performance, for which participants are required to alternate quickly between two conflicting tasks), and visual short-term memory (VSTM), 13 to name but a few. However, these discoveries have not gone undisputed, and several studies have reported there to be no significant differences between VGPs and NVGPs.…”
Section: Introductionsupporting
confidence: 48%
“…For instance, similarly nonsignificant results have been generated in relation to enumeration, 13 flanker compatibility, 17 and task switching. 19 This appears largely to support the notion that specific task features are important in generating significant group differences.…”
Section: Discussionmentioning
confidence: 97%
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“…This includes improvements in visual sensitivity [24,29], basic perimetry [20], perceptual decision making [30], speed of processing [31,32], perceptual simultaneity and temporal order judgments [21], in the capacity to select task relevant information across space [23,33 ,34-36,37 ,38] and time [23,33 ,39,40], to overcome attentional capture [41,42] and utilize cognitive control [25], in the ability to track multiple moving objects [23,43,44], to mentally rotate complex shapes [36], to remember visually presented information [45,46], and to either rapidly switch between tasks [47 , [48][49][50][51][52] or to perform multiple tasks concurrently [51,53] (although see [54][55][56][57] for failures to find such effects). The available research also strongly contradicts the popular conception of the 'triggerhappy' video game player who is willing to trade reductions in accuracy for increased speed.…”
Section: Changes In Perceptual Attentional and Cognitive Skillsmentioning
confidence: 99%