Enhancing Cognition with Video Games: A Multiple Game Training Study

Mar 22, 2013PloS one

Improving thinking skills through training with different video games

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Abstract

Playing action and non-action video games for 20 hours over four weeks resulted in various cognitive improvements.

  • Action game playing eliminated and improved and multiple-object tracking.
  • Match-3, spatial memory, and hidden object games enhanced visual search performance.
  • Spatial memory and hidden object games also improved spatial working memory.
  • Complex verbal span improved after training with match-3 and action games.
  • Cognitive improvements varied by game type, suggesting that specific cognitive abilities can be enhanced through targeted gameplay.

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Full Text

What this is

  • This research investigates the cognitive benefits of playing various video game genres, including action and non-action games.
  • Participants played different games for one hour a day over four weeks, with assessments before and after training.
  • The study aims to determine whether non-action video games also enhance cognitive functions, similar to action games.

Essence

  • Playing non-action video games can enhance specific cognitive abilities, similar to action games. Different genres improve distinct cognitive skills, suggesting that game choice can target specific cognitive enhancements.

Key takeaways

  • Action game training eliminated , improving and multiple-object tracking. This suggests that action games specifically enhance rapid attention switching.
  • Match-3 and hidden-object games improved visual search performance and spatial working memory. These games trained different cognitive skills, demonstrating that non-action games can also lead to cognitive improvements.
  • The study confirmed that cognitive enhancements are not exclusive to action games. Various game genres can lead to improvements in different cognitive domains, indicating the potential for tailored cognitive training.

Caveats

  • Participants trained at their convenience, which may affect adherence to the prescribed regimen. This could introduce variability in the results.
  • Motivational differences among games could influence outcomes. While action games are engaging, others like memory matrix may be less stimulating.

Definitions

  • attentional blink: A phenomenon where a second target (T2) is often missed when it appears close in time to a first target (T1).
  • cognitive control: The ability to regulate thought processes and behavior in response to changing demands.

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