2015
DOI: 10.1016/j.chb.2014.11.051
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Cognitive enhancement in video game players: The role of video game genre

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Cited by 115 publications
(109 citation statements)
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References 32 publications
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“…Previous studies have found that action video games improve certain executive and cognitive tasks (Green et al, 2012;Strobach et al, 2012) and visual tasks in association with reweighting connectivity between visual areas (Bejjanki et al, 2014). RTS video games may particularly rely heavily on high-order cognitive strategies that require flexible allocation and integration of different cognitive skills (Basak et al, 2008(Basak et al, , 2011Glass et al, 2013;Dobrowolski et al, 2015). Recent research supports this view.…”
Section: Introductionsupporting
confidence: 50%
“…Previous studies have found that action video games improve certain executive and cognitive tasks (Green et al, 2012;Strobach et al, 2012) and visual tasks in association with reweighting connectivity between visual areas (Bejjanki et al, 2014). RTS video games may particularly rely heavily on high-order cognitive strategies that require flexible allocation and integration of different cognitive skills (Basak et al, 2008(Basak et al, , 2011Glass et al, 2013;Dobrowolski et al, 2015). Recent research supports this view.…”
Section: Introductionsupporting
confidence: 50%
“…EVGPs' advantage in switch costs is consistent with a wealth of research demonstrating a general trend in lowered switch costs for VGPs (e.g., Colzato et al, 2010;Dobrowolski, Hanusz, Sobczyk, Skorko, & Wiatrow, 2015;Green et al, 2012), which implies superior transient control processes for the selection and activation of relevant task goals and for reconfiguring stimulus-response mappings. The reduced switch costs seen in EVGPs could be attributed to their prolonged immersion in the dynamic environment inherent to many video-game genres.…”
Section: Discussionmentioning
confidence: 51%
“…However, this is unlikely because we recruited participants who played either realtime strategy or action video games rather than games that are highly repetitive in nature (e.g., FarmVille). Moreover, a previous study showed that players who favored these genres did not show discrepancies in task-switching performance (Dobrowolski et al, 2015). Another question arises as to whether the onset age of active video-game play can reliably capture video-game expertise, as some players who played actively at an early age could be presently inactive.…”
Section: Discussionmentioning
confidence: 99%
“…We assume that the video game-based training efficacy might be ensured by video game characteristics that are close to the cognitive outcome of interest (Lampit et al, 2014). A study concluded that different genres of video games may not have equal positive effects on the same cognitive aspect (Dobrowolski et al, 2015). The current video games included cues that specifically trained divided attention, inhibition (go/no-go), set-shifting, and working memory.…”
Section: Discussionmentioning
confidence: 99%