Our system is currently under heavy load due to increased usage. We're actively working on upgrades to improve performance. Thank you for your patience.
2018
DOI: 10.1080/15248372.2017.1419246
|View full text |Cite
|
Sign up to set email alerts
|

Cognitive, not physical, engagement in video gaming influences executive functioning

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

2
36
0
2

Year Published

2019
2019
2024
2024

Publication Types

Select...
4
2

Relationship

1
5

Authors

Journals

citations
Cited by 35 publications
(40 citation statements)
references
References 29 publications
2
36
0
2
Order By: Relevance
“…To our knowledge this is the first study that evaluates effects of prolonged exergame playing on cognitive inhibitory control skills in children. Our results can be partially compared with those of Flynn and Richert (2018) and Best (2012) , who both demonstrate the effect of an acute bout of exergame on visual perceptual skills using a Flanker test (better accuracy and reaction time). In a similar study design, O’Leary et al (2011) found no exergame benefits on cognitive control.…”
Section: Discussionmentioning
confidence: 70%
“…To our knowledge this is the first study that evaluates effects of prolonged exergame playing on cognitive inhibitory control skills in children. Our results can be partially compared with those of Flynn and Richert (2018) and Best (2012) , who both demonstrate the effect of an acute bout of exergame on visual perceptual skills using a Flanker test (better accuracy and reaction time). In a similar study design, O’Leary et al (2011) found no exergame benefits on cognitive control.…”
Section: Discussionmentioning
confidence: 70%
“…Among the few studies that have examined the ramifications of digital game play for cognitive development during middle childhood or adolescence (see Blumberg & Fisch, ; Calvert, ), findings have shown enhanced executive functioning (Best, ; Flynn & Richert, ; Flynn, Richert, Staiano, Wartella, & Calvert, ; Staiano, Abraham, & Calvert, ), metacognition (VanDeventer & White, ), mental rotation skills (De Lisi & Wolford, ; Quaiser‐Pohl, Geiser, & Lehmann, ), basic mathematical understanding (Deater‐Deckard, El Mallah, Chang, Evans, & Norton, ; Fisch, Lesh, Motoki, Crespo, & Melfi, ), and problem‐solving ability more generally (Blumberg & Randall, ; Greenfield et al., ). Further, it is increasingly recognized that games may enhance some of the core cognitive abilities, such as selective attention, that underlie the ability to acquire academic content or skills (Franceschini et al., )—a process that has been dubbed “learning to learn” (Bavelier, Green, Pouget, & Schrater, ).…”
Section: Media Use During Middle Childhoodmentioning
confidence: 99%
“…A relatively recent body of work has attested to the beneficial effects of “exergame” play (i.e., games that involve exercise and other forms of physical activity) on children and adolescents’ executive functions (EF) after a short play session (Best, ; Flynn & Richert, ) and over time (Staiano et al., ). In a correlational study, Flynn et al.…”
Section: Media Use During Middle Childhoodmentioning
confidence: 99%
See 2 more Smart Citations