2015
DOI: 10.3389/fpsyg.2015.01451
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Issues and advances in research methods on video games and cognitive abilities

Abstract: The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups… Show more

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Cited by 19 publications
(17 citation statements)
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References 40 publications
(46 reference statements)
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“…All subjects completed an online questionnaire about demographics, education status, and video game playing experience. In our selfdesigned questionnaire (online questionnaire on the GEX platform), 45 we asked additional questions to assess how often individuals engage in various game genres. We broke the game genres down into the following categories: first-person shooter (FPS), RTS, role playing, sports, a multiplayer online battle arena, racing, puzzles, fighting, turn-based strategy, adventure, and platform games.…”
Section: Methodsmentioning
confidence: 99%
“…All subjects completed an online questionnaire about demographics, education status, and video game playing experience. In our selfdesigned questionnaire (online questionnaire on the GEX platform), 45 we asked additional questions to assess how often individuals engage in various game genres. We broke the game genres down into the following categories: first-person shooter (FPS), RTS, role playing, sports, a multiplayer online battle arena, racing, puzzles, fighting, turn-based strategy, adventure, and platform games.…”
Section: Methodsmentioning
confidence: 99%
“…We administered a questionnaire of our own design (Sobczyk et al, ) on the GEX platform (GEX Immergo, Funds Auxilium Sp. z o.o) to measure demographics and education status together with the covert measurement of game experience.…”
Section: Methodsmentioning
confidence: 99%
“…These participants were recruited primarily through Facebook advertising campaigns, which invited individuals to participate in a longitudinal study of complex skill learning. Potential participants were screened online using the VGQ (Video Game Questionnaire; Sobczyk et al, 2015) in order to assess their video game playing history. Only individuals who reported playing action video games (first-person shooter, third-person shooter, real-time strategy, open-world action games, and multi-player online battle arenas) less than 5 h per week over the past 6 months were accepted to the study and invited for laboratory measures.…”
Section: Methodsmentioning
confidence: 99%