2017
DOI: 10.1007/s41465-017-0015-6
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The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance

Abstract: Research into the perceptual, attentional, and cognitive benefits of playing video games has exploded over the past several decades. However, the methodologies in use today are becoming outdated, as both video games and the gamers themselves are constantly evolving. The purpose of this commentary is to highlight some of the ongoing changes that are occurring in the video game industry, as well as to discuss how these changes may affect research into the effects of gaming on perception, attention, and cognition… Show more

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Cited by 90 publications
(116 citation statements)
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References 65 publications
(73 reference statements)
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“…This trend is further exacerbated by video game streaming (i.e., where individuals watch other individuals play games), which exposes gamers to a wide variety of different games. In our own research group, we have seen a huge expansion of what we refer to as “tweeners” (i.e., individuals who do not meet criteria for AVGPs or NVGPs because they play a substantial mixture of game types) . Therefore, when considering possible contrasts (e.g., contrasting players of one game genre versus players of another game genre), it is critical to consider the fact that individuals increasingly do not fit neatly into such categories.…”
Section: Changes In Games and Gamersmentioning
confidence: 99%
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“…This trend is further exacerbated by video game streaming (i.e., where individuals watch other individuals play games), which exposes gamers to a wide variety of different games. In our own research group, we have seen a huge expansion of what we refer to as “tweeners” (i.e., individuals who do not meet criteria for AVGPs or NVGPs because they play a substantial mixture of game types) . Therefore, when considering possible contrasts (e.g., contrasting players of one game genre versus players of another game genre), it is critical to consider the fact that individuals increasingly do not fit neatly into such categories.…”
Section: Changes In Games and Gamersmentioning
confidence: 99%
“…Adding to the problem, there are now several games on the market that combine three or more genres, and thus fit even more poorly into traditional genre‐based structures. These include games, such as Valkyria Chronicles™ 3 , which combine elements of RPGs, strategy games, and third‐person shooters; or Fortnite , which combines elements of FPS, battle‐royale (i.e., where every player acts as an individual and the goal is to kill every other player); and open‐world building games (such as Minecraft ) …”
Section: Changes In Games and Gamersmentioning
confidence: 99%
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“…More recently, other studies suggest that this situation is currently changing and there is an increasing amount of female gamers (Cunningham, 2016;Dale & Green, 2017;Harwell, 2014;Williams, Martins, Consalvo, & Ivory, 2009). Paraskeva, Mysirlaki and Papagianni, (2010, p. 504) justified that this possible difference in video game use could be related to the fact that the nature of commercial games is not well balanced and they do not focus on the interest of female adolescents as much as they do with males (e.g.…”
Section: Gender Differences At Playing Video Gamesmentioning
confidence: 99%
“…The first year of Journal of Cognitive Enhancement included a broad overview of cognitive enhancing methods ranging from nootropic ingredients (Caldenhove et al 2017) to online brain-training games (Bainbridge and Mayer 2017), biofeedback and neurofeedback (Dessy et al 2017), cognitive training (Carretti et al 2017), lifeexperience training (Babcock et al 2017), and video games (Dale and Green 2017). The journal pursues a mechanistically oriented, theory-driven approach that tries to understand and explain individual differences to a degree that allows a comprehensive understanding of how and why a particular intervention enhances (social) cognition.…”
mentioning
confidence: 99%