1987
DOI: 10.1093/geronj/42.1.82
|View full text |Cite
|
Sign up to set email alerts
|

The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults

Abstract: Within an information processing framework, age-related declines in speeded responding are attributed to one or more stages of processing. It was the purpose of this experiment to demonstrate the potential reversibility of this decline in at least one processing stage, response selection. Two groups of elderly participants (57 to 83 years) were pretested on a two-choice reaction time (RT) task under two levels of spatial stimulus-response (S-R) compatibility, a task demand shown to affect response selection. F… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

4
89
0
16

Year Published

1991
1991
2022
2022

Publication Types

Select...
5
3
1
1

Relationship

0
10

Authors

Journals

citations
Cited by 161 publications
(109 citation statements)
references
References 0 publications
4
89
0
16
Order By: Relevance
“…Accuracy was stressed rather than speed. Response speed was not stressed, to ensure that performance differences between the groups would reflect the information available in VSTM rather than other factors related to producing a speeded response that are known to be enhanced by video game play (Castel, Pratt, & Drummond, 2005;Clark, Lanphear, & Riddick, 1987;Dye et al, 2009b). This was especially important due to the well-documented faster response times observed amongst AVGPs (Dye et al, 2009b).…”
Section: Methodsmentioning
confidence: 99%
“…Accuracy was stressed rather than speed. Response speed was not stressed, to ensure that performance differences between the groups would reflect the information available in VSTM rather than other factors related to producing a speeded response that are known to be enhanced by video game play (Castel, Pratt, & Drummond, 2005;Clark, Lanphear, & Riddick, 1987;Dye et al, 2009b). This was especially important due to the well-documented faster response times observed amongst AVGPs (Dye et al, 2009b).…”
Section: Methodsmentioning
confidence: 99%
“…In older adults, it has been observed that after several weeks of video game training elderly game players showed improvements when compared with control groups on reaction time (e.g., Clark, Lanphear, & Riddick, 1987;Goldstein et al, 1997), manual dexterity (Drew & Waters, 1986), visuomotor coordination (Dustman, Emmerson, Steinhaus, Shearer, & Dustman, 1992) and executive control functions such as task switching, working memory, visual short-term memory and reasoning (Basak, Boot, Voss, & Kramer, 2008). However, there are reasons to question whether there is general transfer of video game play to cognitive domains.…”
Section: Video Games and Cognitionmentioning
confidence: 99%
“…For example, gamification -the application of game elements in a non-game context [13] -has successfully been applied to increase volitional engagement in a variety of contexts [44]. Game-based training has been shown to improve working memory capacity [45], task switching ability [Ibid], visual-short term memory [Ibid], verbal reasoning [Ibid; [46]], visuospatial reasoning [47,48], response selection [49], visual attention [50,51], reaction time [52,53], and choice reaction time [54,55].…”
Section: Designing For Engagementmentioning
confidence: 99%