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Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition
Abstract
The interest in the influence of videogame experience in our daily life is constantly growing. "First Person Shooter" (FPS) games require players to develop a flexible mindset to rapidly react and monitor fast moving visual and auditory stimuli, and to inhibit erroneous actions. This study investigated whether and to which degree experience with such videogames generalizes to other cognitive control tasks. Experienced video game players (VGPs) and individuals with little to no videogame experience (NVGPs) performed on a N-back task and a stop-signal paradigm that provide a relatively well-established diagnostic measure of the monitoring and updating of working memory (WM) and response inhibition (an index of behavioral impulsivity), respectively. VGPs were faster and more accurate in the monitoring and updating of WM than NVGPs, which were faster in reacting to go signals, but showed comparable stopping performance. Our findings support the idea that playing FPS games is associated with enhanced flexible updating of task-relevant information without affecting impulsivity.
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“There is good evidence that video game players outperform nongamers on tests of working memory [52] visual attention [53,54] and processing speed [55,56].”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [52]
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Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., & Wiatrow, A. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2014.11.051 · Cited by 152
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MethodResultA new look at the cognitive neuroscience of video game play
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Memory abilities in action video game players
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MethodThe Association between Esports Participation, Health and Physical Activity Behaviour
Trotter, M. G., Coulter, T. J., Davis, P., Poulus, D., & Polman, R. C. J. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17197329 · Cited by 118
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Kefalis, C., Kontostavlou, E. Z., & Drigas, A. S. (2020) · International Journal of Engineering Pedagogy (iJEP) · doi:10.3991/ijep.v10i1.11290 · Cited by 115
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“Wildenberg, Zmigrod, & Hommel, 2013), improved visuomotor controls (Li, Chen, & Chen, 2016), faster reaction times (Colzato et al., 2013), and better cognitive flexibility (Colzato, van Leeuwen, van den Wildenberg, & Hommel, 2010).”
BackgroundInfluentialExploring the relationship between video game expertise and fluid intelligence
Kokkinakis, A. V., Cowling, P., Drachen, A., & Wade, A. R. (2017) · PLoS ONE · doi:10.1371/journal.pone.0186621 · Cited by 107
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“These results are not surprising but raise a question: what cognitive factors can explain game performance differences between ND subjects and HEC participants? X-Torp combines action games, mini-games, and exergaming in order to stimulate several cognitive functions, especially executive functions, memory, and attent…”
Vigilance Decrement and Enhancement Techniques: A Review
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“In particular, research has suggested that playing AVGs can lead to improvements in perceptual [217], visuospatial [96], perceptuomotor [218], and attentional abilities [49], and that such improvements can also extend to cognitive control functions such as cognitive flexibility [219] and working memory updating [220],…”
BackgroundThe Empirical Analysis of Non-problematic Video Gaming and Cognitive Skills: A Systematic Review
Nuyens, F., Kuss, D. J., López-Fernández, O., & Griffiths, M. D. (2018) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-018-9946-0 · Cited by 98
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“Interestingly, WM performance can also be enhanced by video game playing (Colzato et al. 2013a), an activity for which the use of the tDCS headset foc.us is recommended to boost performance via (left anodal–right cathodal) prefrontal cortex stimulation.”
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“…show that action video game interventions in particular are associated with specific improvements in attention and processing speed (Green and Bavelier, 2003; Dye et al., 2009) as well as in executive functions such as flexible updating of task-relevant information (Colzato et al., 2013).”
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“A large body of behavioral evidence suggests that AVG players exhibit superior performance in a variety of untrained, visuospatial cognitive tasks, such as those that require spatial attention [3–13], mental rotation [14,15], working memory [15,16] and visuomotor skills [17].”
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“First, the majority of the published studies utilize samples composed of only or predominantly male participants (Bailey et al., 2010; Blacker & Curby, 2013; Boot et al., 2008; Collins & Freeman, 2014; Colzato et al., 2013; Donohue et al., 2010; Green & Bavelier, 2006; Wilms et al., 2013).”
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Gaming is related to enhanced working memory performance and task-related cortical activity
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BackgroundRapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience
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“, 2013), visual short-term memory storage (Colzato et al., 2012; Blacker and Curby, 2013; Blacker et al., 2014), top-down guidance in visual search (Wu and Spence, 2013), spatial distribution of attention (Feng et al.”
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“Building on previous studies [41, 43, 49, 67], AVGPs are expected to show comparable performance to that of NVGPs.”
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Naveh‐Benjamin, M., & Cowan, N. (2023) · Nature Reviews Psychology · doi:10.1038/s44159-023-00149-0 · Cited by 76
Adolescent user behaviors on short video application, cognitive functioning and academic performance
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Time for a true display of skill: Top players in League of Legends have better executive control
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Single night video‐game use leads to sleep loss and attention deficits in older adolescents☆
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“There are reports that video games can improve cognitive (Colzato, van den Wildenberg, Zmigrod, & Hommel, 2013), perceptual (Achtman, Green, & Bavelier, 2008; Feng, Spence, & Pratt, 2007; Green, Pouget, & Bavelier, 2010) and motor functions (Gozli, Bavelier, & Pratt, 2014).”
The effects of video game play on the characteristics of saccadic eye movements
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Altered Reward Processing System in Internet Gaming Disorder
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BackgroundCognitive Flexibility and Decision Making Predicts Expertise in the MOBA Esport, League of Legends
Valls-Serrano, C., Francisco, C. D., Caballero-López, E., & Caracuel, A. (2022) · SAGE Open · doi:10.1177/21582440221142728 · Cited by 45
Gaming to see: action video gaming is associated with enhanced processing of masked stimuli
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Research on user experience of the video game difficulty based on flow theory and fNIRS
Dong, Y. P., Wang, S., Song, F., Liu, Y., Zhang, S., Wang, Y., Xie, X., & Zhang, Z. (2022) · Behaviour and Information Technology · doi:10.1080/0144929x.2022.2043442 · Cited by 42
“Video games can enhance various aspects of attention, which can help players to switch rapidly between attentional modes depending on di ff erent task demands (Bediou et al. 2018; Colzato et al. 2013; Chisholm and Kingstone 2015).”
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“Although this effect was marginal, the negative relation deviates from previous research that has found a positive relation between working memory task performance and gaming experience [11,32] and research that has found no significant relation [39].”
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The neuropsychological profile of professional action video game players
Benoit, J. J., Roudaia, E., Johnson, T. E., Love, T., & Faubert, J. (2020) · PeerJ · doi:10.7717/peerj.10211 · Cited by 50
“This exclusion criterion was used to ensure that the Amateur group was homogeneous and similar to previous studies in the range of hours of game play per week (Green & Bavelier, 2003;Green & Bavelier, 2006a; Green & Bavelier, 2006b; Karle, Watter & Shedden, 2010; Colzato et al., 2013).”
MethodThe Potential Interaction Between Time Perception and Gaming: A Narrative Review
Nuyens, F., Kuss, D. J., López-Fernández, O., & Griffiths, M. D. (2019) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-019-00121-1 · Cited by 50
“, emotion regulation strategies) that are postulated to play a pivotal role in time perception (e.g., Baudouin et al. 2006a; Cain et al. 2014; Colzato et al. 2013; Fayolle et al. 2014).”
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Dale, G., & Green, C. S. (2017) · Journal of Cognitive Enhancement · doi:10.1007/s41465-017-0021-8 · Cited by 40
“…games require the use of a number of key cognitive processes, such as visuospatial attention, motor coordination, object tracking, executive control, and cognitive flexibility (e.g., Bavelier et al. 2012; Colzato et al. 2013a, b; Green and Bavelier 2015; Spence and Feng 2010; Strobach et al. 2012).”
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“For example, there is some evidence that video gaming is associated with enhanced working memory capacity and information processing skills.(4,5) Furthermore, expertise in multiplayer online battle arena games is related to domain-general cognitive skills and numerical processing.”
BackgroundThe Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?
Huang, V., Young, M., & Fiocco, A. J. (2017) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2017.0241 · Cited by 42
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“2007; Green and Bavelier 2003), or have found an association between playing video games and increased cognitive performance (Castel et al. 2005; Boot et al. 2008; Colzato et al. 2013; Oei and Patterson 2013).”
BackgroundThe experimental analysis of problematic video gaming and cognitive skills: A systematic review
Nuyens, F. M., Kuss, D. J., López-Fernández, O., & Griffiths, M. D. (2017) · Journal de Thérapie Comportementale et Cognitive · doi:10.1016/j.jtcc.2017.05.001 · Cited by 34
“impairment among problematic gamers [39,46], or partial support [40,42,44], while others show no such association [41,43].”
BackgroundMethodStockdale, L., Morrison, R., Palumbo, R. T., Garbarino, J., & Silton, R. L. (2017) · Social Cognitive and Affective Neuroscience · doi:10.1093/scan/nsx115 · Cited by 34
“Other studies have shown that video game play was not related to improved behavioral performance on a response inhibition task (Colzato et al., 2013).”
BackgroundWylie, S. A., Bashore, T. R., van Wouwe, N. C., Mason, E. J., John, K. D., Neimat, J. S., & Ally, B. A. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.00049 · Cited by 34
“Interestingly, Colzato et al. (2013, 2014) showed that training on a first-person shooting video game produced transfer effects on other components of executive control (task switching, working memory) but not on response inhibition, and the beneficial effects were observed only in individuals with…”
BackgroundDelineating adaptive esports involvement from maladaptive gaming: a self-regulation perspective
Brevers, D., King, D. L., & Billieux, J. (2020) · Current Opinion in Psychology · doi:10.1016/j.copsyc.2020.07.025 · Cited by 37
Gong, D., Ma, W., Liu, T., Yan, Y., & Yao, D. (2019) · Neural Plasticity · doi:10.1155/2019/1940123 · Cited by 36
“…[8], oculomotor performance [11], and body movement [12]) and certain higher-level cognitive functions (e.g., selective attention [13], spatial distribution of visuospatial attention [14], attentional capture [15], attention shifting [16], and visual short-term and working memory [17 – 19]).”
Blanco-Elorrieta, E., & Caramazza, A. (2021) · Neurobiology of Language · doi:10.1162/nol_a_00041 · Cited by 38
“…attention control, working memory, and executive control (Blacker & Curby, 2013; Cain et al., 2012; Castel et al., 2005; Chisholm & Kingstone, 2012; Colzato et al., 2013; C. S. Green & Bavelier, 2003, 2006, 2007; McDermott et al., 2014), only to ultimately conclude under more thorough examination…”
BackgroundMomi, D., Smeralda, C. L., Sprugnoli, G., Ferrone, S., Rossi, S., Rossi, A., Lorenzo, G. D., & Santarnecchi, E. (2018) · Behavioural Brain Research · doi:10.1016/j.bbr.2018.06.013 · Cited by 30
“a selective enhancement of perceptual and cognitive skills has been found for a variety of tasks, including those measuring visual sensitivity [5,6], perceptual decision making [7], processing speed [8,9], perceptual simultaneity and temporal order judgments [10], selective attention [5,9,11–17], cognitive control [18…”
Short video game play improves executive function in the oldest old living in residential care
McCord, A., Cocks, B., Barreiros, A. R., & Bizo, L. A. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106337 · Cited by 31
Cyma-Wejchenig, M., Tarnas, J., Marciniak, K., & Stemplewski, R. (2020) · Sensors · doi:10.3390/s20133731 · Cited by 30
Valls-Serrano, C., Francisco, C. D., Vélez-Coto, M., & Caracuel, A. (2022) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2022.933331 · Cited by 29
“Regarding other video game studies, our results are aligned with previous research that found an improvement in monitoring and updating of working memory tasks in action video game players (Colzato et al., 2013) or general video game players (Waris et al.”
ResultZioga, T., Ferentinos, A., Konsolaki, E., Nega, C., & Kourtesis, P. (2024) · Behavioral Sciences · doi:10.3390/bs14100874 · Cited by 34
“These requirements underscore the need for high levels of both reaction speed and attentional speed when playing FPS and action games [61,62,144,145].”
BackgroundBeneficios cognitivos, psicológicos y personales del uso de los videojuegos y esports: una revisión
García-Naveira, A., Toribio, M. J., Molero, B. T., & Suarez, A. (2018) · Revista de Psicología Aplicada al Deporte y el Ejercicio Físico · doi:10.5093/rpadef2018a15 · Cited by 27
Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory
Yao, Y., Cui, R., Li, Y., Zeng, L., Jiang, J., Qiu, N., Dong, L., Gong, D., Yan, G., Ma, W., et al. (2020) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2020.00333 · Cited by 28
Hazarika, J., Kant, P., Dasgupta, R., & Laskar, S. H. (2018) · Biomedical Signal Processing and Control · doi:10.1016/j.bspc.2018.05.023 · Cited by 27
Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR
Oberdörfer, S., & Latoschik, M. E. (2019) · International Journal of Computer Games Technology · doi:10.1155/2019/7626349 · Cited by 27
Reaction time and working memory in gamers and non-gamers
Ziv, G., Lidor, R., & Levin, O. (2022) · Scientific Reports · doi:10.1038/s41598-022-10986-3 · Cited by 29
Assessment of human expertise and movement kinematics in first-person shooter games
Donovan, I., Saul, M. A., DeSimone, K., Listman, J. B., Mackey, W. E., & Heeger, D. J. (2022) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2022.979293 · Cited by 30
“, 2012) in a variety of visual and cognitive tasks (Green and Bavelier, 2003, 2007; Dye et al., 2009; Colzato et al., 2013) in children and adolescents (Funk and Buchman, 1996; Adachi and Willoughby, 2013a,b,c; Chaarani et al.”
BackgroundIssues and advances in research methods on video games and cognitive abilities
Sobczyk, B., Dobrowolski, P., Skorko, M., Michalak, J., & Brzezicka, A. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.01451 · Cited by 24
“…that these categories are not based strictly on genres, and instead are often a mix of several types of games, e.g., first and third person shooters (Colzato et al., 2013; West et al., 2013; Wilms et al., 2013), shooters and role-playing games (Sungur and Boduroglu, 2012), sports and real time…”
BackgroundIs computer gaming associated with cognitive abilities? A population study among German adolescents
Gnambs, T., & Appel, M. (2016) · Intelligence · doi:10.1016/j.intell.2016.12.004 · Cited by 30
Gan, X., Yao, Y., Liu, H., Zong, X., Cui, R., Qiu, N., Xie, J., Dong, J., Ying, S., Tang, X., et al. (2020) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2020.00101 · Cited by 26
Time on task matters most in video game expertise
Röhlcke, S., Bäcklund, C., Sörman, D. E., & Jonsson, B. (2018) · PLoS ONE · doi:10.1371/journal.pone.0206555 · Cited by 24
Lieberoth, A., & Fiskaali, A. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.586699 · Cited by 25
Neural correlates of action video game experience in a visuospatial working memory task
Hazarika, J., & Dasgupta, R. (2018) · Neural Computing and Applications · doi:10.1007/s00521-018-3713-9 · Cited by 24
Mancı, E., Gençtürk, U., Günay, E., Güdücü, Ç., Herold, F., & Bediz, C. Ş. (2024) · Current Psychology · doi:10.1007/s12144-024-05750-x · Cited by 23
“For instance, several studies did not find compelling evidence that esports players have superior inhibition control (Colzato et al., 2013; Kowal et al., 2018).”
Jeong, S., Kim, J., & Lee, J. (2024) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2024.3372126 · Cited by 23
“Thus, observing participants’ behavioral performance is most often used to infer the level of the cognitive load imposed by the task [10].”
BackgroundTHE RELATIONSHIP BETWEEN MEDIA MULTITASKING, WORKING MEMORY AND SUSTAINED ATTENTION
İmren, M., & Tekman, H. G. (2019) · Uludağ Üniversitesi Fen Edebiyat Fakültesi Sosyal Bilimler Dergisi · doi:10.21550/sosbilder.487649 · Cited by 22
Working memory performance in disordered gambling and gaming: A systematic review
Ngetich, R. K., Burleigh, T. L., Czakó, A., Vékony, T., Németh, D., & Demetrovics, Z. (2023) · Comprehensive Psychiatry · doi:10.1016/j.comppsych.2023.152408 · Cited by 25
More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder
Elliott, L. C., Golub, A. L., Price, M., & Bennett, A. S. (2015) · Games for Health Journal · doi:10.1089/g4h.2014.0104 · Cited by 19
A Reduction in Video Gaming Time Produced a Decrease in Brain Activity
Gong, D., Yao, Y., Gan, X., Peng, Y., Ma, W., & Yao, D. (2019) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2019.00134 · Cited by 19
“, 2013), visual perception (Li et al., 2009; Colzato et al., 2012), and working memory (Boot et al.”
BackgroundInfluentialNeuropsychological Constructs in Gaming Disorders: a Systematic Review
Legault, M. C. B., Liu, H. Z., & Balodis, I. M. (2021) · Current Behavioral Neuroscience Reports · doi:10.1007/s40473-021-00230-z · Cited by 18
Targeted engagement of a dorsal premotor circuit in the treatment of post-stroke paresis
Dodakian, L., Sharp, K., See, J., Abidi, N. S., Mai, K., Fling, B. W., Le, V., & Cramer, S. C. (2013) · Neurorehabilitation · doi:10.3233/nre-130923 · Cited by 18
Cognitive Enhancement via Neuromodulation and Video Games: Synergistic Effects?
Palaus, M., Viejo-Sobera, R., Redolar-Ripoll, E., & Marrón, E. M. (2020) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2020.00235 · Cited by 18
“This lack of improvement and maintenance of inhibitory ability in experienced gamers has been shown in previous studies (Whitlock et al., 2012; Colzato et al., 2013; Steenbergen et al., 2015).”
ResultIs experience in multi-genre video game playing accompanied by impulsivity?
Azizi, E., Stainer, M. J., & Abel, L. A. (2018) · Acta Psychologica · doi:10.1016/j.actpsy.2018.07.006 · Cited by 17
Watkins, C. P., Caporal, J., Merville, C., Kouider, S., & Dehaene, S. (2020) · Journal of Computers in Education · doi:10.1007/s40692-019-00152-6 · Cited by 23
Metadata
- Authors
- Colzato, L. S., van den Wildenberg, W. P. M., Zmigrod, S., & Hommel, B.
- Affiliations
- Leiden University (NL)
- Corresponding author
- Colzato, Lorenza S.
- Venue
- Psychological Research
- Published
- 2012-01-22
- Volume
- 77
- Issue
- 2
- Pages
- 234-239
- ISSN
- 0033-3026 (ISSN-L)
- 0340-0727
- 1430-2772
- OpenAlex
- W2158834402
- Cited by
- 256
- References
- 31
- Citations by year
- 2026: 13 · 2025: 13 · 2024: 19 · 2023: 18 · 2022: 24 · 2021: 20 · 2020: 34 · 2019: 17 · 2018: 22 · 2017: 16 · 2016: 15 · 2015: 16 · 2014: 17 · 2013: 11 · 2012: 1
- FWCI
- 19.29
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Psychological Research (publishedVersion)
- PubMed (publishedVersion)
- UvA-DARE (University of Amsterdam) (publishedVersion)
- UvA-DARE (University of Amsterdam) (submittedVersion)
- Data Archiving and Networked Services (DANS) (submittedVersion)
- Funders
- Nederlandse Organisatie voor Wetenschappelijk Onderzoek
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Life Sciences › Neuroscience › Cognitive Neuroscience › Neural and Behavioral Psychology Studies
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- action video games, first-person shooter games, cognitive control, working memory, response inhibition, impulsivity, n-back task, stop-signal task, video game experience
- MeSH terms
- Adult, Female, Humans, Inhibition, Psychological, Male, Memory, Short-Term, Video Games, Young Adult, Executive Function
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