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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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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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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