The DOI matches its Crossref record; 31 of the 31 references it cites were found in a registry or an index.
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.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“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]
Citations
Cites
Miyake, A., Friedman, N. P., Emerson, M. J., Witzki, A. H., Howerter, A., & Wager, T. D. (2000) · Cognitive Psychology · doi:10.1006/cogp.1999.0734 · Cited by 15,798
Transformed Up-Down Methods in Psychoacoustics
Levitt, H. (1971) · The Journal of the Acoustical Society of America · doi:10.1121/1.1912375 · Cited by 5,505
(1998) · Cited by 4,172
On the ability to inhibit thought and action: a theory of an act of control
Logan, G. D., & Cowan, W. B. (1984) · Psychological Review · doi:10.1037/0033-295x.91.3.295 · Cited by 2,590
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540
Impulsivity and Inhibitory Control
Logan, G. D., Schachar, R. J., & Tannock, R. (1997) · Psychological Science · doi:10.1111/j.1467-9280.1997.tb00545.x · Cited by 1,471
Playing an Action Video Game Reduces Gender Differences in Spatial Cognition
Feng, J., Spence, I., & Pratt, J. (2007) · Psychological Science · doi:10.1111/j.1467-9280.2007.01990.x · Cited by 1,201
The effects of video game playing on attention, memory, and executive control
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008) · Acta Psychologica · doi:10.1016/j.actpsy.2008.09.005 · Cited by 1,084
Working memory, attention control, and the N-back task: a question of construct validity
Kane, M. J., Conway, A. R. A., Miura, T. K., & Colflesh, G. J. H. (2007) · Journal of Experimental Psychology: Learning, Memory, and Cognition · doi:10.1037/0278-7393.33.3.615 · Cited by 933 · cited 1×
“The observation that playing FPS games predicts performance on a relatively well-established diagnostic index of monitoring and updating of WM (Kane et al., 2007) provides support for the idea that video game experience is linked with enhancement in the monitoring and updating of task relevant…”
BackgroundOn the ability to inhibit thought and action: General and special theories of an act of control.
Logan, G. D., Zandt, T. V., Verbruggen, F., & Wagenmakers, E. (2014) · Psychological Review · doi:10.1037/a0035230 · Cited by 911
Cited by
Sorted by citations
Items 201–256 of 256
Computer games as a subject of psychological research – negative and positive aspects of gaming
Paleczna, M. (2022) · Replay The Polish Journal of Game Studies · doi:10.18778/2391-8551.09.02 · Cited by 1
Cassidy, R., & McEniry, M. (2014) · Library Hi Tech News · doi:10.1108/lhtn-08-2014-0066 · Cited by 1
THE IMPACT OF COMPUTER ACTION GAMES ON THE COGNITIVE SYSTEM: A SHORT REVIEW
Cudo, A., & Jaśkiewicz, M. (2015) · CeON Repository (Centre for Evaluation in Education and Science) · Cited by 1
Cognitive training in young and old adults : Transfer, long-term effects, and predictors of gain
Sandberg, P. (2014) · KTH Publication Database DiVA (KTH Royal Institute of Technology) · Cited by 1
Cognitive enhancement in video game training: two separate routes of transfer?
Oei, C. M. (2014) · DR-NTU (Nanyang Technological University) · doi:10.32657/10356/61737 · Cited by 1
Novak, A. R., Bennett, K. J. M., Pluss, M. A., & Fransen, J. (2019) · doi:10.31236/osf.io/84fmy · Cited by 1
Effect of action video game engagement on attention and working memoryPreprint
Gonçalves, E. D. S., & de Mendonça, G. C. (2023) · doi:10.31219/osf.io/en5rv · Cited by 1
Playing is not a game: videogames, passatempo o potenziale pericolo?
Pomilla, A., & Scolastici, C. (2013) · CNR Solar (Scientific Open-access Literature Archive and Repository) (Consiglio Nazionale delle Ricerche)
Alén, H. (2015) · Työväentutkimus Vuosikirja
Visual Speed of Processing and Publically Observable Feedback in Video-Game Players
Patten, J. W. (2016) · Summit (Simon Fraser University)
Brooks, J. D. (2015) · Australasian Journal of Paramedicine
Improving arithmetic skills through an educational game
Castellar, E. P. N., LOOY, J. V., Szmalec, A., & Marez, L. D. (2013)
Educational-Exercise Stimulation by Video-gaming
Archer, T. (2017) · doi:10.24947/baojp/2/1/00120
Специфика когнитивных стилей и функции контроля у геймеров
Богачева, Н. В., & Войскунский, А. Е. (2014) · Психологические исследования · doi:10.54359/ps.v7i38.578
Pokémon Go as a Positive Virtual Reality Game: Promoting Cognitive, Affective, and Empathic Benefits
Carpenter, R. K. (2018) · University of North Florida Digital Commons (University of North Florida)
Perceptual-motor Coordination during First Person Shooter Game Playing
Seya, Y., & Mori, M. (2018) · Transactions of Japan Society of Kansei Engineering · doi:10.5057/jjske.tjske-d-17-00091
“この結果は,FPSゲームの熟練者において報告さ れている知覚・認知機能の優位性を報告した研究の知見と 一致する[5-18].”
The effectiveness of working memory training with the use of n-back task in a group of older adults
Chojak, A. (2019) · Neuropsychiatria i Neuropsychologia · doi:10.5114/nan.2019.87725
Gry wideo a zmiany strukturalne mózgu
Kowalczyk‐Grębska, N., & Brzezicka, A. (2020) · Kosmos · doi:10.36921/kos.2020_2626
STIMULATION OF COGNITIVE FUNCTIONS OF PSYCHE BY MEANS OF ONLINE GAMES
Kovalova, О. (2020) · Science and Education · doi:10.24195/2414-4665-2020-4-9
Los videojuegos: una herramienta lúdica en la salud mental de adultos mayores
R, W. F. M., Ramos, O., Gómez, A. F., & Sandoval, A. C. (2021) · REDIIS / Revista de Investigación e Innovación en Salud · doi:10.23850/rediis.v4i4.3673
Pie-Eyed: Adapting MtG Elements to Create a New Card Came Called Dogs of War
Bunt, B. J., & Bunt, L. R. (2022) · Creative Education · doi:10.4236/ce.2022.133066
Andringa, R., & Boot, W. R. (2017) · Springer eBooks · doi:10.1007/978-3-319-57505-6_14
Peer Review #1 of "The neuropsychological profile of professional action video game players (v0.2)"
Benoit, J., Roudaia, E., Johnson, T. E., Love, T., Faubert, J., Andrews, G., Murphy, K., Awh, E., Jonides, J., Vogel, E., et al. (2020) · PeerJ · doi:10.7287/peerj.10211v0.2/reviews/1
Effects of Video Game on Perceptual-Cognitive Functions and its Possible Application to Education
Seya, Y. (2022) · Journal of Japan Society for Fuzzy Theory and Intelligent Informatics · doi:10.3156/jsoft.34.2_63
Using an Extended Technology Acceptance Model for Online Strategic Video Games
Himang, M. M., Himang, C. M., Ceniza, A. M., & Ocampo, L. A. (2022) · IGI Global eBooks · doi:10.4018/978-1-6684-7589-8.ch039
Effects of Excessive Violent Video Gaming on Memory and Its Brain Functions
Irak, M. (2022) · Springer eBooks · doi:10.1007/978-3-030-98711-4_95-1
Esports analysis with data science
Nagdeote, S., Pendhari, H., Shirsat, O., Lad, R., & Chiwande, S. S. (2023) · AIP conference proceedings · doi:10.1063/5.0144108
Bića i svetovi video igre: teorijska i kulturološka paradigma
Filipović, A. M. (2022) · doi:10.51738/afbsvg22 · Cited by 2
The Influence of E-Sports Games on Individual Executive Function
王, 帅. (2023) · Advances in Psychology · doi:10.12677/ap.2023.1312796
A Research on Club Performances in Esports: The Example of the League of Legends 2022 World CupPreprint
Karaca, B., Pancar, Z., Anarefe, B., & Şenoğlu, M. (2024) · Research Square · doi:10.21203/rs.3.rs-3879908/v1
Gaming, eSports, and Spanish Consumer Behavior
Batalla, D. D. M., López-Tenorio, P. J., & Carlos, M. P. S. D. (2024) · Advances in marketing, customer relationship management, and e-services book series · doi:10.4018/979-8-3693-1231-5.ch015
Much Ado About Little Something: Cognitive Benefits of Brief Action Game InterventionPreprint
Czernecka, K., Wasiewicz, J., & Ganczarek, J. (2024) · SSRN Electronic Journal · doi:10.2139/ssrn.4768770
(2023) · Retz eBooks · doi:10.3917/retz.cordi.2023.01.0158
Video Games Impact on the Executive Cognitive Capacity of High School StudentsPreprint
Okyere‐Twum, E., Parimah, F., & MONNET, A.-S. R. (2024) · SSRN Electronic Journal · doi:10.2139/ssrn.4772908
To Play or Not to Play: An Investigation Into The Effect of Video Game Use on Executive Functions
Hipkiss, S. R. D. (2024) · Cronfa (Swansea University) · doi:10.23889/suthesis.66918
Berta, K., Pesthy, Z. V., Vékony, T., Farkas, B. C., Király, O., Demetrovics, Z., Németh, D., & Kun, B. (2025) · medRxiv · doi:10.1101/2025.10.08.25334347
“In line with this, previous research suggests that gamers often demonstrate comparable or even superior goal-directed executive functioning compared to non-gamers (Colzato et al., 2013; Cudo et al., 2025; Waris et al., 2019).”
Ji, C., Sun, J., & Lian-zhong, C. (2025) · Psychological Research · doi:10.1007/s00426-025-02157-6
“Several studies have demonstrated that video games can enhance working memory through active involvement and immersive experiences (Blacker et al., 2014; Colzato et al., 2013; Toril et al., 2016).”
Toth, A. J., Kim, J., Spjut, J., Boudaoud, B., Cunneen, S., & Campbell, M. J. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5385637
Leveling Up: Temporal Precision in GamersPreprint
Choucroun, A. S., & Barnett‐Cowan, M. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5495921
Reinventing the SMIF: A Portal-Centered, AI-Assisted Model for Finance EducationPreprint
Silverstein, B. (2025) · SSRN Electronic Journal · doi:10.2139/ssrn.5528884
Gonçalves, E. D. S., Tiraboschi, G. A., Fukusima, S. S., & de Moraes, R. (2026) · Journal of Cognitive Enhancement · doi:10.1007/s41465-026-00346-8
“…of agility and improvement in attentional tasks and other cognitive functions (e.g., Bediou et al., 2018; Belchior et al., 2013; Boot et al., 2011; Colzato et al., 2013; Curcio & Peracchia, 2019; Föcker et al., 2019; Latham et al., 2013; Sajan et al., 2017; Stanmore et al., 2017), other studies…”
Katiyar, S. S., Jain, P., Mahajan, A. S., Kaushik, S., & Kapoor, M. (2026) · International Journal of Adolescent Medicine and Health · doi:10.1515/ijamh-2025-0233
Kilci, A. K., Aydın, G., Bekir, S., Erol, Y. İ., & GÜRTAY, K. (2026) · Yalova Üniversitesi spor bilimleri dergisi. · doi:10.70007/yalovaspor.1894453 · Cited by 2
Lemercier-Dugarin, M. (2020) · theses.fr (ABES) · doi:10.70675/3532567fz09e2z4042zbe72z56c475c03e40
Sun, L., Li, X., Li, S., Zhang, X., Si, Y., & Zhang, H. (2025) · Experimental Psychology (formerly Zeitschrift für Experimentelle Psychologie) · doi:10.1027/1618-3169/a000662
“Previous studies have investigated the impact of violent video games on response inhibition (Colzato et al., 2013; Miedzobrodzka, et al., 2021), but few studies have focused on the influence of avatars, which are core elements of violent video games, on players ’ response inhibition.”
Ming, Y., Cheng, X., Wu, J., Gong, K., Liu, K., Lei, W., & Chen, J. (2026) · Current Psychology · doi:10.1007/s12144-026-09432-8
“Notably, these cognitive advantages extend beyond gaming contexts to non-gaming visual tasks (Colzato et al., 2013; Pardina-Torner et al., 2019).”
Toth, A. J., Kim, J., Spjut, J., Boudaoud, B., Cunneen, S., & Campbell, M. J. (2026) · Social Sciences & Humanities Open · doi:10.1016/j.ssaho.2026.102774
“Firstly, perception in this study was evaluated using a forced-choice paradigm that involved a working memory component not dissimilar to that evaluated during a 1-back N-back task (Jaeggi et al., 2010; Colzato et al., 2013).”
Yang, L., Huang, Y., Li, P., Tang, H., & Jin, X. (2026) · Cognitive Research Principles and Implications · doi:10.1186/s41235-026-00738-6
“Some studies report that FPS players show improvements in working memory without corresponding gains in action inhibition (Colzato et al., 2013), whereas others suggest that extensive action video game engagement may be related to heightened impulsivity or reduced cognitive control in certain…”
Liao, Y., & Li, Q. (2026) · Advanced Exercise and Health Science · doi:10.1016/j.aehs.2026.06.001
Yang, S., Mengfan, Z., Wang, T., Yang, X., & Zhao, X. (2026) · Learning and Individual Differences · doi:10.1016/j.lindif.2026.102968
Freestone, O. (2026) · Springer eBooks · doi:10.1007/978-3-031-52643-5_308-1
More than gaming: Examining executive functions in esports players
Yalçıner, S., & ÖZDAYI, N. (2026) · PLoS ONE · doi:10.1371/journal.pone.0360942
“In line with the study results, Colzato et al. [66] stated that action games, especially FPS games, contribute to the development of cognitive flexibility.”
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 ›
Are you an author, or do you see a problem with this page? Request a review