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.
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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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Cites
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Action video game modifies visual selective attention
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Impulsivity and Inhibitory Control
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Playing an Action Video Game Reduces Gender Differences in Spatial Cognition
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The effects of video game playing on attention, memory, and executive control
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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.
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Cited by
Sorted by citations
Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018) · Psychological Bulletin · doi:10.1037/bul0000130 · Cited by 807
Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R. (2016) · JMIR Serious Games · doi:10.2196/games.5888 · Cited by 555
“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].”
BackgroundEffects of video-game play on information processing: a meta-analytic investigation
Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-013-0418-z · Cited by 348
Grounding cognitive control in associative learning
Abrahamse, E., Braem, S., Notebaert, W., & Verguts, T. (2016) · Psychological Bulletin · doi:10.1037/bul0000047 · Cited by 276
Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation
Sala, G., Tatlidil, K. S., & Gobet, F. (2018) · Psychological Bulletin · doi:10.1037/bul0000139 · Cited by 257
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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