Increasing Speed of Processing With Action Video Games
Open accessAbstract
In many everyday situations, speed is of the essence. However, fast decisions typically mean more mistakes. To this day, it remains unknown whether reaction times can be reduced with appropriate training, within one individual, across a range of tasks, and without compromising accuracy. Here we review evidence that the very act of playing action video games significantly reduces reaction times without sacrificing accuracy. Critically, this increase in speed is observed across various tasks beyond game situations. Video gaming may therefore provide an efficient training regimen to induce a general speeding of perceptual reaction times without decreases in accuracy of performance.
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Video game players outperform nongamers on tests of working memory, visual attention, and processing speed.
“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 [56]
Previous research on commercial video-game playing revealed pronounced benefits on processing speed.
“In support of this, previous research on commercial video-game playing revealed pronounced benefits on processing speed (e.g., Dye et al., 2009).”
From Dissociable effects of game elements on motivation and cognition in a task-switching training in middle childhood (2014) · cites this paper as Dye et al., 2009
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Self-citationAppelbaum, L. G., Cain, M. S., Darling, E. F., & Mitroff, S. R. (2013) · Attention Perception & Psychophysics · doi:10.3758/s13414-013-0472-7 · Cited by 83 · see citing works
Tanaka, S., Ikeda, H., Kasahara, K., Kato, R., Tsubomi, H., Sugawara, S. K., Mori, M., Hanakawa, T., Sadato, N., Honda, M., et al. (2013) · PLoS ONE · doi:10.1371/journal.pone.0066998 · Cited by 81 · see citing works
Action video game players form more detailed representation of objects
Sungur, H., & Boduroğlu, A. (2012) · Acta Psychologica · doi:10.1016/j.actpsy.2011.12.002 · Cited by 80 · see citing works
Blumberg, F. C., & Fisch, S. M. (2013) · New Directions for Child and Adolescent Development · doi:10.1002/cad.20026 · Cited by 82 · see citing works
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The Death of Handwriting: Secondary Effects of Frequent Computer Use on Basic Motor Skills
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Kourtesis, P., Papadopoulou, A., & Ρούσσος, Π. (2024) · Virtual Worlds · doi:10.3390/virtualworlds3010004 · Cited by 86 · see citing works
Cognitive Training for Military Application: a Review of the Literature and Practical Guide
Blacker, K. J., Hamilton, J. A., Roush, G., Pettijohn, K. A., & Biggs, A. T. (2018) · Journal of Cognitive Enhancement · doi:10.1007/s41465-018-0076-1 · Cited by 80 · see citing works
Are deaf students visual learners?
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Auditory Training: Evidence for Neural Plasticity in Older Adults
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Video Games can Increase Creativity, but with Caveats
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Enhanced Implicit Sequence Learning in College‐age Video Game Players and Musicians
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Effects of processing speed training on cognitive functions and neural systems
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- Authors
- Dye, M. W. G., Green, C. S., & Bavelier, D.
- Affiliations
- University of Bonn (DE)
- Department of Social and Legal Psychology, University of Bonn
- Venue
- Current Directions in Psychological Science
- Publisher
- SAGE Publications
- Published
- 2009-12
- Volume
- 18
- Issue
- 6
- Pages
- 321-326
- ISSN
- 0963-7214 (ISSN-L)
- 1467-8721
- PMC
- PMC2871325
- OpenAlex
- W2121382662
- Cited by
- 521
- References
- 20
- Citations by year
- 2026: 14 · 2025: 31 · 2024: 35 · 2023: 27 · 2022: 37 · 2021: 33 · 2020: 48 · 2019: 22 · 2018: 26 · 2017: 22 · 2016: 32 · 2015: 42 · 2014: 35 · 2013: 49 · 2012: 32
- FWCI
- 28.78
- Type
- journal article
- Language
- en
- Open access
- Locations
- Current Directions in Psychological Science (publishedVersion)
- PubMed (publishedVersion)
- Archive ouverte UNIGE (University of Geneva) (publishedVersion, other-oa)
- PubMed Central (acceptedVersion)
- Archive ouverte UNIGE (University of Geneva) (submittedVersion, cc-by)
- Funders
- National Institutes of Health
- Multidisciplinary University Research Initiative
- Office of Naval Research
- National Eye Institute (R01EY016880)
- 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, reaction time, perceptual speed, speed-accuracy trade-off, video game training, transfer of training, decision-making, cognitive training
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