The DOI matches its Crossref record; 21 of the 21 references it cites were found in a registry or an index.
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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“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]
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“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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Metadata
- 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
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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