Cited by 39Cognitive and developmental aspects of mathematical skillsCognitive Abilities and TestingEducational Games and Gamification

The Impact of Action Video Game Training on Mathematical Abilities in Adults

Open access
Libertus, Melissa E., Liu, Allison, Pikul, Olga, Jacques, Theodore, Cardoso-Leite, Pedro, Halberda, Justin, Bavelier, Daphne·2017·AERA Open

Abstract

Playing action video games has previously been linked to improvements in attentional control, the ability to choose what to attend and what to ignore that relies on a frontoparietal network of the brain. Here we asked whether action video game training would impact a range of mathematical abilities that rely on similar brain regions. Twenty-four adults completed extensive cognitive testing before, after 25 hr, and after 40 hr of video game training. Half of the participants trained on an action video game, the other half trained on a nonaction video game. Action video game training yielded no significant improvements in foundational number-processing skills and attentional control in this study but some improvements on standardized assessments of complex mathematics. Thus, although action video game play is clearly not an intervention of choice when considering mathematical skills, the present study suggests its use as a recreational activity may support, albeit weakly, complex mathematical skills.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1177/2332858417740857

Cites

3 of 3 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

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?

  • The same null effect applies to action and nonaction videogame training and brain training.

    “The same applies to action and nonaction videogame training and brain training (Duyck & Op de Beeck, 2019; Kassai, Futo, Demetrovics, & Takacs, 2019; Libertus et al., 2017; Lintern & Boot, 2019; Sala et al., 2019a; Sala, Tatlidil, & Gobet, 2018, 2019b; Simons et al., 2016).”

    From Cognitive and academic benefits of music training with children: A multilevel meta-analysis (2020) · cites this paper as Libertus et al., 2017

    The Discussion reports no significant improvement in attentional control and no effect on foundational number processing when action-game training was compared with nonaction-game training. But it also reports a small improvement in mathematical computation after action-game training, so a blanket null-effect claim overstates the findings. The paper does not test brain training. (LLM, conf=0.88)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Research works printed but not linked: 42

  1. Arsalidou, M., & Taylor, M. J. (2011). Is 2+2=4? Meta-analyses of brain areas needed for numbers and calculations. Neuroimage, 54(3), 2382-2393.
  2. Ball, K., & Owsley, C. (1993). The useful field of view test: a new technique for evaluating age-related declines in visual function. Journal of the American Optometric Association, 64(1), 71-79.
  3. Bardos, A. N. (2004). Basic Achievement Skills Inventory. Minneapolis, MN: NCS Pearson.
  4. Barth, H., La Mont, K., Lipton, J., Dehaene, S., Kanwisher, N., & Spelke, E. (2006). Non-symbolic arithmetic in adults and young children. Cognition, 98(3), 199-222.
  5. Barth, H., & Paladino, A. M. (2011). The development of numi- ercal estimation: Evidence against a representational shift. Developmental Science, 14(1), 125-135.
  6. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal performance. New York, NY: Cambridge University Press.
  7. De Smedt, B., Noel, M. P., Gilmore, C., & Ansari, D. (2013). How do symbolic and non-symbolic numerical magnitude process- ing relate to individual differences in children's mathematical skills? A review of evidence from brain and behavior. Trends in Neuroscience and Education, 2(2), 48-55.
  8. DeWind, N. K., & Brannon, E. M. (2012). Malleability of the approximate number system: effects of feedback and train- ing. Frontiers in Human Neuroscience, 6, 68. doi:10.3389/ fnhum.2012.00068 · DOI
  9. Fazio, L. K., Bailey, D. H., Thompson, C. A., & Siegler, R. S. (2014). Relations of different types of numerical magnitude representations to each other and to mathematics achievement. Journal of Experimental Child Psychology, 123, 53-72.
  10. Föcker, J., Cole, D., Beer, A., & Bavelier, D. (2015, May). Neural bases of attentional control in action video game players. Paper presented at the NeuroGaming conference, San Francisco, CA.
  11. Föcker, J., Cole, D., Beer, A., & Bavelier, D. (in press). Neural bases of enhanced attentional control: Lessons from action video game players. Manuscript submitted for publication.
  12. Garcia-Retamero, R., Andrade, A., Sharit, J., & Ruiz, J. G. (2015). Is patients' numeracy related to physical and mental health? Medical Decision Making, 35(4), 501-511.
  13. Gebuis, T., Cohen Kadosh, R., & Gevers, W. (2016). Sensory- integration system rather than approximate number system underlies numerosity processing: A critical review. Acta Psychologica, 171, 17-35.
  14. Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
  15. Green, C. S., & Bavelier, D. (2006). Enumeration versus mul- tiple object tracking: The case of action video game players. Cognition, 101(1), 217-245.
  16. Green, C. S., Kattner, F., Eichenbaum, A., Bediou, B., Adams, D. M., Mayer, R. E., & Bavelier, D. (2017). Playing some video games but not others is related to cognitive abilities: A critique of Unsworth et al. (2015). Psychological Science, 28(5), 679-682.
  17. Halberda, J., Mazzocco, M. M., & Feigenson, L. (2008). Individual differences in non-verbal number acuity correlate with maths achievement. Nature, 455(7213), 665-668.
  18. Hubert-Wallander, B., Green, C. S., & Bavelier, D. (2011). Stretching the limits of visual attention: The case of action video games. Wiley Interdisciplinary Reviews: Cognitive Science, 2(2), 222-230.
  19. Krishnan, L., Kang, A., Sperling, G., & Srinivasan, R. (2013). Neural strategies for selective attention distinguish fast-action video game players. Brain Topography, 26(1), 83-97.
  20. Kucian, K., Grond, U., Rotzer, S., Henzi, B., Schönmann, C., Plangger, F., . . . von Aster, M. (2011). Mental number line train- ing in children with developmental dyscalculia. Neuroimage, 57(3), 782-795.
  21. Link, T., Moeller, K., Huber, S., Fischer, U., & Nuerk, H. C. (2013). Walk the number line: An embodied training of numerical con- cepts. Trends in Neuroscience and Education, 2(2), 74-84.
  22. Lyons, I. M., & Beilock, S. L. (2011). Numerical ordering abil- ity mediates the relation between number-sense and arithmetic competence. Cognition, 121(2), 256-261.
  23. Lyons, I. M., Price, G. R., Vaessen, A., Blomert, L., & Ansari, D. (2014). Numerical predictors of arithmetic success in Grades 1-6. Developmental Science, 17(5), 714-726.
  24. Mishra, J., Zinni, M., Bavelier, D., & Hillyard, S. A. (2011). Neural basis of superior performance of action videogame players in an attention-demanding task. Journal of Neuroscience, 31(3), 992-998.
  25. Nieder, A., & Dehaene, S. (2009). Representation of number in the brain. Annual Review of Neuroscience, 32, 185-208.
  26. Pailian, H., & Halberda, J. (2015). The reliability and internal con- sistency of one-shot and flicker change detection for measur- ing individual differences in visual working memory capacity. Memory & Cognition, 43(3), 397-420.
  27. Park, J., Bermudez, V., Roberts, R. C., & Brannon, E. M. (2016). Non-symbolic approximate arithmetic training improves math performance in preschoolers. Journal of Experimental Child Psychology, 152, 278-293.
  28. Park, J., & Brannon, E. M. (2013). Training the approximate num- ber system improves math proficiency. Psychological Science, 24(10), 2013-2019.
  29. Park, J., & Brannon, E. M. (2014). Improving arithmetic perfor- mance with number sense training: An investigation of underly- ing mechanism. Cognition, 133(1), 188-200.
  30. Pylyshyn, Z. W., & Storm, R. W. (1988). Tracking multiple inde- pendent targets: Evidence for a parallel tracking mechanism. Spatial Vision, 3(3), 179-197.
  31. Ramani, G. B., & Siegler, R. S. (2008). Promoting broad and stable improvements in low-income children's numerical knowledge through playing number board games. Child Development, 79(2), 375-394.
  32. Raven, J. C. (1990). Advanced Progressive Matrices: Sets I, II. Oxford, UK: Oxford University Press.
  33. Reyna, V. F., Nelson, W. L., Han, P. K., & Dieckmann, N. F. (2009). How numeracy influences risk comprehension and medical deci- sion making. Psychological Bulletin, 135(6), 943-973.
  34. Ruff, R. M., Light, R. H., Parker, S. B., & Levin, H. S. (1996). Benton controlled oral word association test: reliability and updated norms. Archives of Clinical Neuropsychology, 11(4), 329-338.
  35. Siegler, R. S., & Opfer, J. E. (2003). The development of numerical estimation: Evidence for multiple representations of numerical quantity. Psychological Science, 14(3), 237-243.
  36. Siegler, R. S., & Ramani, G. B. (2008). Playing linear numeri- cal board games promotes low-income children's numerical development. Developmental Science, 11(5), 655-661.
  37. Spence, I., & Feng, J. (2010). Video games and spatial cognition. Review of General Psychology, 14(2), 92-104.
  38. Trick, L. M., & Pylyshyn, Z. W. (1993). What enumeration studies can show us about spatial attention: evidence for limited capacity preattentive processing. Journal of Experimental Psychology: Human Perception and Performance, 19(2), 331-351.
  39. West, G. L., Stevens, S. A., Pun, C., & Pratt, J. (2008). Visuospatial experience modulates attentional capture: Evidence from action video game players. Journal of Vision, 8(16), 13.
  40. Wilkinson, G. S., & Robertson, G. J. (2006). Wide Range Achievement Test (4th ed.). Lutz, FL: Psychological Assessment Resources.
  41. Wu, S., Cheng, C. K., Feng, J., D'Angelo, L., Alain, C., & Spence, I. (2012). Playing a first-person shooter video game induces neuroplastic change. Journal of Cognitive Neuroscience, 24(6), 1286-1293.
  42. Zhou, X., Chen, C., Zang, Y., Dong, Q., Chen, C., Qiao, S., & Gong, Q. (2007). Dissociated brain organization for single- digit addition and multiplication. Neuroimage, 35(2), 871-880.

Cited by

Sorted by citations

Authors
Libertus, M. E., Liu, A., Pikul, O., Jacques, T., Cardoso-Leite, P., Halberda, J., & Bavelier, D.
Affiliations
  • University of Pittsburgh (US)
  • University of Rochester (US)
  • University of California, Riverside (US)
  • University of Geneva (CH)
  • Johns Hopkins University (US)
  • University of Geneva
Venue
AERA Open
Published
2017-10
Volume
3
Issue
4
ISSN
2332-8584 (ISSN-L)
OpenAlex
W2767415981
Cited by
39
References
3
Citations by year
2025: 3 · 2023: 1 · 2022: 2 · 2021: 5 · 2020: 25 · 2019: 1 · 2018: 1
FWCI
4.95
Type
journal article
Language
en
Open access
Locations
  • AERA Open (publishedVersion, cc-by-nc)
  • Archive ouverte UNIGE (University of Geneva) (publishedVersion, other-oa)
  • Open Repository and Bibliography (University of Luxembourg) (submittedVersion, other-oa)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Archive ouverte UNIGE (University of Geneva) (submittedVersion, cc-by-nc)
Funders
  • National Science Foundation (1109366, R01 HD057258, 1227168)
  • Johns Hopkins University
  • Fonds National de la Recherche Luxembourg
  • National Institutes of Health
  • National Institute of Child Health and Human Development
  • Eunice Kennedy Shriver National Institute of Child Health and Human Development (R01HD057258)
Topics
  • Physical Sciences › Mathematics › Statistics and Probability › Cognitive and developmental aspects of mathematical skills
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
action video games, video game training, mathematical ability, number processing, attentional control, frontoparietal network, cognitive training, adults

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