The DOI matches its Crossref record; 57 of the 57 references it cites were found in a registry or an index.
Enhancing Cognition with Video Games: A Multiple Game Training Study
Open accessAbstract
BACKGROUND: Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. METHODOLOGY/PRINCIPAL FINDINGS: We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. CONCLUSION/SIGNIFICANCE: Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.
Overview
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.
Integrity signals
Registry
Cites
Statistics
Verification
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.
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
“This active control group played two casual video games used in previous training studies [15, 54–57], which do not specifically tap WM processes.”
From Nearest transfer effects of working memory training: A comparison of two programs focused on working memory updating (2019) · cites this paper as [54]
In the citing paper
“Boosted by the publication of a Nature letter showing that video game training can enhance cognitive control in older adults (343), SG specifically adapted to people with AD have been developed and employed to train physical and cognitive abilities, showing preliminary but encouraging results (341, 344–348).”
From The Multidisciplinary Approach to Alzheimer’s Disease and Dementia. A Narrative Review of Non-Pharmacological Treatment (2018) · cites this paper as [345]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Updating P300: An integrative theory of P3a and P3b
Polich, J. (2007) · Clinical Neurophysiology · doi:10.1016/j.clinph.2007.04.019 · Cited by 7,919
Calculation of signal detection theory measures
Stanislaw, H., & Todorov, N. (1999) · Behavior Research Methods, Instruments, & Computers · doi:10.3758/bf03207704 · Cited by 2,673
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540
Using confidence intervals in within-subject designs
Loftus, G. R., & Masson, M. E. J. (1994) · Psychonomic Bulletin & Review · doi:10.3758/bf03210951 · Cited by 2,433
Is working memory capacity task dependent?
Turner, M. L., & Engle, R. W. (1989) · Journal of Memory and Language · doi:10.1016/0749-596x(89)90040-5 · Cited by 2,299
Temporary suppression of visual processing in an RSVP task: An attentional blink?
Raymond, J. E., Shapiro, K. L., & Arnell, K. M. (1992) · Journal of Experimental Psychology Human Perception & Performance · doi:10.1037//0096-1523.18.3.849 · Cited by 2,286
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037//0022-3514.78.4.772 · Cited by 1,955
Cognitive control in media multitaskers
Ophir, E., Nass, C., & Wagner, A. D. (2009) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.0903620106 · Cited by 1,810
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.78.4.772 · Cited by 1,778
Temporary suppression of visual processing in an RSVP task: an attentional blink?
Raymond, J. E., Shapiro, K. L., & Arnell, K. M. (1992) · Journal of Experimental Psychology: Human Perception and Performance · doi:10.1037/0096-1523.18.3.849 · Cited by 1,649
Neural measures reveal individual differences in controlling access to working memory
Vogel, E. K., McCollough, A. W., & Machizawa, M. G. (2005) · Nature · doi:10.1038/nature04171 · Cited by 1,367
A decision-making theory of visual detection.
Tanner, W. P., & Swets, J. A. (1954) · Psychological Review · doi:10.1037/h0058700 · Cited by 1,357
Inhibition of return : Neural basis and function
Posner, M., Rafal, R., Choate, L. S., & Vaughan, J. (1985) · Cognitive Neuropsychology · doi:10.1080/02643298508252866 · Cited by 1,246
The influence of improvement in one mental function upon the efficiency of other functions. (I).
Woodworth, R. S., & Thorndike, E. L. (1901) · Psychological Review · doi:10.1037/h0074898 · Cited by 1,223
Working memory capacity and its relation to general intelligence
Conway, A. R. A., Kane, M. J., & Engle, R. W. (2003) · Trends in Cognitive Sciences · doi:10.1016/j.tics.2003.10.005 · Cited by 1,223
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
Time constraints and resource sharing in adults' working memory spans
Barrouillet, P., Bernardin, S., & Camos, V. (2004) · Journal of Experimental Psychology: General · doi:10.1037/0096-3445.133.1.83 · Cited by 994
Action-Video-Game Experience Alters the Spatial Resolution of Vision
Green, C. S., & Bavelier, D. (2007) · Psychological Science · doi:10.1111/j.1467-9280.2007.01853.x · Cited by 881
Can training in a real-time strategy video game attenuate cognitive decline in older adults?
Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008) · Psychology and Aging · doi:10.1037/a0013494 · Cited by 855
Effect of action video games on the spatial distribution of visuospatial attention.
Green, C. S., & Bavelier, D. (2006) · Journal of Experimental Psychology Human Perception & Performance · doi:10.1037/0096-1523.32.6.1465 · Cited by 827
Task difficulty and the specificity of perceptual learning
Ahissar, M., & Hochstein, S. (1997) · Nature · doi:10.1038/387401a0 · Cited by 823
Learning, Attentional Control, and Action Video Games
Green, C. S., & Bavelier, D. (2012) · Current Biology · doi:10.1016/j.cub.2012.02.012 · Cited by 805
Inhibitory tagging system facilitates visual search
Klein, R. (1988) · Nature · doi:10.1038/334430a0 · Cited by 680
Schmiedek (2010) · Frontiers in Aging Neuroscience · doi:10.3389/fnagi.2010.00027 · Cited by 650
Enumeration versus multiple object tracking: the case of action video game players
Green, C. S., & Bavelier, D. (2006) · Cognition · doi:10.1016/j.cognition.2005.10.004 · Cited by 560
Rehearsal in spatial working memory.
Awh, E., Jonides, J., & Reuter-Lorenz, P. (1998) · Journal of Experimental Psychology: Human Perception and Performance · doi:10.1037//0096-1523.24.3.780 · Cited by 541
The development of attention skills in action video game players
Dye, M., Green, C., & Bavelier, D. (2009) · Neuropsychologia · doi:10.1016/j.neuropsychologia.2009.02.002 · Cited by 487
Castel, A. D., Pratt, J., & Drummond, E. (2005) · Acta Psychologica · doi:10.1016/j.actpsy.2005.02.004 · Cited by 484
Enhancing the contrast sensitivity function through action video game training
Li, R., Polat, U., Makous, W. L., & Bavelier, D. (2009) · Nature Neuroscience · doi:10.1038/nn.2296 · Cited by 470
Effects of video game playing on measures of spatial performance: Gender effects in late adolescence
Okagaki, L., & Frensch, P. A. (1994) · Journal of Applied Developmental Psychology · doi:10.1016/0193-3973(94)90005-1 · Cited by 375
Rehearsal in spatial working memory.
Awh, E., Jonides, J., & Reuter‐Lorenz, P. A. (1998) · Journal of Experimental Psychology Human Perception & Performance · doi:10.1037/0096-1523.24.3.780 · Cited by 375
Neural bases of selective attention in action video game players
Bavelier, D., Achtman, R. L., Mani, M., & Föcker, J. (2011) · Vision Research · doi:10.1016/j.visres.2011.08.007 · Cited by 336
Visual search is slowed when visuospatial working memory is occupied
Woodman, G. F., & Luck, S. J. (2004) · Psychonomic Bulletin & Review · doi:10.3758/bf03196569 · Cited by 329
Horizontal information drives the behavioral signatures of face processing
Goffaux, V. (2010) · Frontiers in Psychology · doi:10.3389/fpsyg.2010.00143 · Cited by 244
The Motivating Role of Violence in Video Games
Przybylski, A. K., Ryan, R. M., & Rigby, C. S. (2009) · Personality and Social Psychology Bulletin · doi:10.1177/0146167208327216 · Cited by 241
The role of spatial working memory in visual search efficiency
Oh, S.-H., & Kim, M.-S. (2004) · Psychonomic Bulletin & Review · doi:10.3758/bf03196570 · Cited by 238
DOOM'd to switch: superior cognitive flexibility in players of first person shooter games
Colzato, L. S. (2010) · Frontiers in Psychology · doi:10.3389/fpsyg.2010.00008 · Cited by 218
Neural Basis of Superior Performance of Action Videogame Players in an Attention-Demanding Task
Mishra, J., Zinni, M., Bavelier, D., & Hillyard, S. A. (2011) · Journal of Neuroscience · doi:10.1523/jneurosci.4834-10.2011 · Cited by 210
The effect of action video game experience on task-switching
Green, C. S., Sugarman, M. A., Medford, K., Klobusicky, E., & Bavelier, D. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2011.12.020 · Cited by 204
The neural basis of task-switching in working memory: effects of performance and aging.
Smith, E. E., Geva, A., Jonides, J., Miller, A., Reuter-Lorenz, P., & Koeppe, R. A. (2001) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.98.4.2095 · Cited by 200 · cited 1×
“Previous neuroimaging research indicated that performance in complex span tasks such as the one used here actively recruited the left dorsolateral prefrontal cortex, an area linked with executive processes, but not when either the span or arithmetic tasks were performed in isolation [48].”
BackgroundReduced attentional capture in action video game players
Chisholm, J. D., Hickey, C., Theeuwes, J., & Kingstone, A. F. (2010) · Attention Perception & Psychophysics · doi:10.3758/app.72.3.667 · Cited by 198
Perceptual learning during action video game playing
Green, C. S., Li, R., & Bavelier, D. (2010) · Topics in Cognitive Science · doi:10.1111/j.1756-8765.2009.01054.x · Cited by 182
Metabolic and Physiologic Responses to Video Game Play in 7- to 10-Year-Old Boys
Wang, X., & PERRY, A. C. (2006) · Archives of Pediatrics and Adolescent Medicine · doi:10.1001/archpedi.160.4.411 · Cited by 168
Action video game experience reduces the cost of switching tasks
Cain, M. S., Landau, A. N., & Shimamura, A. P. (2012) · Attention Perception & Psychophysics · doi:10.3758/s13414-012-0284-1 · Cited by 160
No transfer of perceptual learning between similar stimuli in the same retinal position
Fahle, M. W., & Morgan, M. M. (1996) · Current Biology · doi:10.1016/s0960-9822(02)00479-7 · Cited by 152
The Limits of AttentionTemporal Constraints in Human Information Processing
Shapiro, K. L. (2001) · Oxford University Press eBooks · doi:10.1093/acprof:oso/9780198505150.001.0001 · Cited by 142
Reducing backward masking through action game training
Li, R., Polat, U., Scalzo, F., & Bavelier, D. (2010) · Journal of Vision · doi:10.1167/10.14.33 · Cited by 133
In Search of Remembrance: Evidence for Memory in Visual Search
Kristjansson, A. K. (2000) · Psychological Science · doi:10.1111/1467-9280.00265 · Cited by 125
Improved top-down control reduces oculomotor capture: The case of action video game players
Chisholm, J. D., & Kingstone, A. F. (2011) · Attention Perception & Psychophysics · doi:10.3758/s13414-011-0253-0 · Cited by 110
Complex span tasks and hippocampal recruitment during working memory
Faraco, C. C., Nash Unsworth, A., Langley, J. A., Terry, D., Li, K., Zhang, D., Liu, T., & Miller, L. S. (2010) · NeuroImage · doi:10.1016/j.neuroimage.2010.12.033 · Cited by 96
Task switching mediates the attentional blink even without backward masking
Kawahara, J., Zuvic, S. M., Enns, J. T., & Lollo, V. D. (2003) · Perception & Psychophysics · doi:10.3758/bf03194565 · Cited by 70
The effect of blur adaptation on accommodative response and pupil size during reading
Le, R., Bao, J., Chen, D., He, J., & Lü, F. (2010) · Journal of Vision · doi:10.1167/10.14.1 · Cited by 53
Visual masking and task switching in the attentional blink
Enns, J. T., Visser, T. A. W., Kawahara, J., & Hollo, V. D. (2001) · Oxford University Press eBooks · doi:10.1093/acprof:oso/9780198505150.003.0004 · Cited by 42
Blumen, H. (2010) · Frontiers in Aging Neuroscience · doi:10.3389/fnagi.2010.00145 · Cited by 30
Training Top-Down Attention Improves Performance on a Triple-Conjunction Search Task
Baluch, F., & Itti, L. (2010) · PLoS ONE · doi:10.1371/journal.pone.0009127 · Cited by 22
Does action video game play really enhance the number of items that can be simultaneously attended?
Green, C. S., & Bavelier, D. (2004) · Journal of Vision · doi:10.1167/4.8.632 · Cited by 5
Flagged first, then by citations
Research works printed but not linked: 1
- Cohen JE, Green CS, Bavelier D (2008) Training visual attention with video games: Not all games are created equal. In: O’Neil HF, Perez RS, editors. Computer games and team and individual learning. Oxford, UK: Elseiver Ltd.
Cited by
Sorted by citations
Do “brain-training” programs work?
Simons, D. J., Boot, W. R., Charness, N., Gathercole, S. E., Chabris, C. F., Hambrick, D. Z., & Stine-Morrow, E. A. L. (2016) · Psychological Science in the Public Interest · doi:10.1177/1529100616661983 · Cited by 1,183
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
Zucchella, C., Sinforiani, E., Tamburin, S., Federico, A., Mantovani, E., Bernini, S., Casale, R., & Bartolo, M. (2018) · Frontiers in Neurology · doi:10.3389/fneur.2018.01058 · Cited by 297
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
Enhancing Attentional Control: Lessons from Action Video Games
Bavelier, D., & Green, C. S. (2019) · Neuron · doi:10.1016/j.neuron.2019.09.031 · Cited by 301
Metadata
- Authors
- Oei, A. C., & Patterson, M. D.
- Affiliations
- Nanyang Technological University (SG)
- Corresponding author
- Oei, Adam C.
- ORCID
- Oei, Adam C.
- Venue
- PLoS ONE
- Publisher
- Public Library of Science (PLoS)
- Published
- 2013-03-13
- Volume
- 8
- Issue
- 3
- Pages
- e58546
- ISSN
- 1932-6203 (ISSN-L)
- PMC
- PMC3596277
- OpenAlex
- W2020754547
- Cited by
- 398
- References
- 56
- Citations by year
- 2026: 10 · 2025: 23 · 2024: 27 · 2023: 28 · 2022: 22 · 2021: 35 · 2020: 77 · 2019: 41 · 2018: 32 · 2017: 26 · 2016: 19 · 2015: 33 · 2014: 19 · 2013: 6
- FWCI
- 34.68
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- PLoS ONE (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- DR-NTU (Nanyang Technological University) (submittedVersion)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- video game training, action video games, transfer of learning, near transfer, attentional blink, multiple object tracking, cognitive control, spatial working memory, verbal span, visual search, mobile games, hidden object games, life simulation games
- MeSH terms
- Cognition, Female, Humans, Male, Memory, Reaction Time, Spatial Behavior, Video Games, Biomedical Enhancement, Attentional Blink
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