Cited by 227Cognitive Abilities and TestingNeural and Behavioral Psychology StudiesEducational Games and Gamification

The DOI matches its Crossref record; 46 of the 46 references it cites were found in a registry or an index.

Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait

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Abstract

Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function.

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Crossref · 10.1371/journal.pone.0070350

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Metadata

Authors
Glass, B. D., Maddox, W. T., & Love, B. C.
Affiliations
  • University of London (GB)
  • The University of Texas at Austin (US)
  • University College London (GB)
Corresponding author
Love, Bradley C.
Venue
PLoS ONE
Published
2013-08-07
Volume
8
Issue
8
Pages
e70350
ISSN
1932-6203 (ISSN-L)
OpenAlex
W1986493181
Cited by
227
References
46
Citations by year
2026: 16 · 2025: 29 · 2024: 12 · 2023: 18 · 2022: 18 · 2021: 17 · 2020: 20 · 2019: 14 · 2018: 18 · 2017: 22 · 2016: 14 · 2015: 16 · 2014: 10 · 2013: 2
FWCI
18.96
Type
journal article
Language
en
Open access
Locations
  • PLoS ONE (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, other-oa)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • UCL Discovery (University College London) (submittedVersion)
  • RePEc: Research Papers in Economics (submittedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Figshare (submittedVersion, cc-by)
  • Texas ScholarWorks (Texas Digital Library) (submittedVersion, other-oa)
Funders
  • National Institutes of Health
  • National Institute of Mental Health (R21MH091523, MH091523)
  • National Institute on Drug Abuse (R01DA032457, DA032457)
  • Army Research Laboratory (W911NF, W911NF-09-2-0038)
Topics
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Neural and Behavioral Psychology Studies
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
video game training, real-time strategy games, cognitive flexibility, action video games, task switching, distributed brain networks, cognitive enhancement
MeSH terms
Bayes Theorem, Brain, Cognition, Cues, Humans, Nerve Net, Photic Stimulation, Psychomotor Performance, Reaction Time, Video Games, Principal Component Analysis, Young Adult

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