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
Open accessAbstract
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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“Following the 7 weeks, the StarCraft group better performed on cognitive tests of task switching, multi-source information management, and adaptation to changing task rules [36].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [36]
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“Those who played StarCraft demonstrated significant improvements in cognitive flexibility, the capacity to rapidly and simultaneously maintain, evaluate, and coordinate multiple streams of information and action, compared to a control group that played Sims, a less situationally demanding game [36].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [36]
In the citing paper
“Glass, Maddox, and Love (2013) reported improvements in tasks measuring cognitive flexibility in a group trained on Starcraft, but only after 40 h of carefully managed play emphasizing maintained awareness of resources and rapid switching.A second group played Starcraft for the same 40 h, but without these specific demands, and showed no improvement.”
From A simultaneous examination of two forms of working memory training: Evidence for near transfer only (2016) · cites this paper as Glass, Maddox, and Love (2013)
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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
Boyd, L. A., Hayward, K. S., Ward, N., Stinear, C. M., Rosso, C., Fisher, R. J., Carter, A. R., Leff, A. P., Copland, D. A., Carey, L. M., et al. (2017) · International Journal of Stroke · doi:10.1177/1747493017714176 · Cited by 419
A review of physical and cognitive interventions in aging
Bamidis, P. D., Vivas, A. B., Styliadis, C., Frantzidis, C., Klados, M. A., Schlee, W., Σιούντας, Α., & Papageorgiou, S. G. (2014) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2014.03.019 · Cited by 397
Setting the scientific stage for esports psychology: a systematic review
Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020) · International Review of Sport and Exercise Psychology · doi:10.1080/1750984x.2020.1723122 · Cited by 373
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
- 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
- Publisher
- Public Library of Science (PLoS)
- Published
- 2013-08-07
- Volume
- 8
- Issue
- 8
- Pages
- e70350
- ISSN
- 1932-6203 (ISSN-L)
- PMC
- PMC3737212
- 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
- gold
- doi.org
- 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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