Cited by 472Cognitive Abilities and TestingDigital Games and MediaEducational Games and Gamification

Do Action Video Games Improve Perception and Cognition?

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Boot, Walter R., Blakely, Daniel P., Simons, Daniel J.·2011·Frontiers in Psychology

Abstract

Frequent action video game players often outperform non-gamers on measures of perception and cognition, and some studies find that video game practice enhances those abilities. The possibility that video game training transfers broadly to other aspects of cognition is exciting because training on one task rarely improves performance on others. At first glance, the cumulative evidence suggests a strong relationship between gaming experience and other cognitive abilities, but methodological shortcomings call that conclusion into question. We discuss these pitfalls, identify how existing studies succeed or fail in overcoming them, and provide guidelines for more definitive tests of the effects of gaming on cognition.

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Crossref · 10.3389/fpsyg.2011.00226

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  • These crossover interactions artificially produced large effect sizes and are responsible for the significant effect of N-back training and transfer to nonverbal ability.

    “These crossover interactions thus artificially produced large effect sizes (Boot, Blakely, & Simons, 2011; Fischer-Baum, 2015; Redick, 2015; Redick & Webster, 2014), and are responsible for the significant effect of N-back training and transfer to nonverbal ability.”

    From Working Memory Training Does Not Improve Performance on Measures of Intelligence or Other Measures of “Far Transfer” (2016) · cites this paper as Boot, Blakely, & Simons, 2011

    In 'Inadequate Baseline for Transfer Effects' (page unavailable), the paper says a control group’s lack of expected test–retest improvement can make a training benefit appear greater. That supports the general concern about inflated apparent effects, but the passage does not identify crossover interactions, quantify large effect sizes, or link them to N-back training and transfer to nonverbal ability. (LLM, conf=0.82)

    Experimental — accuracy not yet measured
  • Video game features such as first-person perspective, combat interactions, control of multiple objects, passive win conditions, and high time pressure are most strongly associated with improvements in attention and perception.

    “Video game features such as first-person perspective, combat interactions, control of multiple objects, passive win conditions, and high time pressure are most strongly associated with improvements in attention and perception [38–40].”

    From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [39]

    The cross-sectional studies table lists reported visual and attentional differences among action-game players, but it does not link those differences to the specified game features or rank features by strength of association. The “Improved Evidence for Gaming Effects” section says that methodological concerns make claims of gaming benefits tentative. The source therefore supports the broad attention-and-perception connection, not the specific feature-level claim. (LLM, conf=0.84)

    Experimental — accuracy not yet measured
  • Cognitive transfer outcomes for action video games vary substantially across studies.

    “Cognitive transfer outcomes for action video games vary substantially across studies [38–40].”
  • Placebo effects are a major concern in cognitive training research because participant expectancies and effort alone may improve performance.

    “As Boot et al. (2011) have noted, placebo effects are a big concern for researchers studying cognitive training as participant expectancies and effort alone may improve performance.”

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References 40 · Cited by 472

Authors
Boot, W. R., Blakely, D. P., & Simons, D. J.
Affiliations
  • Florida State University (US)
  • University of Illinois Urbana-Champaign (US)
Corresponding author
Boot, Walter R.
Venue
Frontiers in Psychology
Published
2011
Volume
2
Pages
226-226
ISSN
1664-1078 (ISSN-L)
OpenAlex
W2166469297
Cited by
472
References
40
Citations by year
2026: 9 · 2025: 15 · 2024: 25 · 2023: 20 · 2022: 21 · 2021: 29 · 2020: 27 · 2019: 19 · 2018: 36 · 2017: 45 · 2016: 52 · 2015: 50 · 2014: 51 · 2013: 45 · 2012: 24
FWCI
51.07
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Frontiers in Psychology (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion)
  • PubMed Central (publishedVersion)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
action video games, video game training, cognitive enhancement, perceptual skills, transfer of training, methodological limitations, cognitive ability

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