Cited by 61Visual perception and processing mechanismsCognitive Abilities and TestingVisual Attention and Saliency Detection

The case for causal influences of action videogame play upon vision and attention

Open access
Kristjánsson, Árni·2013·Attention, Perception, & Psychophysics

Abstract

Over the past decade, exciting findings have surfaced suggesting that routine action videogame play improves attentional and perceptual skills. Apparently, performance during multiple-object tracking, useful-field-of-view tests, and task switching improves, contrast sensitivity and spatial-resolution thresholds decrease, and the attentional blink and backward masking are lessened by short-term training on action videogames. These are remarkable findings showing promise for the training of attention and the treatment of disorders of attentional function. While the findings are interesting, evidence of causal influences of videogame play is not as strong as is often claimed. In many studies, observers with game play experience and those without are tested. Such studies do not address causality, since preexisting differences are not controlled for. Other studies investigate the training of videogame play, with some evidence of training benefits. Methodological shortcomings and potential confounds limit their impact, however, and they have not always been replicated. No longitudinal studies on videogame training exist, but these may be required to provide conclusive answers about any benefits of videogame training and any interaction with preexisting differences. Suggestions for methodological improvement are made here, including recommendations for longitudinal studies. Such studies may become crucial for the field of attentional training to reach its full potential.

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  • 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 [40]

    The “Other issues” section says the key aspects of action videogames that might improve attention are unknown. It raises first-person perspective as a question, not an established association, and does not identify the listed features as most strongly associated with improvements. (LLM, conf=0.86)

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  • Cognitive transfer outcomes for action video games vary substantially across studies.

    “Cognitive transfer outcomes for action video games vary substantially across studies [38–40].”

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Research works printed but not linked: 1

  1. Bar-Haim, Y. (2010). Attention bias modification (ABM): A novel treatment for anxiety disorder. Journal of Child Psychology and Psychiatry, 51, 859-870.

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Authors
Kristjánsson, Á.
Venue
Attention, Perception, & Psychophysics
Published
2013-02-06
Volume
75
Issue
4
Pages
667-672
ISSN
  • 1943-3921 (ISSN-L)
  • 1943-393X
OpenAlex
W2056056859
Cited by
61
References
73
Citations by year
2026: 1 · 2025: 1 · 2024: 1 · 2023: 2 · 2022: 2 · 2021: 3 · 2020: 2 · 2019: 2 · 2018: 7 · 2017: 3 · 2016: 5 · 2015: 12 · 2014: 14 · 2013: 5 · 2012: 1
FWCI
6.58
Type
journal article
Language
en
Open access
Locations
  • Attention Perception & Psychophysics (publishedVersion)
  • PubMed (publishedVersion)
Topics
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Visual perception and processing mechanisms
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Visual Attention and Saliency Detection
Keywords
action video games, attention training, visual perception, multiple object tracking, useful field of view, task switching, contrast sensitivity, spatial resolution, attentional blink, backward masking, longitudinal study, replication
MeSH terms
Adult, Attention, Female, Humans, Learning, Male, Play and Playthings, Vision, Ocular, Visual Perception, Video Games, Attentional Blink

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