The case for causal influences of action videogame play upon vision and attention
Open accessAbstract
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.
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
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?
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)
Checked by a reasoning model — may be wrong.
Experimental — accuracy not yet measuredCognitive transfer outcomes for action video games vary substantially across studies.
“Cognitive transfer outcomes for action video games vary substantially across studies [38–40].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [40]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
Attention Deficit Hyperactivity Disorder: A Handbook for Diagnosis and Treatment
Barkley, R. A., & Poillion, M. J. (1994) · Behavioral Disorders · doi:10.1177/019874299401900205 · Cited by 4,632 · see citing works
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540 · see citing works
Principles of Perceptual Learning and Development
Gibson, E. J. (1973) · Leonardo · doi:10.2307/1572721 · Cited by 2,520 · see citing works
To See or not to See: The Need for Attention to Perceive Changes in Scenes
Rensink, R. A., O'Regan, J. K., & Clark, J. J. (1997) · Psychological Science · doi:10.1111/j.1467-9280.1997.tb00427.x · Cited by 2,372 · see citing works
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 2,276 · see citing works
Anderson, C. A., & Bushman, B. J. (2001) · Psychological Science · doi:10.1111/1467-9280.00366 · Cited by 2,219 · see citing works
Contextual Cueing: Implicit Learning and Memory of Visual Context Guides Spatial Attention
Chun, M. M., & Jiang, Y. (1998) · Cognitive Psychology · doi:10.1006/cogp.1998.0681 · Cited by 1,959 · see citing works
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 · see citing works
Sources of human psychological differences: the Minnesota Study of Twins Reared Apart
Bouchard, T. J., Lykken, D. T., McGue, M., Segal, N. L., & Tellegen, A. (1990) · Science · doi:10.1126/science.2218526 · Cited by 1,373 · see citing works
Thrun, S., & Pratt, L. (1998) · Springer eBooks · doi:10.1007/978-1-4615-5529-2 · Cited by 1,291 · see citing works
Change blindness: Past, present, and future
Simons, D. J., & Rensink, R. A. (2005) · Trends in Cognitive Sciences · doi:10.1016/j.tics.2004.11.006 · Cited by 1,153 · see citing works
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 1,149 · see citing works
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 1,001 · see citing works
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 · see citing works
The time course of learning a visual skill
Karni, A., & Sagi, D. (1993) · Nature · doi:10.1038/365250a0 · Cited by 792 · see citing works
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 777 · see citing works
Attention-Deficit Hyperactivity Disorder: A Handbook for Diagnosis and Treatment, 3rd ed
Lyon, G. J., & Coffey, B. J. (2008) · The Journal of Clinical Psychiatry · Cited by 755 · see citing works
Contextual cueing of visual attention
Chun, M. M. (2000) · Trends in Cognitive Sciences · doi:10.1016/s1364-6613(00)01476-5 · Cited by 732 · see citing works
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 713 · see citing works
Shaw, P., Lerch, J., Greenstein, D., Sharp, W., Clasen, L., Evans, A., Giedd, J., Castellanos, F. X., & Rapoport, J. (2006) · Archives of General Psychiatry · doi:10.1001/archpsyc.63.5.540 · Cited by 703 · see citing works
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 · see citing works
Research review: attention bias modification (ABM): a novel treatment for anxiety disorders
Bar‐Haim, Y. (2010) · Journal of Child Psychology and Psychiatry · doi:10.1111/j.1469-7610.2010.02251.x · Cited by 556 · see citing works
Principles of Perceptual Learning and Development
Gibson, E. J. (1971) · Optometry and Vision Science · doi:10.1097/00006324-197110000-00017 · Cited by 554 · see citing works
Brain plasticity through the life span: Learning to learn and action video games
Bavelier, D., Green, C. S., Pouget, A., & Schrater, P. (2012) · Annual Review of Neuroscience · doi:10.1146/annurev-neuro-060909-152832 · Cited by 541 · see citing works
What You See Is What You Set: Sustained Inattentional Blindness and the Capture of Awareness.
Most, S. B., Scholl, B. J., Clifford, E. R., & Simons, D. J. (2005) · Psychological Review · doi:10.1037/0033-295x.112.1.217 · Cited by 522 · see citing works
Video Games and Spatial Cognition
Spence, I., & Feng, J. (2010) · Review of General Psychology · doi:10.1037/a0019491 · Cited by 512 · see citing works
Current Approaches to Change Blindness
Simons, D. J. (2000) · Visual Cognition · doi:10.1080/135062800394658 · Cited by 509 · see citing works
Castel, A. D., Pratt, J., & Drummond, E. (2005) · Acta Psychologica · doi:10.1016/j.actpsy.2005.02.004 · Cited by 484 · see citing works
The development of attention skills in action video game players
Dye, M., Green, C. S., & Bavelier, D. (2009) · Neuropsychologia · doi:10.1016/j.neuropsychologia.2009.02.002 · Cited by 472 · see citing works
Do Action Video Games Improve Perception and Cognition?
Boot, W. R., Blakely, D. P., & Simons, D. J. (2011) · Frontiers in Psychology · doi:10.3389/fpsyg.2011.00226 · Cited by 472 · see citing works
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 · see citing works
Eling, P. (1992) · Acta Psychologica · doi:10.1016/0001-6918(91)90074-a · Cited by 410 · see citing works
Behavioral Neurology and Neuropsychology
WRIGHT, R. A., & Petersen, R. C. (1997) · Mayo Clinic Proceedings · doi:10.1016/s0025-6196(11)63558-1 · Cited by 387 · see citing works
Behavioral Neurology and Neuropsychology
Farah, M. J., & Feinberg, T. E. (1996) · Medical Entomology and Zoology · Cited by 377 · see citing works
A unified model for perceptual learning
Seitz, A. R., & Watanabe, T. (2005) · Trends in Cognitive Sciences · doi:10.1016/j.tics.2005.05.010 · Cited by 357 · see citing works
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 307 · see citing works
Betula: A Prospective Cohort Study on Memory, Health and Aging
Nilsson, L.-G., Adolfsson, R., Bäckman, L., de Frias, C. M., Molander, B., & Nyberg, L. H. (2004) · Aging Neuropsychology and Cognition · doi:10.1080/13825580490511026 · Cited by 285 · see citing works
Video game practice optimizes executive control skills in dual-task and task switching situations
Strobach, T., Frensch, P. A., & Schubert, T. (2012) · Acta Psychologica · doi:10.1016/j.actpsy.2012.02.001 · Cited by 276 · see citing works
Gender differences in the mesocorticolimbic system during computer game-play
Hoeft, F., Watson, C., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2008) · Journal of Psychiatric Research · doi:10.1016/j.jpsychires.2007.11.010 · Cited by 250 · see citing works
Horizontal information drives the behavioral signatures of face processing
Goffaux, V. (2010) · Frontiers in Psychology · doi:10.3389/fpsyg.2010.00143 · Cited by 244 · see citing works
Video game players show more precise multisensory temporal processing abilities
Donohue, S. E., Woldorff, M. G., & Mitroff, S. R. (2010) · Attention Perception & Psychophysics · doi:10.3758/app.72.4.1120 · Cited by 238 · see citing works
Differential development of visual attention skills in school-age children
Dye, M., & Bavelier, D. (2009) · Vision Research · doi:10.1016/j.visres.2009.10.010 · Cited by 227 · see citing works
Rietveld, M. J. H., Hudziak, J. J., Bartels, M., van Beijsterveldt, C. E. M., & Boomsma, D. I. (2004) · Journal of Child Psychology and Psychiatry · doi:10.1111/j.1469-7610.2004.00247.x · Cited by 223 · see citing works
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 · see citing works
Chun, M. M., & Nakayama, K. (2000) · Visual Cognition · doi:10.1080/135062800394685 · Cited by 217 · see citing works
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 · see citing works
Relation of Adolescent Video Game Play to Time Spent in Other Activities
Cummings, H. M., & Vandewater, E. A. (2007) · Archives of Pediatrics and Adolescent Medicine · doi:10.1001/archpedi.161.7.684 · Cited by 206 · see citing works
Reduced 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 188 · see citing works
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 · see citing works
Use it or lose it? Wii brain exercise practice and reading for domain knowledge.
Ackerman, P. L., Kanfer, R., & Calderwood, C. C. (2010) · Psychology and Aging · doi:10.1037/a0019277 · Cited by 157 · see citing works
The relationship between video game use and a performance-based measure of persistence
Ventura, M., Shute, V. J., & Zhao, W. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.07.003 · Cited by 149 · see citing works
Visuospatial experience modulates attentional capture: Evidence from action video game players
West, G. L., Stevens, S. A., Pun, C., & Pratt, J. (2008) · Journal of Vision · doi:10.1167/8.16.13 · Cited by 146 · see citing works
Karle, J. W., Watter, S., & Shedden, J. M. (2010) · Acta Psychologica · doi:10.1016/j.actpsy.2009.12.007 · Cited by 146 · see citing works
Playing a First-person Shooter Video Game Induces Neuroplastic Change
Wu, S., Cheng, C. K., Feng, J., D'Angelo, L., Alain, C., & Spence, I. (2012) · Journal of Cognitive Neuroscience · doi:10.1162/jocn_a_00192 · Cited by 141 · see citing works
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 · see citing works
Clark, K., Fleck, M. S., & Mitroff, S. R. (2010) · Acta Psychologica · doi:10.1016/j.actpsy.2010.10.003 · Cited by 126 · see citing works
Not so fast: Rethinking the effects of action video games on attentional capacity
Irons, J. L., Remington, R. W., & McLean, J. P. (2011) · Australian Journal of Psychology · doi:10.1111/j.1742-9536.2011.00001.x · Cited by 119 · see citing works
Changes in search rate but not in the dynamics of exogenous attention in action videogame players
Hubert‐Wallander, B., Green, C. S., Sugarman, M. A., & Bavelier, D. (2011) · Attention Perception & Psychophysics · doi:10.3758/s13414-011-0194-7 · Cited by 118 · see citing works
Rapid learning in attention shifts: A review
Kristjansson, A. K. (2006) · Visual Cognition · doi:10.1080/13506280544000039 · Cited by 100 · see citing works
Extensive video-game experience alters cortical networks for complex visuomotor transformations
Granek, J. A., Gorbet, D. J., & Sergio, L. E. (2009) · Cortex · doi:10.1016/j.cortex.2009.10.009 · Cited by 97 · see citing works
Playing video games does not make for better visual attention skills
Murphy, K. A., & Spencer, A. E. (2009) · Griffith Research Online · Cited by 92 · see citing works
The attentional blink in space and time
Kristjansson, A. K., & Nakayama, K. (2002) · Vision Research · doi:10.1016/s0042-6989(02)00129-3 · Cited by 84 · see citing works
Ferguson, C. J., Garza, A., Jerabeck, J. M., Ramos, R., & Galindo, M. (2012) · Journal of Youth and Adolescence · doi:10.1007/s10964-012-9803-6 · Cited by 79 · see citing works
Action video game players form more detailed representation of objects
Sungur, H., & Boduroğlu, A. (2012) · Acta Psychologica · doi:10.1016/j.actpsy.2011.12.002 · Cited by 79 · see citing works
A primitive memory system for the deployment of transient attention
Kristjansson, A. K., & Nakayama, K. (2003) · Perception & Psychophysics · doi:10.3758/bf03194808 · Cited by 78 · see citing works
The New York Longitudinal Study (NYLS): The Young Adult Periods
Chess, S., & Thomas, A. (1990) · The Canadian Journal of Psychiatry · doi:10.1177/070674379003500617 · Cited by 66 · see citing works
Designing Rehabilitation Programs for Neglect: Could 2 Be More Than 1+1?
Sævarsson, S., Halsband, U., & Kristjansson, A. K. (2011) · Applied Neuropsychology · doi:10.1080/09084282.2010.547774 · Cited by 59 · see citing works
Empirical Taxonomies of Gameplay Enjoyment
Quick, J. M., Atkinson, R. K., & Lin, L. (2012) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2012070102 · Cited by 49 · see citing works
Cognitive pitfall! Videogame players are not immune to dual-task costs
Donohue, S. E., James, B. L., Eslick, A. N., & Mitroff, S. R. (2012) · Attention Perception & Psychophysics · doi:10.3758/s13414-012-0323-y · Cited by 46 · see citing works
Physical Activity and Fitness Effects on Cognition and Brain Health in Children and Older Adults
Chaddock, L., Voss, M. W., & Kramer, A. F. (2012) · Kinesiology Review · doi:10.1123/krj.1.1.37 · Cited by 27 · see citing works
Evidence for action video game induced 'learning to learn' in a perceptual decision-making task
Bejjanki, V. R., Sims, C. R., Green, C. S., et al. (2012) · Journal of Vision · doi:10.1167/12.9.287 · Cited by 4 · see citing works
Exploring the Effects of Video Game Experience and Motivation on Visual Processing
Beyko, A., Stothart, C. R., & Boot, W. R. (2012) · Journal of Vision · doi:10.1167/12.9.7 · Cited by 4 · see citing works
Action Video Games playing improves learning to learn in perceptual learning
ZHANG, R., Bejjanki, V. R., Lu, Z., Green, S., Pouget, A., & Bavelier, D. (2012) · Journal of Vision · doi:10.1167/12.9.1130 · Cited by 2 · see citing works
Flagged first, then by citations
Research works printed but not linked: 1
- Bar-Haim, Y. (2010). Attention bias modification (ABM): A novel treatment for anxiety disorder. Journal of Child Psychology and Psychiatry, 51, 859-870.
Cited by
Sorted by citations
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 · see citing works
Boot, W. R., Simons, D. J., Stothart, C., & Stutts, C. (2013) · Perspectives on Psychological Science · doi:10.1177/1745691613491271 · Cited by 670 · see citing works
Designing sensory-substitution devices: Principles, pitfalls and potential1
Kristjánsson, Á., Moldoveanu, A., Jóhannesson, Ó. I., Balan, O., Spagnol, S., Valgeirsdóttir, V. V., & Unnthorsson, R. (2016) · Restorative Neurology and Neuroscience · doi:10.3233/rnn-160647 · Cited by 116 · see citing works
“Although promising, on closer look, the video-game literature is fraught with confounds, ambiguities and overclaims regarding causal influences of such training (Boot, Blakely, & Simons, 2011; Kristjánsson, 2013), and benefits from braintraining games appear to be task specific (Owen et al.”
BackgroundSelf-citationOei, A. C., & Patterson, M. D. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.00113 · Cited by 76 · see citing works
Are videogame training gains specific or general?
Oei, A. C., & Patterson, M. D. (2014) · Frontiers in Systems Neuroscience · doi:10.3389/fnsys.2014.00054 · Cited by 77 · see citing works
An investigation of the validity of the virtual spatial navigation assessment
Ventura, M., Shute, V., Wright, T., & Zhao, W. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00852 · Cited by 70 · see citing works
Schubert, T., Finke, K., Redel, P., Kluckow, S., Müller, H., & Strobach, T. (2015) · Acta Psychologica · doi:10.1016/j.actpsy.2015.03.005 · Cited by 65 · see citing works
Gaming to see: action video gaming is associated with enhanced processing of masked stimuli
Pohl, C., Kunde, W., Ganz, T., Conzelmann, A., Pauli, P., & Kiesel, A. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00070 · Cited by 40 · see citing works
Health Benefits of Video Games in Adolescents and Young Adults
Nagata, J. M., Nayak, S., Choi, W., Potes, C., Heuer, A., Memon, Z., Talebloo, J., Li, E. J., Bao, K., Helmer, C. K., et al. (2026) · Current Pediatrics Reports · doi:10.1007/s40124-026-00376-y · Cited by 1 · see citing works
“Further research suggests that such benefits in gaming outcomes for action video games vary substantially across studies [38–40 ].”
- 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
- bronze
- doi.org
- Licence
- www.springer.com/tdm (tdm)
- 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
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