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Keywords:
Cognitive functions
Video games
Executive functions
Visual attention
Task switching
Multiple object tracking
a b s t r a c t
Several cross-section and training studies have shown that video game play can improve cognitive
functions such as visual attention, cognitive control, visual short-term memory, and general processing
speed. Unfortunately the replication of these effects is not always successful, even when using similar
cognitive tests to measure performance. We investigated an important aspect of this eld that has not
yet been empirically addressed: the role of video game genre. Our comparison of two video game player
groups of specic genres (rst-person shooter and real-time strategy) indicates that cognitive abilities
(measured by task switching and multiple object tracking) may be differentially enhanced depending
on the genre of video game being played. This result is signicant as research to this point has focused
on action video games, a loosely dened category that encompasses several video game genres, without
controlling for effects potentially stemming from differences in mechanics between these video games. It
also provides some evidence for the specicity of video game play benets as a function of actions
performed within the game, which is not in line with a generalized learning to learn accounting of these
enhancements.
2014 Elsevier Ltd. All rights reserved.
1. Introduction
It is now well established that video game players (VGPs)
outperform non-video game players (NVGPs) on a wide range of
cognitive abilities, including visual attention (Durlach, Kring, &
Bowens, 2009; Green & Bavelier, 2006a, 2006b, 2007), aspects of
cognitive control (Colzato, van Leeuwen, van den Wildenberg, &
Hommel, 2010; Glass, Maddox, & Love, 2013; Strobach, Frensch,
& Shubert, 2012), visual short-term memory (Blacker & Curby,
2013; McDermott, Bavelier, & Green, 2014; Wilms, Peterson, &
Vangkilde, 2013), and general processing speed (Dye, Green, &
Bavelier, 2009). Several training studies have also shown that
relatively short video game training sessions can improve the
functioning of NVGPs (Basak, Boot, Voss, & Kramer, 2008; Feng,
Spence, & Pratt, 2007; Green, Sugarman, Medford, Klobusicky, &
Bavelier, 2012; Li, Polat, Scalzo, & Bavelier, 2010).
However, in the case of both cross-section and training designs,
the occurrence and replication of video game effects has been
inconsistent (Boot, Kramer, Simons, Fabiani, & Gratton, 2008;
Corresponding author. Tel.: +48 790 574 241.
E-mail addresses: pawel.dobrowolski@vrlab.pl (P. Dobrowolski), krzysztof.
hanusz@vrlab.pl (K. Hanusz), bartosz.sobczyk@vrlab.pl (B. Sobczyk), maciek.
skorko@vrlab.pl (M. Skorko), andrzej.wiatrow@vrlab.pl (A. Wiatrow).
http://dx.doi.org/10.1016/j.chb.2014.11.051
0747-5632/ 2014 Elsevier Ltd. All rights reserved.
60
FPS players
RTS players
NVGPs
First-person shooter
Real-time strategy
Platform
Fighting
Adventure
Turn-based strategy
Role-playing
Racing
Puzzle
Multiplayer online battle arena
18.83
.70
1.20
1.23
1.97
4.03
4.53
3.23
1.23
.30
1.87
19.10
.27
.50
.90
6.27
5.43
1.43
1.33
.93
.50
.20
.13
.10
.30
.27
.33
.37
.27
.17
(6.55)
(1.51)
(2.64)
(2.05)
(3.62)
(4.78)
(7.71)
(4.09)
(1.78)
(1.64)
(1.83)
(8.62)
(.58)
(1.57)
(2.34)
(8.77)
(7.56)
(2.85)
(2.59)
(2.99)
(.82)
(.55)
(.35)
(.40)
(.88)
(.58)
(1.03)
(.77)
(.69)
(.91)
61
62
900
850
FPS (n = 28)
RTS (n = 30)
800
RTS (n = 28)
NVGP (n = 28)
100%
FPS (n = 29)
750
700
650
600
550
90%
NVGP (n = 30)
80%
70%
500
450
Repetition
Switch
Fig. 1. Task switching reaction times on repetition and switch trials. Error bars
denote SEM.
60%
Set Size
Fig. 2. Multiple object tracking accuracy across all set sizes. Error bars denote SEM.
63
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