Associations Between Avid Action and Real-Time Strategy Game Play and Cognitive Performance: a Pilot Study

被引:26
|
作者
Dale G. [1 ]
Green C.S. [1 ]
机构
[1] Department of Psychology, University of Wisconsin-Madison, 1202 W. Johnson St, Madison, 53706, WI
关键词
Action video games; Attention; Cognition; Reaction time; Real-time strategy video games;
D O I
10.1007/s41465-017-0021-8
中图分类号
学科分类号
摘要
Over the past 15 years, numerous studies have demonstrated that action video game players outperform non-gamers on a variety of cognitive measures. However, few researchers have examined the potential beneficial effects of playing real-time strategy games or the effect of playing multiple game genres. As such, the purpose of the current study was to (a) replicate the existing findings that show cognitive differences between action gamers (AVGPs) and non-gamers (NVGPs), (b) examine whether real-time strategy gamers (SVGPs) also differ from NVGPs on various cognitive tasks, and (c) examine how multi-genre video game players (“Tweeners”) compare to both AVGPs and NVGPs. We created a large task battery that tapped into various aspects of cognition (i.e., reaction time, selective attention, memory, executive control, and fluid intelligence) in order to examine the tasks that differed between our three gamer groups and non-gamers. Our results largely replicated the majority of the findings to date, such that AVGPs outperformed NVGPs on a wide variety of cognitive tasks, but the two groups do not differ in memory performance or fluid intelligence. We also demonstrated that SVGPs had numerically faster response times on several tasks as compared to the NVGPs. This pattern of results was similar to what was found with the AVGPs, although in the case of the SVGPs not all of the results reached the level of statistical significance. Lastly, we demonstrated that Tweeners perform similarly to genre-pure gamers in that their performance on several cognitive tasks was numerically better than for NVGPs, although the performance of the Tweeners was numerically lower than for both the AVGPs and the SVGPs. Overall, these findings have several implications for game studies, particularly with respect to how SVGPs and Tweeners are considered going forward. © 2017, Springer International Publishing.
引用
收藏
页码:295 / 317
页数:22
相关论文
共 50 条
  • [31] Asymmetric Action Abstractions for Planning in Real-Time Strategy Games
    Moraes R.O.
    Nascimento M.A.
    Lelis L.H.S.
    Journal of Artificial Intelligence Research, 2022, 75 : 1103 - 1137
  • [32] Combining AI Methods for Learning Bots in a Real-Time Strategy Game
    Baumgarten, Robin
    Colton, Simon
    Morris, Mark
    INTERNATIONAL JOURNAL OF COMPUTER GAMES TECHNOLOGY, 2009, 2009
  • [33] Effect of Training with a Real-Time Strategy Game on Decision Making in Adolescents
    Bosch, Camila
    Miranda, Jesica
    Sangiorgio, Marysel
    Acuna, Ignacio
    Michelini, Yanina
    Marengo, Leonardo
    Carlos Godoy, Juan
    PSIENCIA-REVISTA LATINOAMERICANA DE CIENCIA PSICOLOGICA, 2016, 8 (01):
  • [34] Real-Time Strategy Video Game Experience and Visual Perceptual Learning
    Kim, Yong-Hwan
    Kang, Dong-Wha
    Kim, Dongho
    Kim, Hye-Jin
    Sasaki, Yuka
    Watanabe, Takeo
    JOURNAL OF NEUROSCIENCE, 2015, 35 (29): : 10485 - 10492
  • [35] A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft
    Ontanon, Santiago
    Synnaeve, Gabriel
    Uriarte, Alberto
    Richoux, Florian
    Churchill, David
    Preuss, Mike
    IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, 2013, 5 (04) : 293 - 311
  • [36] Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study
    Kowalczyk, Natalia
    Shi, Feng
    Magnuski, Mikolaj
    Skorko, Maciek
    Dobrowolski, Pawel
    Kossowski, Bartosz
    Marchewka, Artur
    Bielecki, Maksymilian
    Kossut, Malgorzata
    Brzezicka, Aneta
    HUMAN BRAIN MAPPING, 2018, 39 (09) : 3742 - 3758
  • [37] COGNITIVE STRUCTURES OF BUSINESS GAME PLAYERS - RELATIONSHIPS BETWEEN AN INDIVIDUALS COGNITIVE PROCESSING EQUIPMENT AND BUSINESS GAME PERFORMANCE AND PLAY
    WOLFE, J
    CHACKO, TI
    SIMULATION & GAMING, 1980, 11 (04) : 461 - 476
  • [38] PERFORMANCE OF A NEW REAL-TIME CONTINUOUS GLUCOSE MONITORING SYSTEM: A MULTICENTER PILOT STUDY
    Zhou, J.
    Zhang, S.
    Li, L.
    Wang, Y.
    Lu, W.
    Sheng, C.
    Li, Y.
    Bao, Y.
    Jia, W.
    DIABETES TECHNOLOGY & THERAPEUTICS, 2018, 20 : A72 - A73
  • [39] Performance of a new real-time continuous glucose monitoring system: A multicenter pilot study
    Zhou, Jian
    Zhang, Shuo
    Li, Liang
    Wang, Yufei
    Lu, Wei
    Sheng, Chunjun
    Li, Yiming
    Bao, Yuqian
    Jia, Weiping
    JOURNAL OF DIABETES INVESTIGATION, 2018, 9 (02): : 286 - 293
  • [40] Study of online and real-time play system for the SVC file
    Zhao, Zhijie
    Shan, Dawei
    Yang, Long
    Gao, Xin
    ISTM/2007: 7TH INTERNATIONAL SYMPOSIUM ON TEST AND MEASUREMENT, VOLS 1-7, CONFERENCE PROCEEDINGS, 2007, : 1489 - 1492