Abstract

Due to the massive engagement with video games worldwide in innumerable forms and iterations, researchers have sought to understand the impact playing video games might have on the human brain and behavior. Although research on video games resides in a vast array of disciplines, including social, developmental, clinical, and educational psychology, this work focuses on research specifically in the cognitive sphere. From early research providing sound evidence for the positive impacts of action games on perceptual cognitive skills, to recent work refining methodologies for differentiating the effects of a wide range of embedded mechanics within broader game genres, the field has addressed a number of increasingly complex and critical questions. Research in the field has explored the effects of many game genres’ unique mechanics and in-game goals. Specifically, studies have found that action games positively impact perceptual skills as well as higher-order attentional control and executive function skills, while game genres that utilize action-oriented mechanics including Action-Role Playing Games and Real Time Strategy games also induce similar effects, if to a lesser extent. These results have been observed both through correlational studies, where player status is an existing characteristic of participants, and through intervention studies, where novice participants are trained on a specific game to establish causality between game play and cognitive performance. Although less research has been dedicated to the effects of puzzle games, playing such games has been found to impact higher cognitive skills such as problem-solving and fluid intelligence. Building upon this body of work, future research should explore the cognitive impacts of a more diverse set of game types, in-game experiences, and cognitive constructs as well as the mechanisms through which they are impacted. This should include work dedicated to the effects of puzzle and mini games, and the impact of games on higher cognitive skills including planning, problem-solving, and fluid intelligence, where relatively little research has been dedicated in the past. Further, research should explore the differences in training outcomes from games, between immediate transfer of skills from training to test and the enhancement of the meta-skill of “learning to learn.” Together, such work will allow game play to continue to evolve from pure entertainment to a force for good.

Full Text
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