Abstract

BackgroundUnlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Literatures were searched with search terms (e.g. genres of video games, cognitive training) on database and Google scholar.Resultsvideo games, of which purpose is players’ entertainment, were found to be positively associated with cognitive functions (e.g. attention, problem solving skills) despite some discrepancy between studies. However, the enhancement of cognitive functions through video gaming was limited to the task or performance requiring the same cognitive functions. Moreover, as several factors (e.g. age, gender) were identified to modulate cognitive enhancement, the individual difference in the association between video game playing and cognitive function was found.ConclusionCommercial video games are suggested to have the potential for cognitive function enhancement. As understanding the association between video gaming and cognitive function in a more balanced view is essential to evaluate the potential outcomes of commercial video games that more people reported to engage, this review contributes to provide more objective evidence for commercial video gaming.

Highlights

  • Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions

  • The improvement of complex verbal working memory (WM) was found in not memory matrix video game (VG) but action video games (AVGs) and match-3 VG that require strategic planning [32]. These findings suggested that VG playing did not show far transfer [20], supporting the common demand hypothesis that the VG-associated cognitive enhancement showed near transfer [20]

  • It is found that different genres of VGs are associated with different aspects of cognitive functions, that AVGs are identified as the VG genre resulting in most varied transfer, and that factors influence the association of VG playing with cognitive function

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Summary

Introduction

Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. This study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Choi et al Behav Brain Funct (2020) 16:2 together, unlike the emphasis on the negativity on VG playing, VGs, which provide players with richer environment of cognitive, emotional and social experience, are suggested to enhance their cognitive functions [9] by simulating cognitive processes, which are activated in real world, in the process of completing VG tasks [10]. In order to deepen the understanding of commercial VGs, this study reviews genres of VGs, cognitive functions identified to be positively associated with VG playing, and factors for individual difference in the association between VGs and cognitive enhancement

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