Abstract

The use of Information and Communication Technologies (ICT) is ubiqui-tous. Technologies like video games have become very popular not only with the young generation but also with older people. The video game indus-try has seen rapid growth over recent years, as has the interest in the influ-ence of video game experience on people’s daily life. The study focuses on a novel approach to training Visual Working Memory (VWM) through the use of video games and examines research evidence concerning whether video games can serve as a vehicle for promoting the development of cogni-tive skills and especially memory and attention.

Highlights

  • We live in the era of information and technology

  • We focus on the effects of video game training on memory and attention

  • Males participated in the study, according to their video games experience, half of them were put in action video game players (AVGPs) group and the other half were put in Non video game players (NVGP) group

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Summary

Introduction

We live in the era of information and technology. The use of Information and Communication Technologies (ICT) is ubiquitous. Technologies like video games have become very popular with the young generation and with older people. There has been an increasing interest in the cognitive benefits that playing video games may have for players[6] [7] [8]. Recent research suggests that playing video games, even for a relatively short period of time, improves the performance on a number of tasks that measure visual and attentional abilities [9] [10]. The study focuses on a novel approach to training Visual Working Memory (VWM) through the use of video games. The last decades have developed a body of research which supports that video games experience enhances a range of cognitive abilities like perceptual and attentional skills. We focus on the effects of video game training on memory and attention

Non - Action Video Games
Action Video Games
Special Learning Difficulties
Conclusion
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