ArticleLiterature Review

Learning, Attentional Control, and Action Video Games

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Abstract

While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning.

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... On considère que l'attention descendante facilite l'apprentissage (Cardoso-Leite et Bavelier, 2014). De plus, plusieurs recherches ont démontré les avantages des jeux vidéo d'action en 3D en milieu éducatif, notamment sur l'amélioration de la concentration et la motivation (Bediou et al., 2018 ;Blaesius et Fleck, 2015 ;Franceschini et al., 2013 ;Franceschini et al., 2017 ;Green et Bavelier, 2012 ;Rello et al., 2015). Franceschini et al. (2013Franceschini et al. ( , 2017 ajoutent que l'usage des jeux vidéo d'action en 3D à une incidence positive sur la vitesse de lecture d'élèves dyslexiques. ...
... Top-down attention is considered to facilitate learning (Cardoso-Leite & Bavelier, 2014). In addition, several studies have demonstrated the benefits of 3D Action Video Games in educational settings, in particular on improving concentration and motivation (Bediou et al., 2018;Blaesius & Fleck, 2015;Franceschini et al., 2013;Franceschini et al., 2017;Green & Bavelier, 2012;Rello et al., 2015). Franceschini et al. (2013Franceschini et al. ( , 2017 add that the use of 3D Action Video ...
... Plusieurs auteurs font remarquer qu'il y a plusieurs types de jeu sérieux, et que le JVAS en 3D est celui qui est le mieux adapté au transfert de connaissances (Bediou et al., 2018 ;Dale et Shawn Green, 2017 ;Green et Bavelier, 2012 ;Green et Seitz, 2015 ;Franceschini et al., 2017 ;Nava et al., 2020). De plus, l'étude de Dale et al. (2020) ...
Thesis
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The study aims to understand and model knowledge relating to the design of personalized software for learning to read, dedicated to children who present dyslexic symptoms and attention deficit. Subsequently, it aims to evaluate the software created on its effectiveness for adaptive teaching according to the student’s profile. According to Cardoso-Leite and Bavelier (2014), 3D Action Video Games improve top-down attention. Top-down attention is intentional and corresponds to the individual’s internal factors, including their knowledge and goals (Katsuki & Constantinidis, 2014). Top-down attention is considered to facilitate learning (Cardoso-Leite & Bavelier, 2014). In addition, several studies have demonstrated the benefits of 3D Action Video Games in educational settings, in particular on improving concentration and motivation (Bediou et al., 2018; Blaesius & Fleck, 2015; Franceschini et al., 2013; Franceschini et al., 2017; Green & Bavelier, 2012; Rello et al., 2015). Franceschini et al. (2013, 2017) add that the use of 3D Action Video Games has a positive impact on the reading speed of dyslexic students. Our initial hypotheses are as follows: firstly, it is possible to create an educational 3D action video game while maintaining user motivation, secondly, the integration of a serious dimension personalized to the student into the game increases reading speed and decreases the number of errors during a calibrated reading test. In order to simplify the understanding of this document, we use the term “Serious Action Video Game” to name the educational object that will be created and evaluated. The research project aims firstly to develop a cognitive computer system adapted to the target audience. Secondly, it aims to integrate the serious elements proposed in a copy of the system. And finally, to evaluate the software in a natural environment to validate its effectiveness.
... In recent years, the rapid integration of digital devices into daily life has significantly reshaped the environments in which children develop, prompting concerns over their impact on cognitive growth [1][2][3][4][5]. While early and frequent exposure to digital devices, such as smartphones, tablets, and computers, has been hailed for offering cognitive enhancements, a growing body of evidence suggests that great exposure may also carry substantial risks [6][7][8]. ...
... Increased cognitive demands from multitasking and rapid information processing associated with digital media can elevate BDNF expression, thereby influencing neural connectivity and plasticity. Such a mechanism suggests a way that digital device usage could enhance cognitive functions such as visual-spatial skills [5,32]. However, the same mechanisms that potentially enhance certain cognitive abilities can also lead to negative outcomes. ...
... One of the primary positive effects noted in the literature is the enhancement of visuospatial skills. Studies have shown that video games, particularly those requiring spatial navigation, hand-eye coordination, and rapid processing of visual information, can significantly improve visuospatial abilities in children [5]. These skills are crucial for success in various academic and everyday tasks, such as reading maps, understanding graphs, and navigating physical spaces. ...
Article
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Citation: Clemente-Suárez, V.J.; Beltrán-Velasco, A.I.; Herrero-Roldán, S.; Rodriguez-Besteiro, S.; Martínez-Guardado, I.; Martín-Rodríguez, A.; Tornero-Aguilera, J.F. Digital Device Abstract: The increasing ubiquity of digital devices in childhood had outpaced the understanding of their effects on cognitive development, creating a significant research gap regarding their long-term impact. Objective: The present narrative overview explored the complex relationship between digital device usage and cognitive development in childhood. Methods: We conducted a comprehensive literature search across multiple databases, including PubMed, Embase, Scopus, and Web of Science, to critically assess cognitive domains such as attention, memory, executive functions, problem-solving skills, and social cognition. Incorporating over 157 peer-reviewed studies published between 2001 and 2024, we used strict inclusion and exclusion criteria to ensure scientific rigor. Results: The review integrated empirical findings with established theoretical frameworks, particularly from cognitive development and media psychology, to highlight both the advantages and risks of early, frequent exposure to technology. The potential for digital devices to enhance cognitive skills, such as multitasking and information processing, was weighed against risks such as cognitive overload, diminished attention spans, and impaired social skills. We also examined psychological and behavioral outcomes, including identity formation, emotional regulation, and maladaptive behaviors associated with excessive screen time. Additionally, we identified strategies to mitigate negative effects, emphasizing structured digital engagement and parental involvement to support healthy cognitive and psychological growth. Our findings provided actionable recommendations for parents, educators, and policymakers, promoting optimal digital practices that enhanced cognitive development while safeguarding against potential harms. Conclusions: The review offered essential insights for stakeholders in child development, education, and policy-making, highlighting the need for balanced integration of digital tools in childhood learning environments.
... Estudos demonstram que jogos digitais podem melhorar habilidades cognitivas, afetivas ISSN 1807-8931 temática e comportamentais em crianças e adolescentes, neurotípicos ou com distúrbios do neurodesenvolvimento, como o TDAH (Amon;Campbell, 2008;Bavelier et al., 2011;Alves;Bonfim, 2016;Ramos et al., 2018;Pimentel et al., 2021). Esses jogos capturam a atenção dos estudantes, facilitando o aprendizado, aumentando a motivação, melhorando a concentração e promovendo habilidades cognitivas e comportamentais (Green;Bavelier, 2012;Granic;Lobel;Engels, 2014;Ahmadi;Mitrovic;Najmi, 2015;Colder Carras et al., 2018). ...
... Para ilustrar a aplicação do método de análise de conteúdo e seu impacto prático, utilizou-se a entrevista com Shawn Green, pesquisador da área de jogos digitais para desenvolvimento cognitivo (Green;Bavelier, 2012;Green et al., 2018). Focando na interação entre jogos digitais de ação e cognição, a discussão proporcionou conhecimentos, unidades de informação, categorias e códigos para a análise de conteúdo. ...
... • Habilidades cognitivas e perceptivas: Jogos de ação melhoram memória de trabalho, atenção seletiva, multitarefa e sensibilidade ao contraste, com melhorias significativas em jogadores regulares (Green;Bavelier, 2012). ...
Article
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Este artigo explora o segundo estudo de uma pesquisa de doutorado que adota o Design Science Research (DSR) como método. O foco foi desenvolver um Guia Didático para orientar professores da educação básica na incorporação de jogos digitais no ensino de estudantes com Transtorno do Déficit de Atenção e Hiperatividade (TDAH). O estudo inicial envolveu uma revisão da literatura e análise de entrevistas com especialistas, iden-tificando lacunas entre teoria e prática educacional. O Guia fornece diretrizes práticas para integrar jogos digitais no ensino, visando desenvolver habilidades cognitivas, afeti-vas e comportamentais dos estudantes. Sua construção foi iterativa e incremental, baseada na revisão da literatura e na análise de conteúdo das entrevistas. Os estudos subsequentes incluem a validação do Guia por especialistas, a capacitação de professores em oficinas e a observação de professores utilizando o Guia em sala de aula para garantir seu aprimoramento contínuo.
... This improvement is observed irrespective of the group, suggesting that the training is effective even in children in the general population. These results are consistent with existing literature, which indicates that SGs and AVGs generally facilitate learning and improve the specific competencies underlying the use of such games [38]. ...
... Moreover, these games demand the ability to identify task-relevant information and suppress irrelevant information. For instance, enhancements in visuospatial and visual attention skills have been extensively reported in the literature following the use of action-video games [38]- [40]. Our results are in line with these findings. ...
... Overall, the findings of our study are aligned with existing evidence, revealing improvements in all those skills that are specifically needed to play an action-video game (Auditory Attention, Visual Attention, Inhibition, and Switching). Improvements in attentional control can have broader and cascading positive effects on everyday life, enhancing individuals' abilities to adapt more flexibly to new situations and to learn new skills more quickly [38]. With respect to this, an interesting meta-analysis [46] shows the existence of a general improvement in the speed of processing visual stimuli in action video-game users, without a corresponding decrease in accuracy in rapid response and inhibition tasks or working memory. ...
Conference Paper
Although it is increasingly common to use digital games for the cognitive training, to date there is still a need for more studies of the effectiveness of neuropsychological treatments based on digital games, especially for populations with Specific Learning Disorders (SLDs). This study aims to present the effectiveness of Eye-Riders, a serious game developed to train executive functions in neurodiverse children. A group of 41 children (age range 7–9 years) participated in the study: 13 with SLDs and 28 with typical development. The training consisted in playing Eye-Riders in 9 sessions of 20 minutes each, with a frequency of 3 times a week for three weeks. The effectiveness of the training was assessed by means of the Nepsy-II battery of executive and attentional function scales, administered before and after the training. The gaming style was measured by Gaming Style Questionnaire (GSQ). The results showed significant improvement in the skills of Auditory Attention, Visual Attention, Inhibition and Switching in both groups. These results had a positive impact in reading abilities. In addition, the results reveal that in children with SLD, the improvement achieved in visual attention skills can be attributed to the improvement in game performance. In conclusion, Eye-Riders is an effective video game to of executive functions in neurodivergent children.
... Video games offer an interactive experience that often demands constant player attention and engagement, depending on the specific type of video game [58][59][60]. Action video games, in particular, seems to benefit attention, with a plethora of studies demonstrating a positive relationship [61][62][63][64][65][66][67]. Action video games exhibit an interesting, sex-related effect on attention, with women benefiting more from playing such games than men [68]. ...
... Additionally, recognizing and identifying an opponent before engagement is key to effective performance. These requirements underscore the need for high levels of both reaction speed and attentional speed when playing FPS and action games [61,62,144,145]. The findings from the present study align with these observations, as evidenced by the significant associations between AGS and attentional speed, and the positive correlations between AGS and both attentional and psychomotor speed. ...
Article
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The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants’ gaming skills across six genres and overall proficiency. A total of 88 individuals aged 20–40 participated, completing assessments of empathy and six cognitive abilities: verbal short-term memory, verbal working memory, visuospatial short-term memory, visuospatial working memory, psychomotor speed (hand–eye coordination), and attention. Participants’ cognitive abilities were examined using the Digit Span Test, Corsi Block Test, and Deary–Liewald Reaction Time Task, while empathy was assessed using the Empathy Quotient Questionnaire. Findings indicate that higher levels of videogaming proficiency are linked to improvements in visuospatial short-term and working memory, psychomotor speed, and attention. Specific genres enhanced particular skills: RPGs were positively associated with both verbal working memory and visuospatial short-term memory, but were negatively associated with empathy; action games improved psychomotor speed and attention; and puzzle games showed a positive relationship with visuospatial working memory. These results add to ongoing research on the cognitive and affective effects of video games, suggesting their potential to enhance specific cognitive functions. They also highlight the complex relationship between video games and empathy. Future research should explore the long-term impacts and genre-specific effects.
... Prior studies have found that computer-based training or games may enhance cognitive functions associated with wayfinding (Green & Bavelier, 2003;Law et al., 2022), and possibly motor skills (Castel et al., 2005). In a more general sense, studies suggest that game-like interventions can enhance cognitive functions or manage cognitive impairment in older adults (Kelly et al., 2021), and promote general learning (Green & Bavelier, 2012). However, findings regarding transfer of learning, the ability to apply skills learned in a gaming or training context to real-world scenarios (Barnett & Ceci, 2002), has been limited in studies of "brain training" interventions (Owen et al., 2010). ...
... This was also suggested by the ratings of higher workload among those in the VR group. It is possible that the VR training intervention promoted more spatial learning (Meade et al., 2019;Parong et al., 2020), similar to what had been found for action video games (Green & Bavelier, 2012). Although the VR training intervention was not specifically created as a game and lacked some key elements recommended for fostering engagement and the appropriate level of cognitive load (Pasqualotto et al., 2023), it probably enhanced engagement through the sense of spatial presence (Kalantari et al., 2023) and induced cognitive load through tasks related to navigation and the use of teleportation controls. ...
Preprint
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Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups: active VR training, passive video training, and no training, assigned randomly. The training featured 5 tasks in a digital version of a real building. Post-training assessments had 10 tasks in this building, half familiar from training and half new. The study was double-blinded, with each intervention lasting 10 minutes. Participants. A convenience sample of 49 participants; inclusion criteria: age >58, unfamiliar with the building; exclusion criteria: mobility or vision impairments, history of motion sickness, or medical implants. Outcomes. Time spent and Distance traveled on each wayfinding task with a fixed 10-min limit. Results. Participants in VR group reported moderate usability (63.82, SD=14.55) with respect to the training intervention and high Self Location (3.71, SD=0.94). There were no differences in task performance among the groups in the similar tasks. In the new tasks, compared to the control condition, Time spent on tasks was marginally significantly reduced in the VR group; Distance traveled to finish tasks was also reduced in the VR group, and marginally significantly reduced in the Video training group. No differences were found between VR and Video conditions. No adverse effects were reported during or post intervention. Conclusions. This study provides preliminary evidence that VR training can effectively improve wayfinding performance in older adults with no reported adverse effect.
... Both can occur when a training induces neuronal plasticity, however, transfer effects to other functions are generally welcome in rehabilitation settings (e.g., a specific training leads to better daily-life performance), while interference effects should be minimized (e.g., two therapeutical interventions interfere and, thereby, hinder each other's effects) (55). Motor-cognitive exergames, in contrast to single cognitive trainings, have been shown to produce transfer effects to untrained cognitive functions (100). A possible mechanism of this success may be that by exergaming, the trainee learns/trains how to learn, which then improves coping with new tasks in daily life (100). ...
... Motor-cognitive exergames, in contrast to single cognitive trainings, have been shown to produce transfer effects to untrained cognitive functions (100). A possible mechanism of this success may be that by exergaming, the trainee learns/trains how to learn, which then improves coping with new tasks in daily life (100). Furthermore, integrated motor-cognitive tasks such as exergames may avoid interference effects as the motor and cognitive sub-tasks share one goal, which is why none of them has to be prioritized [such as in a classical dual-task, (19)]. ...
Article
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Background: Coping with residual cognitive and gait impairments is a prominent unmet need in community-dwelling chronic stroke survivors. Motor-cognitive exergames may be promising to address this unmet need. However, many studies have so far implemented motor-cognitive exergame interventions in an unstructured manner and suitable application protocols remain yet unclear. We, therefore, aimed to summarize existing literature on this topic, and developed a training concept for motor-cognitive exergame interventions in chronic stroke. Methods: The development of the training concept for personalized motor-cognitive exergame training for stroke (PEMOCS) followed Theory Derivation procedures. This comprised (1.1) a thorough (narrative) literature search on long-term stroke rehabilitation; (1.2) a wider literature search beyond the topic of interest to identify analogies, and to induce creativity; (2) the identification of parent theories; (3) the adoption of suitable content or structure of the main parent theory; and (4) the induction of modifications to adapt it to the new field of interest. We also considered several aspects of the “Framework for Developing and Evaluating Complex Interventions” by the Medical Research Council. Specifically, a feasibility study was conducted, and refining actions based on the findings were performed. Results: A training concept for improving cognitive functions and gait in community-dwelling chronic stroke survivors should consider the principles for neuroplasticity, (motor) skill learning, and training. We suggest using a step-based exergame training for at least 12 weeks, 2–3 times a week for approximately 45 min. Gentile's Taxonomy for Motor Learning was identified as suitable fundament for the personalized progression and variability rules, and extended by a third cognitive dimension. Concepts and models from related fields inspired further additions and modifications to the concept. Conclusion: We propose the PEMOCS concept for improving cognitive functioning and gait in community-dwelling chronic stroke survivors, which serves as a guide for structuring and implementing motor-cognitive exergame interventions. Future research should focus on developing objective performance parameters that enable personalized progression independent of the chosen exergame type.
... This process engages higher-level visual pathways and working memory (see Knudsen, 2007 [34], for a review). An open question remains: do high-level training tasks that target high-level cortical processing, such as video game tasks [35,36] or attention-based tasks [13], also induce functional changes in early visual cortex, such as V1? ...
Article
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Background: Amblyopia is a neurodevelopmental disorder of vision, commonly caused by strabismus or anisometropia during early childhood. While studies demonstrated that perceptual learning improves visual acuity and stereopsis in adults with amblyopia, accompanying changes in visual cortical function remain unclear. Methods: We measured functional magnetic resonance imaging (fMRI) responses before and after perceptual learning in seven adults with amblyopia. Our learning tasks involved dichoptic high-attention-demand tasks that avoided V1 function-related tasks and required high-level cortical functions (e.g., intraparietal sulcus) to train the amblyopic eye. Results: Perceptual learning induced low-level visual cortical function changes, which were strongly associated with the etiology of amblyopia and visual function improvements. Anisometropic amblyopes showed functional improvements across all regions of interest (ROIs: V1, V2, V3, V3A, and hV4), along with improvements in visual acuity and stereoacuity. In contrast, strabismic amblyopes showed robust improvements in visual cortical functions only in individuals who experienced significant gains in visual acuity and stereoacuity. Notably, improvements in V1 functions were significantly correlated with the magnitude of visual acuity and stereoacuity improvements when combining both anisometropic and strabismic amblyopes. Conclusions: Our findings provide evidence that learning occurs in both high-level and low-level cortical processes. Our study suggests that early intervention to correct eye alignment (e.g., strabismus surgery) is critical for restoring both visual and cortical functions in strabismic amblyopia.
... Autores como Green & Bavelier (2012) han explorado cómo los videojuegos afectan las habilidades cognitivas de los jugadores, destacando que ciertos tipos de juegos pueden mejorar la atención visual y las habilidades espaciales. Por otro lado, investigaciones como las de Bushman & Anderson (2023) indican que muchas organizaciones profesionales y científicas se han pronunciado sobre los efectos nocivos de los medios violentos en niños y adolescentes. ...
Article
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Este artículo realiza un análisis crítico de los videojuegos Narcos: Cartel Wars y CrisTales, ambos ambientados en Colombia, considerando la conformación de la condición juvenil a través del consumo de videojuegos. Narcos se centra en el narcotráfico, mostrando asociaciones con la guerra y la violencia, mientras que CrisTales destaca por su estética femenina, con énfasis en los paisajes y la cultura colombianos, evocando una experiencia de juego fantástica y colorida. La condición juvenil se explora desde una perspectiva de género, considerando la separación de las dimensiones femenina y masculina, que se basan en la conexión emocional y estética de los jóvenes con los videojuegos. Además, se destaca la importancia de los videojuegos en la formación cultural y social de los jóvenes, ofreciendo medios para explorar narrativas complejas y expresar identidades.
... A comprehensive understanding of learning is crucial, as it encompasses more than just absorbing information; it involves adapting to changes and fostering growth. This Miftahul Jannah et al. / Development of PBL-Based Student Worksheets to Improve Collaborative Skills on the Effect of Environmental Temperature on Body Temperature Material perspective emphasizes the importance of creating conditions that enhance student achievement and build a strong foundation of character and resilience for navigating challenges, both now and in the future (Ambrose et al., 2010;Green & Bavelier, 2012). Learning goes beyond memorization; it involves connecting ideas, integrating past and new knowledge, encouraging independent and critical thinking, and applying knowledge in diverse contexts. ...
Article
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In the context of contemporary education, learning tools are a crucial factor in facilitating adaptive, creative and student-centered learning to meet expected and desired learning outcomes and skills. This study aimed to produce PBL-based student worksheets on the effect of environmental temperature on body temperature that is suitable for in science learning activities and to find out their practicality to improve students' collaborative skills. This research and development (RD) study used the Four D model (define, design, development, and disseminate). The feasibility and practicality of student worksheets were known to four experts, six teachers, and 17 students. Testing the feasibility and practicality of PBL-based student worksheet to improve students' collaborative skills was carried out using a product feasibility questionnaire analysis with 5 aspects (content, language, presentation, graphics, and PBL components) and a product practicality questionnaire with 3 aspects (ease of use, attractiveness, and efficiency). The research results show that PBL-based student worksheets have an average total score of 138.2 with a 'very good' classification, showing positive results in terms of feasibility and practicality. So, this student worksheet can be used in science learning activities and can be used as a sufficient means to improve collaborative skills. Therefore, science teachers should adopt this PBL-based student worksheet to support their learning activities.
... Her studies have demonstrated that action video games can lead to various neurological learning benefits. For instance, Bavelier et al. (2012) found that action video game players exhibit enhanced attentional control, improved spatial cognition, and increased visual acuity compared to non-gamers. These findings suggest that video games can positively influence attentional processes and cognitive abilities. ...
Chapter
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This introductory article provides a discursive overview of the forthcoming book that explores the intersection of gaming and geography. The book seeks to advance the consideration of video games as a significant geographical medium, acknowledging the role of digital spaces and worlds in shaping our experiences and perceptions. It aims to offer a comprehensive overview of current discourses within the realm of video game research, particularly focusing on geography and geography education, which remain relatively nascent fields. By transferring research questions from various geographical sub-disciplines to the context of video games, the book encourages scholars to reflect on the geographical potential of video games and their implications for education. Additionally, the book endeavors to make the concept of reflexivity within digital spaces more accessible and relevant to geographical education. Through a combination of theoretical insights, empirical evidence, and practical examples from both school and university settings, the book aims to bridge the gap between discourse and practice, enriching the pedagogical approach to geography with innovative perspectives from video game studies.
... Le programme WIST permet la reconnaissance automatique des mots fréquents et ainsi accélère la vitesse de lecture. Il importe de souligner que le jeu vidéo d'action en 3D est bien adapté au transfert de connaissances (Bediou et al., 2018 ;Green et Bavelier, 2012). ...
Conference Paper
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Notre communication inscrite sous le thème « Intelligence artificielle dans l'éducation : usages et éthique » vise à partager une expérience pédagonumérique réalisée dans le cadre du programme de Certificat en accompagnement à l'enseignement primaire, offert à l’UQAT aux étudiantes et aux étudiants de premier cycle en éducation. Plus précisément, notre pratique a été réalisée dans le cours « EDU2205 L'univers social comme objet d'apprentissage », en formation à distance asynchrone. Jusqu’à maintenant, deux cohortes de 85 et de 74 personnes étudiantes ont expérimenté le dispositif aux sessions d’été et d’automne 2023.
... For example, in a first-person shooting game (i.e., Overwatch), a player must quickly determine where other players have previously attacked and predict their possible current and next locations. Training to track and store information is associated with improved working memory in AVGPs [49,50]. Improved working memory allows players to retain task statistics during sequential tasks and respond more quickly and accurately. ...
Article
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In contrast to conventional cognitive training paradigms, where learning effects are specific to trained parameters, playing action video games has been shown to produce broad enhancements in many cognitive functions. These remarkable generalizations challenge the conventional theory of generalization that learned knowledge can be immediately applied to novel situations (i.e., immediate generalization). Instead, a new “learning to learn” theory has recently been proposed, suggesting that these broad generalizations are attained because action video game players (AVGPs) can quickly acquire the statistical regularities of novel tasks in order to increase the learning rate and ultimately achieve better performance. Although enhanced learning rate has been found for several tasks, it remains unclear whether AVGPs efficiently learn task statistics and use learned task knowledge to guide learning. To address this question, we tested 34 AVGPs and 36 non-video game players (NVGPs) on a cue-response associative learning task. Importantly, unlike conventional cognitive tasks with fixed task statistics, in this task, cue-response associations either remain stable or change rapidly (i.e., are volatile) in different blocks. To complete the task, participants should not only learn the lower-level cue-response associations through explicit feedback but also actively estimate the high-level task statistics (i.e., volatility) to dynamically guide lower-level learning. Such a dual learning system is modelled using a hierarchical Bayesian learning framework, and we found that AVGPs indeed quickly extract the volatility information and use the estimated higher volatility to accelerate learning of the cue-response associations. These results provide strong evidence for the “learning to learn” theory of generalization in AVGPs. Taken together, our work highlights enhanced hierarchical learning of both task statistics and cognitive abilities as a mechanism underlying the broad enhancements associated with action video game play.
... Strategi pembelajaran berbasis permainan ini berhasil karena pengalaman belajar yang berpusat pada partisipasi aktif dan interaksi para siswa. Hal ini juga mensinyalir bahwa metode pendidikan saat ini kurang melibatkan siswa dalam proses pembelajaran [6]. ...
... The results suggest that increased myelination (increased FA) in right-sided frontal fiber tracts may be the result of extended gaming. Other studies suggest that playing action video games, but not other types of games produced improved attention and learning [11,12]. It is not clear what games were involved in the internet addiction results [9]. ...
Article
ZUSAMMENFASSUNG In diesem Beitrag werden die zahlreichen Beiträge von Manfred Spitzer gewürdigt, wobei der Schwerpunkt auf seinem Ansatz zur Sucht bei digitalen Geräten liegt. Wir zeigen, dass die Abhängigkeit von einigen Substanzen das Netzwerk der exekutiven Aufmerksamkeit betrifft. Studien am Menschen zeigen, dass Meditationstraining die Konnektivität in diesem Netzwerk verbessern, und diese Veränderung im Gehirn den Substanzmissbrauch verringern kann. Bei Mäusen verbessert niederfrequente Hirnstimulation die Konnektivität des exekutiven Aufmerksamkeitsnetzwerks und reduziert, wie Meditation, die Angst. Wir argumentieren, dass sowohl Meditationstraining als auch Hirnstimulation die Selbstkontrolle bei Menschen verbessern können, die aufgrund von digitaler Sucht mit anhaltender Aufmerksamkeit zu kämpfen haben. Wir verweisen auch auf einige kognitive und Verhaltenstherapien, die zur Behandlung von Sucht eingesetzt werden. Wir glauben, dass ihre Ergebnisse im Rahmen der Aufmerksamkeitsnetze erklärt werden können. Weitere Forschungsarbeiten sollten dazu dienen, diese Ideen zu testen und sie denjenigen zugänglich zu machen, die aufgrund der übermäßigen Nutzung digitaler Medien Schwierigkeiten haben.
... This study found that game genres marginally significantly moderated the relationship between digital game use and flexibility, with the effect of action and shooter game use showing greater strength. Differing from other genres, action and shooter games emphasize peripheral visual processing and distraction (Green & Bavelier, 2012). Research indicates that action and shooter games enhance the visual breadth of the entire visual field, including center (target and task) and peripheral visual processing (Green & Bavelier, 2006;Spence & Feng, 2010), therefore by improving cognitive flexibility among gamers. ...
Article
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With the increasing popularity of the Internet, there is significant interest among academics and the public in understanding the relationship between the Internet and individual development. However, the association between digital games use and creativity has been a topic of controversy, as highlighted in previous research. This study aimed to investigate the potential moderating effect of cultural backgrounds on the relationship between digital games use and creativity. To examine this hypothesis, a meta-analysis of 11 papers (51 effect values) was conducted. The findings revealed digital games use was significantly correlated with originality and elaboration, rather than fluency and flexibility. Moreover, the relationship between digital games use and originality was found to be moderated by cultural collectivism-individualism. Specifically, as the level of individualistic culture increased, the strength of the correlation between digital games use and originality gradually diminished. No such moderating effect was observed for other dimensions of creativity. These results hold important theoretical implications for understanding the impact of digital games use on individual cognitive development. Additionally, they provide practical insights for offering sensitive recommendations on how to effectively harness the positive effects of digital games.
... ion and engagement, depending on the specific type of videogame. (Baniqued et al., 2014;Cardoso-Leite & Bavelier, 2014;Mishra et al., 2012). Action videogames, in particular, seems to benefit attention, with a plethora of studies demonstrating a positive relationship (Alho et al., 2022;Bavelier & Green, 2019;Bediou et al., 2018Bediou et al., , 2023C. S. Green & Bavelier, 2012;Hubert-Wallander et al., 2011;Sampalo et al., 2023). Action video games exhibit an interesting, sex-related effect on attention, with women benefiting more from playing such games, than men (Feng et al., 2007). Action games aren't the only genre that improves the attention of their players, RPGs appear to exhibit the same level of benefi ...
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The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants' gaming skills across six genres and overall proficiency. Eighty-eight individuals aged 20-40 participated, completed assessments of empathy and six cognitive abilities: verbal short-term memory, verbal working memory, visuospatial short-term memory, visuospatial working memory, psychomotor speed (hand-eye coordination), and attention. Cognitive abilities were examined using the Digit Span Test, Corsi Block Test, and Deary-Liewald Reaction Time Task, while empathy was assessed using the Empathy Quotient Questionnaire. Findings indicate that high video game skill levels correlate with improvements in visuospatial short-term and working memory, psychomotor speed, and attention. Different genres enhanced specific skills: RPGs positively influenced verbal working and visuospatial short-term memory but negatively affected empathy; action games improved psychomotor speed and attention; and puzzle games benefited visuospatial working memory. These promising results contribute positively to ongoing research on the cognitive and affective effects of video games, highlighting the potential for video games to enhance certain cognitive functions while also underscoring the complexity of their impact on empathy. Future research should further investigate genre-specific effects and long-term outcomes.
... Videogames offer an interactive experience that often demands constant player attention and engagement, depending on the specific type of videogame [57][58][59]. Action videogames, in particular, seems to benefit attention, with a plethora of studies demonstrating a positive relationship [60][61][62][63][64][65][66]. Action video games exhibit an interesting, sex-related effect on attention, with women benefiting more from playing such games, than men [67]. ...
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Full-text available
The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants' gaming skills across six genres and overall proficiency. Eighty-eight individuals aged 20-40 participated, completed assessments of empathy and six cognitive abilities: verbal short-term memory, verbal working memory, visuospatial short-term memory, visuospatial working memory, psychomotor speed (hand-eye coordination), and attention. Cognitive abilities were examined using the Digit Span Test, Corsi Block Test, and Deary-Liewald Reaction Time Task, while empathy was assessed using the Empathy Quotient Questionnaire. Findings indicate that high video game skill levels correlate with improvements in visuospatial short-term and working memory, psychomotor speed, and attention. Different genres enhanced specific skills: RPGs positively influenced verbal working and visuospatial short-term memory but negatively affected empathy; action games improved psychomotor speed and attention; and puzzle games benefited visuospatial working memory. These promising results contribute positively to ongoing research on the cognitive and affective effects of video games, highlighting the potential for video games to enhance certain cognitive functions while also underscoring the complexity of their impact on empathy. Future research should further investigate genre-specific effects and long-term outcomes.
... However, other studies have highlighted potential benefits associated with playing video games. Some research suggested that gaming can aid in stress relief (e.g., Russoniello et al., 2009), and contribute to cognitive improvements, including the development of spatial skills (e.g., Uttal et al., 2013) and increased attention (e.g., Green & Bavelier, 2012). Additionally, video gaming has been linked to enhanced creativity (e.g., Jackson et al., 2012) and improvements in social skills (e.g., Ewoldsen et al., 2012). ...
Article
Background The gaming industry is experiencing rapid growth, and videogames in various forms have become an integral part of our daily routines. While research has delved into motivations for playing specific types of videogames, such as online multiplayer games, there is still a need for exploration of the broader concept of video game engagement, irrespective of the genre. Aim The primary aim of this study was to develop and validate a gaming motivation scale that focuses on the intrinsic reasons and psychological aspects of video game motivation. Additionally, the goal was to create a scale that does not rely on game genres to assess gamers’ motivational profiles. Research methods The study was conducted in two phases, involving a total of 2641 Italian participants. In the first phase, exploratory factor analysis (EFA) was performed with data from Italian 543 participants ( M = 28.92; sd = 8.26). In the second phase, confirmatory factor analysis (CFA) was conducted with data collected from 2098 participants ( M = 31.60, sd = 8.81), showing an adequate fit to the theorized model (𝑥 ² (878) =3843.28; CFI = .95, TLI = .95, RMSEA = .040, and SRMR = .042). Key Findings and Discussion In the first part of the study, EFA confirmed 14 dimensions out of the original 18. While CFA demonstrated that the scale had good reliability, with values ranging from .77 to .94. Furthermore, significant correlations were found between the Psychological Motivations for playing Video Games (PMPVGs) scale and dimensions from the Motives for Online Gaming Questionnaire (MOGQ) and Gaming Motivation Scale (GAMS) scales. The final version of the scale comprises 12 dimensions with 45 items in total and it holds potential to explore the players’ psychological needs satisfied through the gaming activity.
... Active control groups, matched to the intervention as best as possible on training intensity, motivation, and engagement, are the gold standard in intervention studies (Green & Bavelier, 2012). Active control groups are crucial to establish that any effects found are a direct result of the intervention itself, rather than social impacts, expectation effects of training, or the repetition or structure of completing a daily or regular task (Green et al., 2014). ...
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Whether brain training programmes are effective and have transferable benefits to wider cognitive abilities is controversial, especially in older adult populations. We assessed, in a randomised controlled intervention study, whether a commercially available brain training programme can induce cognitive improvements in a sample of healthy older adults (N = 103). Participants completed a three-month intervention of either an adaptive computerised cognitive training programme (through a brain training app) or active control. Cognition was measured through a comprehensive battery of tasks pre- and post-intervention to assess working memory, processing speed, attention, and language functioning. Participants in the intervention group significantly improved on all tasks that were trained specifically within the brain training programme (i.e. practice effects). However, for the cognitive tasks tested pre- and post-intervention there was no evidence of any of these practice effects transferring to improvements in cognitive outcome measures compared to the active control group (i.e. transfer effects). Our results indicate that the benefits of brain training programmes appear to be limited to practice effects of trained tasks, while no evidence is found for transfer effects to other, related or unrelated, untrained cognitive tasks.
... In addition, developing depression in old age is a risk factor for Alzheimer's disease or dementia (Takeda, 2010). It has been reported that esports experience increases blood flow in the brain, and it is expected to prevent cognitive decline (Green & Bavelier, 2012;Matsuno, 2021;Toril et al., 2014). Since it can provide pleasant stimulation to elderly individuals, it may be able to promote mental health as well. ...
... Recognizing human behavior in feedback mechanisms is crucial for effective training outcomes [12]. Recent studies reported that incorporating human behavior recognition, along with task performance, in adaptive training paradigms can significantly enhance participants' engagement and learning outcomes [7,8,13]. Current methods for behavior recognition rely heavily on behavioral experts to observe and evaluate human behavior either in real-time during experimental sessions [14] or through analysis of video recordings post-experiment [15][16][17]. ...
Article
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Collaborative virtual environment (CVE)-based teamwork training offers a promising avenue for inclusive teamwork training. The incorporation of a feedback mechanism within virtual training environments can enhance the training experience by scaffolding learning and promoting active collaboration. However, an effective feedback mechanism requires a robust prediction model of collaborative behaviors. This paper presents a novel approach using hidden Markov models (HMMs) to predict human behavior in collaborative interactions based on multimodal signals collected from a CVE-based teamwork training simulator. The HMM was trained using k-fold cross-validation, achieving an accuracy of 97.77%. The HMM was evaluated against expert-labeled data and compared against a rule-based prediction model, demonstrating the superior predictive capabilities of the HMM, with the HMM achieving 90.59% accuracy compared to 76.53% for the rule-based model. These results highlight the potential of HMMs to predict collaborative behaviors that could be used in a feedback mechanism to enhance teamwork training experiences despite the complexity of these behaviors. This research contributes to advancing inclusive and supportive virtual learning environments, bridging gaps in cross-neurotype collaborations.
... Cognitive function can be improved by enhancing the ability to learn new tasks. 24 Moreover, higher motivation is reported to be associated with greater compliance and better intervention outcomes. 25,26 In this study, the non-specific computer training group was required to continuously adapt to new tasks, potentially having positive effects on attention and leading to better cognitive functions. ...
Article
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Objective The rising prevalence of mild cognitive impairment (MCI) has spurred interest in innovative cognitive rehabilitation approaches, including serious games. This review summarizes randomized clinical trials (RCTs) exploring the impact of serious games on MCI patients. Methods We conducted a comprehensive data search using key terms such as “gamification,” “digital therapy,” “cognition,” “mild cognitive impairment,” and “Alzheimer’s disease.” We exclusively considered published RCTs, excluding animal studies and basic research. Results We identified eight RCTs. Four RCTs examined the effects of serious games using cognitive training for MCI patients. Notably, one study found that non-specific training (Nintendo Wii) significantly enhanced cognitive function and quality of life compared to cognition-specific computer training (CoTras). Among the remaining three RCTs, one specifically demonstrated that personalized serious game-based cognitive training yielded superior cognitive outcomes and reduced depressive symptoms. One RCT focused on serious games incorporating physical exercise, highlighting the effectiveness of kinetic-based exergaming in enhancing overall cognition. Three RCT focused on combined cognitive training and physical exercise. A double-blind RCT revealed that progressive resistance training or standalone physical exercise outperformed the combined approach in improving executive function and global cognition. Two additional RCTs reported positive outcomes, including improvements in cognitive function and electroencephalogram patterns associated with game-based interventions. Conclusion Serious games, whether focusing on cognitive training, physical exercise, or a combination of both, have potential to improve cognitive and functional outcomes in individuals with MCI. Further research and standardization of protocols are needed to better understand the full potential of serious games in MCI.
... This is all the more problematic given the literature surrounding video games and cognitive performance which has made clear that not all games are created equal with respect to how they impact the brain and behavior. In fact, playing some genres of video games (e.g., action video games or first/third person shooter games), but not others (e.g., life simulation games), has been associated with enhancements in cognitive function (Argyriou et al., 2017;Dale & Green, 2017;Green & Bavelier, 2003;Green & Bavelier, 2012). A more controlled study design meant to examine J o u r n a l P r e -p r o o f Journal Pre-proof the link between hours of gameplay and symptoms of IGD would involve focusing on a single game-type, or even better, a single game. ...
... Le programme WIST permet la reconnaissance automatique des mots fréquents et ainsi accélère la vitesse de lecture. Il importe de souligner que le jeu vidéo d'action en 3D est bien adapté au transfert de connaissances (Bediou et al., 2018 ;Green et Bavelier, 2012). ...
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Au cours des deux dernières décennies, l’approche par compétences a conquis le monde tout en se focalisant sur les compétences et leur développement. Dans une formation en ligne ou en présentiel, l’établissement de référentiels de compétences est devenu une obligation pour définir les compétences visées. Sauf que l’usage d’un référentiel de compétence dans une formation en ligne nous pousse à s’interroger sur le processus impliqué dans la mise en œuvre des compétences et sur le rôle que peut jouer ce référentiel dans l’évaluation des compétences visées par cette formation. Pour répondre à ces interrogations, une formation a été conçue et mise sur un dispositif en ligne, destinée aux doctorants et aux docteurs afin de leur permettre d’acquérir une identité professionnelle fondée sur un référentiel des compétences nécessaires à mobiliser pour enseigner dans le supérieur. Dans cette perspective, un référentiel de compétences a été adapté, des contenus et des documents authentiques didactisés relatifs à chaque compétence ont été présentés et des activités adéquates pour valider les compétences visées. A travers cette expérimentation, nous tenterons de montrer comment un référentiel de compétences peut être un outil de conception et d’évaluation d’un cursus de formation en ligne.
... Keen observation and concentration are therefore crucial to the mastery of movement techniques, and PA encourages children to learn to concentrate and react quickly. For example, when participating in action-based video games or somatosensory games (e.g., Wii Sports), children need to be able to distinguish between their left and right hands, as well as directions, to be able to steer their movements correctly and experience the game through bodily participation; this improves their perception-related abilities (e.g., reactions, visual perception, attentional control) while also effectively cultivating their adaptability to the digital world (Green and Bavelier, 2012;Franceschini et al., 2021;Achtman et al., 2008;Chang and Yen, 2023). ...
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Perception is an essential component of children’s psychological development, which is foundational to children’s ability to understand and adapt to their external environment. Perception is also a crucial tool for understand and navigating one’s surroundings, enabling children to identify objects and react appropriately to settings or situations. Substantial evidence indicates that engaging in physical activity is beneficial for the development of children’s perceptual abilities, as the two are closely intertwined. Still, more research is necessary to gain a full understanding of the impact of physical activity on children's perception. To further identify and quantify the effects of physical activity on a number of specific perceptions in children. Systematic review and meta-analysis. Searches were performed using five online databases (i.e., PubMed, SPORTDiscus, PsycINFO, Web of Science, and Cochrane Library) for articles published up to and including June 2023 to identify eligible citations. A total of 12 randomized controlled trials, encompassing 1,761 children under the age of 12, were analyzed. Overall, physical activity as an intervention showed a notable effect on the development of children’s perceptions. The meta-analysis indicated that participating in physical activity for 30 minutes around, daily, had a greater impact on children’s visual perception and executive functioning than on their motor perception, body perception, and global self-worth (SMD = 1.33, 95% CI: 0.75, 1.91, p < 0.001). The effects of physical activity on children’s perception performance varied by participant characteristics, with physical activity having better effects on body perception and overall self-worth in children who were obese or overweight. Furthermore, physical activity can also enhance executive function and attention in children with developmental coordination disorders. The effects of physical activity on children’s perception performance varied according to the intervention time, with different activity durations resulting in different perception performances. Therefore, parents and educators must prioritize an appropriate length of physical activity time for children to ensure their optimal growth and development. Registration and protocol CRD42023441119.
... Furthermore, differences in videogame genres may lead to differential effects on players' cognitive abilities [89][90][91][92][93]. Some research indicates that five factors in each videogame determine how it will affect its players, with the factors being the content, the context, the structure, the mechanics, and the amount of play [83][84][85][86]94]. Other researchers have also added that the game environment, whether two-or three-dimensional, and engagement factor play a role in determining the effect on cognition [87,88]. ...
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Videogames have been the focus of research since their widespread popularity, with particular emphasis on their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. This study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and to assess the impact of gaming skills in six different genres (Sports, First-Person Shooters, Role-Playing Games, Action-Adventure, Strategy, and Puzzle Games) on adolescents’ cognitive and affective abilities. The GSQ exhibited strong reliability and validity, highlighting its potential as a valuable tool. Gaming skills positively affected executive function, memory, overall cognition, cognitive flexibility, and emotion recognition, except for empathy. Various game genres had different effects on cognitive and affective abilities, with verbal fluency influenced mainly by sports, executive functions by action, strategy, and puzzle, and emotion recognition positively impacted by action and puzzle but negatively by sports and strategy games. Both age and gaming skills influenced cognitive flexibility, with gaming having a greater effect. These intriguing genre-specific effects on cognitive and affective functioning postulate further research with GSQ's contribution.
... AVG. The commercial game "Space Invaders Extreme 2" was used as it has all mechanisms characterising AVG (i.e., presentation of multiple peripheral, rapidly moving, spatiotemporally unpredictable stimuli 8,9 ). The game was played on a Nintendo DS ® console characterised by two screens from which the player can monitor the movement of the enemies and of his/her spaceship. ...
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Action video-games (AVGs) could improve reading efficiency, enhancing not only visual attention but also phonological processing. Here we tested the AVG effects upon three consolidated language-based predictors of reading development in a sample of 79 pre-readers at-risk and 41 non-at-risk for developmental dyslexia. At-risk children were impaired in either phonemic awareness (i.e., phoneme discrimination task), phonological working memory (i.e., pseudoword repetition task) or rapid automatized naming (i.e., RAN of colours task). At-risk children were assigned to different groups by using an unequal allocation randomization: (1) AVG ( n = 43), (2) Serious Non-Action Video Game ( n = 11), (3) treatment-as-usual (i.e., speech therapy, n = 11), and (4) waiting list ( n = 14). Pre- and post-training comparisons show that only phonemic awareness has a significantly higher improvement in the AVG group compared to the waiting list, the non-AVG, and the treatment-as-usual groups, as well as the combined active groups ( n = 22). This cross-modal plastic change: (i) leads to a recovery in phonemic awareness when compared to the not-at-risk pre-readers; (ii) is present in more than 80% of AVG at-risk pre-readers, and; (iii) is maintained at a 6-months follow-up. The present findings indicate that this specific multisensory attentional training positively affects how phonemic awareness develops in pre-readers at risk for developmental dyslexia, paving the way for innovative prevention programs.
... Furthermore, differences in videogame genres may lead to differential effects on players' cognitive abilities [89][90][91][92][93]. Some research indicates that five factors in each videogame determine how it will affect its players, with the factors being the content, the context, the structure, the mechanics, and the amount of play [83][84][85][86]94]. Other researchers have also added that the game environment, whether two-or three-dimensional, and engagement factor play a role in determining the effect on cognition [87,88]. ...
Article
Full-text available
Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. In a sample of 347 adolescents, this study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and assess the impact of gaming skills in six different genres (sport, first-person shooters, role-playing games, action-adventure, strategy, and puzzle games) on cognitive and affective abilities of adolescents. The GSQ exhibited strong reliability and validity, highlighting its potential as a valuable tool. Gaming skills positively affected executive function, memory, overall cognition, cognitive flexibility, and emotion recognition, except for empathy. Various game genres had different effects on cognitive and affective abilities, with verbal fluency influenced mainly by sports, executive functions by action, strategy, and puzzle, and emotion recognition positively impacted by action and puzzle but negatively by sports and strategy games. Both age and gaming skills influenced cognitive flexibility, with gaming having a greater effect. These intriguing genre-specific effects on cognitive and affective functioning postulate further research with GSQ's contribution.
... The huge interest in internet games has urged the researchers to examine social network gaming and its impact on user's playing behavior. Empirical studies demonstrated that gaming produces a few constructive outcomes which motivate the users to play (Green & Bavelier, 2012 Moisala, Salmela, Hietajarvi, Carlson, Vuontela, Lonka & Alho, 2017). The exponential growth of SNGs is due to their interactive characteristics. ...
Article
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Social Network Games (SNGs) have gained worldwide acceptance and acknowledgment in recent times primarily due to free to play revenue model. The purpose of this paper was to explore the technical and behavioral determinants of social network gaming habit formation among young consumers. Data was collected from a sample of 500 young consumers of SNGs in Pakistan by quantitative approach out of which 461 responses were considered appropriate for data analysis. The survey was conducted via questionnaires and SEM was used as the analytical technique to test the research model. The application of SEM technique showed that both game design elements as well as social gratification are critical to the formation of social network gaming habit among young consumers of Pakistan. The study contributes to the literature of social network gaming sector by establishing the mechanism in which SNG service providers can take advantage from the technical as well as behavioral strategies to strengthen social network gaming habit among individuals. Social network gaming is an emerging sector and it is imperative for SNG service providers to know more about it, but little consideration is given to GO Green Research and Education 62 this phenomenon. The current study fills the gap by examining the degree to which technical and behavioral factors help in formation of social network gaming habit.
Chapter
Human behavior in cyber space is extremely complex. Change is the only constant as technologies and social contexts evolve rapidly. This leads to new behaviors in cybersecurity, Facebook use, smartphone habits, social networking, and many more. Scientific research in this area is becoming an established field and has already generated a broad range of social impacts. Alongside the four key elements (users, technologies, activities, and effects), the text covers cyber law, business, health, governance, education, and many other fields. Written by international scholars from a wide range of disciplines, this handbook brings all these aspects together in a clear, user-friendly format. After introducing the history and development of the field, each chapter synthesizes the most recent advances in key topics, highlights leading scholars and their major achievements, and identifies core future directions. It is the ideal overview of the field for researchers, scholars, and students alike.
Chapter
Human behavior in cyber space is extremely complex. Change is the only constant as technologies and social contexts evolve rapidly. This leads to new behaviors in cybersecurity, Facebook use, smartphone habits, social networking, and many more. Scientific research in this area is becoming an established field and has already generated a broad range of social impacts. Alongside the four key elements (users, technologies, activities, and effects), the text covers cyber law, business, health, governance, education, and many other fields. Written by international scholars from a wide range of disciplines, this handbook brings all these aspects together in a clear, user-friendly format. After introducing the history and development of the field, each chapter synthesizes the most recent advances in key topics, highlights leading scholars and their major achievements, and identifies core future directions. It is the ideal overview of the field for researchers, scholars, and students alike.
Article
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This study explored the relationship between digital gaming and creativity by conducting a meta-analysis of effect sizes using data from 78 effect sizes in 19 studies encompassing 3,172 samples. We employed a two-level multivariate model with a robust variance estimator and conducted separate analyses for between-subject and within-subject designs. For the between-subject designs, the mean effect size was r = .109, 95% [−0.036, 0.249], indicating non-significance. We conducted moderator analyses to explore potential sources of variation in the observed effects, including creativity test modality, creativity test type, divergent thinking index, analytical approach, age, gender, and year of publication. None of the examined moderators were found to be statistically significant. In contrast, we observed a significant mean effect size for within-subject designs based on 29 effects from seven studies (r = .772, 95% CI [0.595, 0.878]). Variation in mean effects by study design warrants caution when making inferences about the impact of digital gaming on creativity. The implications and limitations of the findings are discussed.
Article
Для досягнення спортивної майстерності в інтелектуальних видах спорту, зокрема кіберспорту, важливе місце займає розумовий та інтелектуальний розвиток спортсменів. Протягом багатьох років у тренувальному процесі поступово формується динамічна професійна структура психічних процесів, станів, зокрема психічних властивостей, що забезпечують результативність діяльності спортсмена у вибраному виді спорту. У статті досліджується когнітивний ресурс як чинник, який визначає ефективність кіберспортсмена. Успішність та ефективність в інтелектуальних видах спорту як під час різних етапів підготовки, так і в умовах змагань заснована передусім на стійкій психічній активності спортсмена. Мета. Установити показники когнітивної моделі ефективного гравця у кіберспорт, які визначають когнітивний ресурс гравців як чинник спортивного вдосконалення. Матеріали і методи. Теоретичний аналіз та узагальнення даних літератури та Інтернет-джерел, аналіз та порівняння результатів емпіричних досліджень. Для визначення когнітивних характеристик кіберспортсменів застосовувалися тести: «Кільця Ландольта» – для визначення концентрації уваги; «Зорова пам’ять» – для визначення короткочасної пам’яті; «Пам’ять на числа» – для визначення обсягу пам’яті; «Встановлення закономірностей» – для визначення логічного мислення; «Діагностика домінуючої перцептивної модальності» – для визначення провідного типу сприйняття: аудіального, візуального або кінестетичного; «Три слова» – для визначення особливостей творчої уяви. Статистичну обробку даних проводили за допомогою методів непараметричної статистики. Для опису вибіркового розподілу вказували медіани та міжквартильний розкид (Ме [25%; 75%]). Для визначення когнітивних характеристик, які притаманні ефективним кіберспортсменам, випробувані були розділені на дві групи: 9 спортсменів з особистим або командним рейтингом та 7 осіб без рейтингу. Наявність особистого або командного рейтингу у кіберспортсменів розглядається як ознака спортивної ефективності. Результати. Результати дослідження свідчать про вплив когнітивних функцій на ефективність гравців у кіберспорті. Кіберспортсмени з рейтингом демонструють вищий рівень концентрації уваги та кінестетичного сприйняття, що вказує на їхню здатність до зосередженості, реакційної швидкості та вміння ефективно взаємодіяти з геймплеєм. Разом із тим обидві групи кіберспортсменів мають високий рівень короткочасної пам’яті й базові логічні навички та належний рівень творчої уяви. Отже, когнітивний ресурс кіберспортсмена є сукупністю когнітивних здібностей, які допомагають адаптуватися до вимог кіберспорту та досягати високих результатів. На основі емпіричних досліджень розроблено психограму модельних показників когнітивних характеристик ефективного гравця у кіберспорті дисципліни Counter-Strike: Global Offensive (CS:GO). На нашу думку, саме підтримка когнітивної сфери кіберспортсменів може бути розглянута як ресурс, оскільки вона допомагає забезпечити ефективність у грі, зберігаючи високий рівень продуктивності та адаптивність у ситуації невизначеності. Висновки. Порівняння психограми ефективних гравців у кіберспорті з менш ефективними дасть змогу визначити психологічний ресурс кожного спортсмена та індивідуалізувати психологічну підготовку.
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