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Effects of Action Video Game Training on Visual Working Memory

American Psychological Association
Journal of Experimental Psychology: Human Perception and Performance
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Abstract

The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VWM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work suggest that action video game play may influence VWM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VWM. The results suggest that VWM capacity, as measured by a change detection task, is increased after action video game training, as compared with training on a control game, and that some improvement to VWM precision occurs with action game training as well. However, these findings do not appear to extend to a complex span measure of VWM, which is often thought to tap into higher-order executive skills. The VWM improvements seen in individuals trained on an action video game cannot be accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared with the control group used. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VWM system might be enhanced. (PsycINFO Database Record (c) 2014 APA, all rights reserved).
Effects of Action Video Game Training on Visual Working Memory
Kara J. Blacker
Johns Hopkins University Kim M. Curby
Macquarie University
Elizabeth Klobusicky and Jason M. Chein
Temple University
The ability to hold visual information in mind over a brief delay is critical for acquiring information and
navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in
our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve
VWM through training is a growing area of research. An emerging body of literature suggests that
extensive experience playing action video games yields a myriad of perceptual and attentional benefits.
Several lines of converging work suggest that action video game play may influence VWM as well. The
current study utilized a training paradigm to examine whether action video games cause improvements
to the quantity and/or the quality of information stored in VWM. The results suggest that VWM capacity,
as measured by a change detection task, is increased after action video game training, as compared with
training on a control game, and that some improvement to VWM precision occurs with action game
training as well. However, these findings do not appear to extend to a complex span measure of VWM,
which is often thought to tap into higher-order executive skills. The VWM improvements seen in
individuals trained on an action video game cannot be accounted for by differences in motivation or
engagement, differential expectations, or baseline differences in demographics as compared with the
control group used. In sum, action video game training represents a potentially unique and engaging
platform by which this severely capacity-limited VWM system might be enhanced.
Keywords: visual working memory, training, video games
Supplemental materials: http://dx.doi.org/10.1037/a0037556.supp
The ability to maintain task-relevant visual information over a
brief delay after direct visual input has been removed (i.e., visual
working memory) is critical for learning new skills, solving novel
tasks, and acquiring new knowledge (e.g., Alloway, Gathercole, &
Elliott, 2010;Alloway, Gathercole, Willis, & Adams, 2004;Gath-
ercole & Pickering, 2000;Logie, 2011). Visual working memory
(VWM) is the fundamental process that allows us to sustain
attended information across saccades and other visual interrup-
tions, to compare objects or scenes based on visual features, and to
navigate the visual world. Because VWM is crucial to so many
basic actions and processes that guide behavior, research has
begun to focus on potential ways to improve this essential system.
The current study focuses on a novel approach to training VWM
through the use of action video game play. This approach is seeded
in two main areas of literature. First, there is a vast literature
regarding individual differences in VWM and how these individ-
ual differences are linked to various aspects of visual attention.
Second, in the past decade, an emerging body of research has
supported the notion that action video game experience enhances
a range of perceptual and attentional skills. As will be discussed
below, considering these two areas of research together suggests
that action video game training may be an exciting and effective
new method for training VWM.
One important feature of VWM, especially with regards to
training, is its fundamental capacity limitation. Although there
is much debate surrounding the nature of the capacity limita-
tion, VWM capacity has commonly been estimated at approx-
imately three or four items (Alvarez & Cavanaugh, 2004;
Cowan, 2001;Luck & Vogel, 1997). Despite consistency in the
literature about the average capacity of VWM, it is also well
documented that VWM capacity varies widely among individ-
uals (Astle & Scerif, 2011;Cowan et al., 2005;Cusack, Leh-
mann, Veldsman, & Mitchell, 2009;Vogel, McCullough, &
Machizawa, 2005). One relevant implication of these known
individual differences in VWM is the prospect of using this
information to inform the potential remediation of VWM. Con-
sidering how crucial VWM is to guiding behavior, investigating
how various factors influence individual differences in VWM
This article was published Online First July 28, 2014.
Kara J. Blacker, Department of Psychological and Brain Sciences, Johns
Hopkins University; Kim M. Curby, Department of Psychology, Macqua-
rie University; Elizabeth Klobusicky and Jason M. Chein, Department of
Psychology, Temple University.
We thank Gabrielle Nichols and Amanda Viands for their help with data
collection. This work was, in part, supported by an Office of Naval
Research grant (N00014-11–1-0399) to Jason M. Chein; and Kim M.
Curby was supported by a fellowship from the Australian Research Coun-
cil (DE130100969).
Correspondence concerning this article should be addressed to Kara J.
Blacker, Department of Psychological and Brain Sciences, Ames Hall,
3400 N. Charles St., Baltimore, MD 21218. E-mail: kara.blacker@jhu.edu
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
Journal of Experimental Psychology:
Human Perception and Performance © 2014 American Psychological Association
2014, Vol. 40, No. 5, 1992–2004 0096-1523/14/$12.00 http://dx.doi.org/10.1037/a0037556
1992
... Notable ERP components associated with VWM are the Contralateral Delayed Activity (CDA), which reflects sustained memory retention, and the Negative Slow Wave (NSW), linked to the encoding of visual stimuli [12,13]. Studies have shown that video game training enhances VWM capacity and modifies these ERP components, suggesting neural plasticity and improved attentional control [5,14]. ...
... Research has explored how video game training might slow or reverse this decline, yielding mixed results [1,2]. While some studies highlight the positive impact of video games on cognitive skills, citing their engaging and immersive nature [3][4][5], others question the reliability and replicability of these findings, especially in domains like visual working memory (VWM) [6,7]. ...
... The duration of the training was established based on similar previous studies that have observed changes in VWM when training with video games [5,24,25]. The participants played their respective games on their mobile phones using our app which automatically tracked their training time. ...
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Background/Objectives: Recent research suggests that video games may serve as cognitive training tools to enhance visual working memory (VWM) capacity. However, the effectiveness of game-based cognitive training remains debated, and the underlying neural mechanisms, as well as the relationship between training efficacy and game design factors, are unclear. This study aimed to evaluate the impact of video game training on VWM capacity and explore its neural correlates. Methods: Two groups underwent 56 daily 20 min training sessions with two distinct video games targeting different cognitive skills: a reaction-time training game and a VWM-specific training game. Behavioral assessments included accuracy, hit response times, correct rejection response times, and Cowan’s K values. Neural correlates were measured through Negative Slow Wave (NSW) activity using EEG. Decision tree classification analyses were applied to NSW data across sessions and set sizes to identify patterns linked to VWM capacity. Results: Preliminary results are that both groups showed improvements in behavioral measures (accuracy, response times, and Cowan’s K values). NSW analyses revealed a main effect of set size in both groups, and classification results indicated that NSW patterns differed between groups, across sessions, and set sizes, supporting the relationship between NSW and VWM capacity. Conclusions: These findings contribute to understanding NSW as a neurophysiological correlate of VWM capacity, demonstrating its plasticity through video game training. Simple video games could effectively enhance behavioral and neural aspects of VWM, encouraging their potential as accessible cognitive training tools.
... Moreover, videogame playing time, especially playing action videogames, has been associated with better working memory (Blacker et al., 2014;Waris et al., 2019). In this context, videogames can be considered as a form of working memory training (see Bavelier & Green, 2019;Bediou et al., 2018). ...
... However, this role has not been described in detail in the previous literature. Based on previous research, working memory capacity (Blacker et al., 2014;Ngetich et al., 2023;Redick, 2014;Waris et al., 2019;Wiemers & Redick, 2018) and gaming disorder (Billieux et al., 2020;Cudo et al., 2018Cudo et al., , 2020Cudo et al., , 2024 may play an indirect role in this relationship between time spent playing videogames and cognitive control in the DMCC model (Braver, 2012;Braver et al., 2007Braver et al., , 2009). More specifically, there may be two competing mechanisms related to the engagement in the videogame. ...
... More specifically, considering previous research (Billieux et al., 2020;Cudo et al., 2018Cudo et al., , 2020Cudo et al., , 2024Ngetich et al., 2023) and the I-PACE model (Brand et al., 2016(Brand et al., , 2019, it was hypothesised that time spent playing action videogames would be positively associated with GD (H 1 ), GD would be negatively associated with working memory capacity (H 2 ) and cognitive control (H 3 ). Additionally, considering previous research (Blacker et al., 2014;Waris et al., 2019), it was hypothesised that time spent playing action videogames would be positively associated with working memory abilities (H 4 ). Moreover, considering the relationship between working memory capacity and cognitive control in the DMCC model (Redick, 2014;Wiemers & Redick, 2018), it was hypothesised there would be a positive relationship between working memory capacity and cognitive control (H 5 ). ...
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Previous studies have focused on social, personality, emotional, and environmental factors associated with gaming and gaming disorder (GD) risk. However, little is still known about the relationship between cognitive functioning and GD in the context of playing action videogames. Consequently, the present study examined the association between gaming disorder, time spent playing action videogames, working memory capacity, and cognitive control. The sample comprised 527 active gamers (268 female gamers; M = 22.12 years, SD = 2.84, age range: 18–38 years). Gaming disorder was assessed using the Internet Gaming Disorder Scale Short-Form. The AX-CPT task assessed cognitive control in the Dual Mechanisms of Cognitive Control. The Operation Span Task and Symmetry Span Task assessed working memory capacity. The time spent playing videogames was evaluated using classifications presented in the Video Game Questionnaire. Results showed that gaming disorder was positively associated with time spent playing both action and non-action videogames. Also, action videogames were positively associated with working memory capacity and negatively associated with proactive cognitive control mode. The findings also showed a positive indirect effect of working memory capacity in the relationship between time spent playing action videogames and proactive cognitive control mode. The present study addressed a research gap regarding the relationship between videogame playing, gaming disorder, and gamers' cognitive functioning. The study's results also demonstrated possible oppositional effects between the time spent playing action games and proactive cognitive control mode.
... Additionally, research has indicated a "dose-related" enhancement of visuospatial abilities in relation to time played [50]. Memory is also an important cognitive function, and the results from videogame studies range from indecisive to positive [51][52][53]. Action and FPS games are again specifically mentioned by specific studies, as they seem to act in favor of improving memory [52,54]. ...
... Memory is also an important cognitive function, and the results from videogame studies range from indecisive to positive [51][52][53]. Action and FPS games are again specifically mentioned by specific studies, as they seem to act in favor of improving memory [52,54]. ...
... Memory, derived from the ECAS-memory sub-score, featured a significant difference when comparing high to low-skilled gamers and early to middle adolescents. Adolescents with high gaming skills have better memory than those with low gaming skills, which is in accordance with the literature [51][52][53][54]57]. Moreover, adolescents in early adolescence have worse memory scores than those in middle adolescence, a finding supported by the available research [128]. ...
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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.
... VGPs may also benefit from enhanced visuospatial working memory capacity according to Boot and colleagues, who found that JVJs outperformed nonvideo gamers (NVG) on several visuospatial working memory tasks such as multiple object tracking, mental rotation and change detection [13]. Improvements in working memory and short-term memory have similarly been found following video game training in experimental versus control group research designs [13,14]. This finding is consistent with other studies that suggest that even short video game training paradigms can improve functions related to cognitive control over long periods, such as reading skills in dyslexic children [15]. ...
... In the same sense, multiple recent studies, namely systematic review articles [22]., laboratorybased and applied research, [23]. or experimental in nature, [14]. have indicated the association, particularly in young or adult users, between the results in short-term memory measurements with the frequency and intensity of playing games using various forms of electronic support, globally known as digital games (DG). ...
... In this study, in comparison with IDG and NIDG, differences were found in the task performed, which seem to predict comparative changes in the research groups regarding short-term memory, perhaps allowing for the prediction of better cognitive performance in short-term memory in key regions of the cortex. responsible for visual processing, attention and memory [6,7,[12][13][14][15]. With a specific experimental instrument applied to a sample of two groups of university students, which showed good receptivity as a voluntary collaboration activity in an experiment in a laboratory context, the data obtained determine statistical relevance between subjects who intensely use video games in the STM results compared to the group of those who do not use them at all or little, which is in line with the empirical proof of the main working hypothesis. ...
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Multiple recent studies, namely laboratory-based systematic review articles and applied or experimental research, have indicated the association, particularly in young or adult users, between results in measurements of short-term memory (STM) with the frequency and intensity of playing games using various forms of electronic support, globally known as digital games (DG). In this sense, we used an experimental study applied to the assessment of STM among university students, based on a comparative analysis between two groups, one of intensive users of digital games (IDG), and the other not (NIDG), statistically comparing the two results. The starting hypothesis holds that it is possible to statistically demonstrate that subjects who intensely use DG present, when tested in a laboratory context, higher results in STM tests. A self-assessment scale for the use of DG was used to define the experimental groups and, for data production, a subtest from the Wechsler Intelligence Scale for Adults measured for the Portuguese population, the digit span (or digit memory), experimentally adapted from a program produced using stimulus presentation software, SuperLab6. It was developed with 164 university students, with identical gender distribution, from a higher education institution. The results of the student t test indicated the presence of statistically significant differences between the groups. There are significant differences between the groups regarding STM according to the DOD. The potential applicability of the STM assessment program to different groups and objectives is concluded, particularly in an experimental context, and suggests its possible adoption as a Psychology tool in the areas of cognition.
... After months of searching, he found a map to the camp that showed the location of a key to enter it. The key was divided into three parts and hidden on three strange islands [7][8][9][10][11][12][13][14]. ...
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... The results showed a reliability of 0.64 for expectations [96]. In addition, some researchers have adapted similar questionnaires [93] producing the expectation assessment scale and analyzing the psychometric properties [97]. They obtained an internal consistency of 0.87. ...
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... Previous research has demonstrated that individuals who engage in traditional AVG (AVGPs) outperform nonvideo game players (NVGPs) in tasks assessing visual short-term memory (VSTM), such as change detection, color wheel tasks, scene change detection, and enumeration tasks (Boot et al. 2008;Sungur and Boduroglu 2012;Clark, Fleck, and Mitroff 2011;Green and Bavelier 2006;Blacker and Curby 2013;Wilms, Petersen, and Vangkilde 2013;Blacker et al. 2014;Li et al. 2015;Colzato et al. 2013;Oei and Patterson 2013;McDermott, Bavelier, and Green 2014;Waris et al. 2019). Furthermore, recent investigations have explored the potential cognitive benefits of action realtime strategy gaming (ARSG), a relatively new genre of AVG that combines action and strategy elements, necessitating timely strategic decision-making and teamwork. ...
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... A great deal of effort has been expended recently to investigate the efficacy of video game training in promoting improved cognitive function [64,13], owing in large part to the pervasiveness of video games as a method of entertainment coupled with their low cost and high availability [44,61]. In some studies, video game training (VGT) has been found to improve cognitive control [18,32,36,37], working memory [6,16], and even to promote neural plasticity [41,43,73], whereas other studies have demonstrated no such effect [53,56,81]. A substantial amount of this interest in the video game training field has been directed towards older adults (adults over the age of 65) with the aim to slow age-related cognitive decline. ...
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... Individuals' ever-increasing use of video games has interested researchers in examining its cognitive effects. Action video games enhance the fundamental processes of retaining visual information in mind over a brief delay (Blacker et al. 2014). Action video games are fast-paced and require WM, such as keeping track of many items simultaneously, re-evaluating goals constantly and responding promptly to changing demands. ...
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Book
Preface; 1. The purpose of the book; 2. Survey of contents; 3. How to use the book; 4. Notation, terminology and conventions; 5. Acknowledgements; Part I. Introduction: Part II. Descriptive Methods: 2.1. Introduction; 2.2. Data display; 2.3. Simple summary quantities; 2.4. Modifications for axial data; Part III. Models: 3.1. Introduction; 3.2. Notation; trigonometric moments; 3.3. Probability distributions on the circle; Part IV. Analysis of a Single Sample of Data: 4.1. Introduction; 4.2. Exploratory analysis; 4.3. Testing a sample of unit vectors for uniformity; 4.4. Nonparametric methods for unimodal data; 4.5. Statistical analysis of a random sample of unit vectors from a von Mises distribution; 4.6. Statistical analysis of a random sample of unit vectors from a multimodal distribution; 4.7. Other topics; Part V. Analysis of Two or More Samples, and of Other Experimental Layouts: 5.1. Introduction; 5.2. Exploratory analysis; 5.3. Nonparametric methods for analysing two or more samples of unimodal data; 5.4. Analysis of two or more samples from von Mises distributions; 5.5. Analysis of data from more complicated experimental designs; Part VI. Correlation and Regression: 6.1. Introduction; 6.2. Linear-circular association and circular-linear association; 6.3. Circular-circular association; 6.4. Regression models for a circular response variable; Part VII. Analysis of Data with Temporal or Spatial Structure: 7.1. Introduction; 7.2. Analysis of temporal data; 7.3. Spatial analysis; Part VIII. Some Modern Statistical Techniques for Testing and Estimation: 8.1. Introduction; 8.2. Bootstrap methods for confidence intervals and hypothesis tests: general description; 8.3. Bootstrap methods for circular data: confidence regions for the mean direction; 8.4. Bootstrap methods for circular data: hypothesis tests for mean directions; 8.5. Randomisation, or permutation, tests; Appendix A. Tables; Appendix B. Data sets; References; Index.
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