Recent research has suggested that action-video-game playing can enhance attentional capacity and other cognitive capabilities (e.g., Green, C. S, & Bavelier, D., 2003. ). However, some published studies failed to replicate those results (e.g., Boot, W.. 2008. ). This current research sought to replicate some of the results as well as extend these results by examining training effect on ... [Show full abstract] older adults. Training effects of action-game playing on attention resource for young and older adults were assessed in a Flanker task, a standard test on attention research and the size of the effect was used as an indicator of attentional resources . Thirty participants (10 young video-game players [VGPs], 10 young non video-game players [NVGPs], and 10 older NVGPs) were recruited in this study. The NVGPs participated in two-week training and completed a flanker task (involving two levels of difficulty) before and after playing. We found a training effect for the younger adults but no such training effect for older adults. Playing action-video games can influence attention resources at least for young adults with short training, but other factors may responsible for the absence of the effect for older adults. The finding may be applied to attention-training programs for young and older adults with the goal of enhancing their attention processing in everyday task.