Campbell_2018_Different.pdf (1.63 MB)
Different cognitive abilities displayed by action video gamers and non-gamers
journal contribution
posted on 2022-11-24, 15:48 authored by Magdalena Kowal, Adam TothAdam Toth, CHRISTOPHER EXTONCHRISTOPHER EXTON, Mark CampbellMark CampbellPlaying action video games requires players to develop a cognitive profile that allows them to rapidly monitor and react to fast moving visual and auditory stimuli, and to inhibit erroneous actions. This study investigated whether experience with action videogames is associated with an advantage on standardized cognitive tasks. Specifically, we investigated whether individuals who played action video games demonstrated enhanced cognitive processing speed, task-switching and inhibitive abilities. First person shooter (FPS) and Massive online battle arena (MOBA) experienced video game players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed both a Stroop test and a Trail-Making test (TMT A&B). Results showed that on the Stroop test, AVGPs responded significantly faster than NVGPs but made significantly more errors. Alternatively, on the TMT test AVGPs displayed faster reaction times while error rates did not differ compared to NVGPs. Our findings suggest that while AVGPs may possess enhanced processing speed and task-switching ability, AVGPs adopt a strategy that favours speed over accuracy on a task evaluating cognitive inhibition ability. Our data corroborate and bolster previous findings demonstrating a different cognitive profile for individuals that specifically play action video games.
History
Publication
Computers in Human Behavior;88, pp. 255-262Publisher
ElsevierNote
peer-reviewedOther Funding information
SFIRights
This is the author’s version of a work that was accepted for publication in Computers in Human Behavior. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Computers in Human Behavior, 2018, 88, pp. 255-262, https://doi.org/10.1016/j.chb.2018.07.010Language
EnglishAlso affiliated with
- LERO - The Irish Software Research Centre
External identifier
Department or School
- Computer Science & Information Systems
- Physical Education and Sports Science