The Impact of Video Games on Cognitive Processes. Review of Modern Research

875

Abstract

This review is aimed at systematizing the results of empirical and meta-analytical work on the problem of the influence of video games on cognitive processes. Psychology has accumulated a lot of facts indicating that computer games have positive effects, but sometimes it is impossible to fix them. Analysis of the literature has shown that video games have a positive effect on cognitive processes, but the size of this effect depends on the genre of the game. There is a largest effect of puzzle-games and the “arcade” genre on spatial thinking. “Action”, “shooter”, and “arcade” games have small but significant effects on some aspects of perceptual processing, as well as “action” games have a strong positive effect on problem solving speed. The effects on executive functions were small. A review of modern trends in gamification has shown that video games can be effective in teaching specific professional skills, for example, in the field of medicine, and in the treatment of psychological disorders, in particular dementia. The effectiveness of videogames as a part of cognitive learning products has not been confirmed, this area needs to be studied in more details. At the same time, only moderate video gaming is safe for development. Studies show that excessive video game passion causes gaming addiction and negatively affects attention, academic performance and emotional state.

General Information

Keywords: video games, computer games, cognitive processes, attention, visual perception, spatial thinking, executive functions, educational games, therapeutic games

Journal rubric: General Psychology

Article type: review article

DOI: https://doi.org/10.17759/jmfp.2023120410

Funding. The article was funded by the Ministry of Education of the Russian Federation, state assignment number 073-00038-23-02 dated 02.13.2023.

Received: 28.08.2023

Accepted:

For citation: Lapteva N.M. The Impact of Video Games on Cognitive Processes. Review of Modern Research [Elektronnyi resurs]. Sovremennaia zarubezhnaia psikhologiia = Journal of Modern Foreign Psychology, 2023. Vol. 12, no. 4, pp. 111–122. DOI: 10.17759/jmfp.2023120410. (In Russ., аbstr. in Engl.)

References

  1. Bogacheva N.V. Компьютерные игры и психологическая специфика когнитивной сферы геймеров [Computer games and the psychological specificity of the cognitive sphere of gamers]. Vestnik Moskovskogo universiteta. Seriya 14. Psikhologiya = Moscow University Psychology Bulletin, 2014, no. 4, pp. 120—130. (In Russ.).
  2. Bogacheva N.V., Voiskounsky A.E. Komp'yuternye igry i kreativnost': pozitivnye aspekty i negativnye tendentsii [Computer games and creativity: the positive aspects and negative trends]. Sovremennaya zarubezhnaya psikhologiya = Journal of Modern Foreign Psychology, 2017. Vol. 6, no. 4, pp. 29—40. DOI:10.17759/jmfp.2017060403 (In Russ.).
  3. Bogacheva N.V., Voiskounsky A.E. Problema klassifikatsii komp'yuternykh igr v kontekste psikhologicheskikh issledovanii geimerov [The Problem of Videogames Classification in the Context of Computer Gamers Psychological Research]. Kul'tura i tekhnologii [Culture and technology], 2018. Vol. 3, no. 4, pp. 76—89. DOI:10.17586/2587-800X-2018-3-4-76-89 (In Russ.).
  4. Vilenskaya G.A. Ispolnitel'nye Funktsii: Priroda i Razvitie [Executive functions: nature and development]. Psikhologicheskii zhurnal [Psychological Journal], 2016. Vol. 37, no. 4, pp. 21—31. (In Russ.).
  5. Ageev N.Ya., Tokarchuk Yu.A., Tokarchuk A.M., Gavrilova E.V. Svyaz' tsifrovykh tekhnologii s razvitiem kognitivnykh i kommunikativnykh protsessov podrostkov i yunoshei: obzor empiricheskikh issledovanii [The Interaction of Digital Technologies with the Development of Cognitive and Communication Processes of Adolescents and Young Adults: a Review of Empirical Research]. Psikhologo-pedagogicheskie issledovaniya = Psychological-Educational Studies, 2023. Vol. 15, no. 1, pp. 37—55. DOI:10.17759/psyedu.2023150103 (In Russ.).
  6. Soldatova G.U., Teslavskaya O.I. Videoigry, akademicheskaya uspevaemost' i vnimanie: opyt i itogi zarubezhnykh empiricheskikh issledovanii detei i podrostkov [Videogames, academic performance and attention problems: practices and results of foreign empirical studies of children and adolescents]. Sovremennaya zarubezhnaya psikhologiya = Journal of Modern Foreign Psychology, 2017. Vol. 6, no. 4, pp. 21—28. DOI:10.17759/jmfp.2017060402 (In Russ.).
  7. Tikhomirov O.K., Lysenko E.E. Psikhologiya komp'yuternoi igry [Psychology of a computer game]. In Doroshkevich A.M., Novye metody i sredstva obucheniya. Vyp. 1. Problema sovershenstvovaniya poznavatel'noi deyatel'nosti studentov: psikhologiya komp'yuternoi igry [New methods and means of teaching. Iss. 1. The problem of improving the cognitive activity of students: the psychology of a computer game]. Moscow: Znanie, 1988, pp. 30—66. (In Russ.).
  8. Entertainment Software Association. 2022 Essential facts the Video Game Industry [Elektronnyi resurs]. Washington: ESA, 2022. 28 p. URL: https://www.theesa.com/wp-content/uploads/2022/06/2022-Essential-Facts-About-the-Video-Game-Industry.pdf (Accessed 16.08.2023).
  9. Wouters P., van Nimwegen C., van Oostendorp H., van der Spek E.D. A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 2013. Vol. 105, no. 2, pp. 249—265. DOI:10.1037/a0031311
  10. Wang P., Liu H.-H., Zhu X.-T., Meng T., Li H.-J., Zuo X.-N. Action Video Game Training for Healthy Adults: A Meta-Analytic Study. Frontiers in Psychology, 2016. Vol. 7, article ID 907. 13 p. DOI:10.3389/fpsyg.2016.00907
  11. Alabdulakareem E., Jamjoom M. Computer-Assisted Learning for Improving ADHD individuals’ executive functions through gamified interventions: A review. Entertainment Computing, 2020. Vol. 33, article ID 100341. 8 p. DOI:10.1016/j.entcom.2020.100341
  12. Bayram S.B., Caliskan N. Effect of a game-based virtual reality phone application on tracheostomy care education for nursing students: A randomized controlled trial. Nurse Education Today, 2019. Vol. 79, pp. 25—31. DOI:10.1016/j.nedt.2019.05.010
  13. Blanco-Herrera J.A., Gentile D.A., Rokkum J.N. Video games can increase creativity, but with caveats. Creativity Research Journal, 2019. Vol. 31, no. 2, pp. 119—131. DOI:10.1080/10400419.2019.1594524
  14. Cheung S.Y., Ng K.Y. Application of the Educational Game to Enhance Student Learning. Frontiers in Education, 2021. Vol. 6, article ID 623793. 10 p. DOI:10.3389/feduc.2021.623793
  15. Chrysafiadi K., Papadimitriou S., Virvou M. Cognitive-based adaptive scenarios in educational games using fuzzy reasoning. Knowledge-Based Systems, 2022. Vol. 250, article ID 109111. 14 p. DOI:10.1016/j.knosys.2022.109111
  16. de Castell S., Larios H., Jenson J. Gender, videogames and navigation in virtual space. Acta Psychologica, 2019. Vol. 199, article ID 102895. 20 p. DOI:10.1016/j.actpsy.2019.102895
  17. Derks S., Willemen A.M., Sterkenburg P.S. Improving adaptive and cognitive skills of children with an intellectual disability and/or autism spectrum disorder: Meta-analysis of randomised controlled trials on the effects of serious games. International Journal of Child-Computer Interaction, 2022. Vol. 33, article ID 100488. 11 p. DOI:10.1016/j.ijcci.2022.100488
  18. Thangavelu D.P., Tan A.J.Q., Cant R., Chua W.L., Liaw S.Y. Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis. Nurse Education Today, 2022. Vol. 113, article ID 105357. 11 p. DOI:10.1016/j.nedt.2022.105357
  19. Ritter S.M., Damian R.I., Simonton D.K., van Baaren R.B., Strick M., Derks J., Dijksterhuis A. Diversifying experiences enhance cognitive flexibility. Journal of Experimental Social Psychology, 2012. Vol. 48, no. 4, pp. 961—964. DOI:10.1016/j.jesp.2012.02.009
  20. Simons D.J., Boot W.R., Charness N., Gathercole S.E., Chabris C.F., Hambrick D.Z., Stine-Morrow E.A.L. Do “Brain-Training” Programs Work? Psychological Science in the Public Interest, 2016. Vol. 17, no. 3, pp. 103—186. DOI:10.1177/1529100616661983
  21. Wang G., Zhao M., Yang F., Cheng L.J., Lau Y. Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression. Archives of Gerontology and Geriatrics, 2021. Vol. 92, article ID 104260. 11 p. DOI:10.1016/j.archger.2020.104260
  22. Global Video Game Consumer: Market Overview teens [Elektronnyi resurs]. DFC Intelligence, 2023. URL: https://www.dfcint.com/product/global-video-game-consumer/ (дата обращения 16.08.2023).
  23. Green C.S., Bavelier D. Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Human Perception and Performance, 2006. Vol. 32, no. 6, pp. 1465—1478. DOI:10.1037/0096-1523.32.6.1465
  24. Green C.S., Bavelier D. Enumeration versus multiple object tracking: the case of action video game players. Cognition, 2006. Vol. 101, no. 1, pp. 217—245. DOI:10.1016/j.cognition.2005.10.004
  25. Green C.S., Bavelier D. Learning, attentional control, and action video games. Current Biology, 2012. Vol. 22, no. 6, pp. R197—R206. DOI:10.1016/j.cub.2012.02.012
  26. Chiappe D., Conger M., Liao J., Caldwell J.L., Vu K.-P.L. Improving multi-tasking ability through action videogames. Applied ergonomics, 2013. Vol. 44, no. 2, pp. 278—284. DOI:10.1016/j.apergo.2012.08.002
  27. Jackson L.A., Witt E.A., Games A.I., Fitzgerald H.E., von Eye A., Zhao Y. Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior, 2012. Vol. 28, no. 2, pp. 370—376. DOI:10.1016/j.chb.2011.10.006
  28. Quiroga M.A., Diaz A., Román F.J., Privado J., Colom R. Intelligence and video games: Beyond “brain-games”. Intelligence, 2019. Vol. 75, pp. 85—94. DOI:10.1016/j.intell.2019.05.001
  29. Jones M.B., Dunlap W.P., Bilodeau I.M. Comparison of video game and conventional test performance. Simulation & Gaming, 1986. Vol. 17, no. 4, pp. 435—446. DOI:10.1177/0037550086174001
  30. Marsh T. Serious games continuum: Between games for purpose and experiential environments for purpose. Entertainment Computing, 2011. Vol. 2, no. 2, pp. 61—68. DOI:10.1016/j.entcom.2010.12.004
  31. Mendelsohn G.A. Associative and attentional processes in creative performance. Journal of Personality, 1976. Vol. 44, no. 2, pp. 341—369. DOI:10.1111/j.1467-6494.1976.tb00127.x
  32. Bediou B., Adams D.M., Mayer R.E., Tipton E., Green C.S., Bavelier D. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 2018. Vol. 144, no. 1, pp. 77—100. DOI:10.1037/bul0000130
  33. Carbonell C., Jaeger A.J., Saorín J.L., Melián D., de la Torre-Cantero J. Minecraft as a block building approach for developing spatial skills. Entertainment Computing, 2021. Vol. 38, article ID 100427. 7 p. DOI:10.1016/j.entcom.2021.100427
  34. Oei A.C., Patterson M.D. Playing a puzzle video game with changing requirements improves executive functions. Computers in Human Behavior, 2014. Vol. 37, pp. 216—228. DOI:10.1016/j.chb.2014.04.046
  35. Giglioli I.A.C., Mussoni S., Cipresso P., Marín-Morales J., Riva G., Alcañiz M. Pilot study on effectiveness of a virtual game training on executive functions. Proceedings of the 2021 IEEE Global Engineering Education Conference (EDUCON 2021): Vienna, 21—23 April 2021. Piscataway: IEEE, 2021, pp. 950—954. DOI:10.1109/EDUCON46332.2021.9453899
  36. Powers K.L., Brooks P.J. Evaluating the Specificity of Effects of Video Game Training. In F.C. Blumberg (ed.), Learning by Playing: Video Gaming in Education. Oxford: Oxford University Press, 2014, pp. 302—330. DOI:10.1093/acprof:osobl/9780199896646.003.0021
  37. Rahimi S., Shute V.J. First inspire, then instruct to improve students' creativity. Computer & Education, 2021. Vol. 174, article ID 104312. 27 p. DOI:10.1016/j.compedu.2021.104312
  38. Chisholm J.D., Hickey C., Theeuwes J., Kingstone A. Reduced attentional capture in action video game players. Attention, Perception & Psychophysics, 2010. Vol. 72, no. 3, pp. 667—671. DOI:10.3758/APP.72.3.667
  39. Silva G.M., Sales H.F.S., Fernandes T.P., Gomes M.E.D., Rodrigues S.J., Bonifacio T.A., Leite L.H., Santos N.A. Relationship between long-term recreational video gaming and visual processing. Entertainment Computing, 2022. Vol. 43, article ID 100501. 6 p. 10.1016/j.entcom.2022.100501
  40. Rideout V. The common sense census: Media use by tweens and teens [Elektronnyi resurs]. Pai S. (ed.). San Francisco: Common sense, 2015. 104 p. URL: http://cdn.cnn.com/cnn/2017/images/11/07/commonsensecensus.mediausebytweensandteens.2015.final.pdf (дата обращения 16.08.2023).
  41. Saragih I.D., Everard G., Lee B. A systematic review and meta-analysis of randomized controlled trials on the effect of serious games on people with dementia. Ageing Research Reviews, 2022. Vol. 82, article ID 101740. 12 p. DOI:10.1016/j.arr.2022.101740
  42. Gentry S.V., Gauthier A., L'Estrade Ehrstrom B. et al. Serious Gaming and Gamification Education in Health Professions: Systematic Review. Journal of Medical Internet Research, 2019. Vol. 21, no. 3, article ID e12994. 20 p. DOI:10.2196/12994
  43. Vermeir J.F., White M.J., Johnson D., Crombez G., Van Ryckeghem D.M.L. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games, 2020. Vol. 8, no. 3, article ID e18644. 23 p. DOI:10.2196/18644
  44. Barlett C.P., Vowels C.L., Shanteau J., Crow J., Miller T. The effect of violent and non-violent computer games on cognitive performance. Computers in Human Behavior, 2009. Vol. 25, no. 1, pp. 96—102. DOI:10.1016/j.chb.2008.07.008
  45. Oscarido J., Siswanto Z.A., Maleke D.A., Gunawan A.A.S. The impact of competitive FPS video games on human's decision-making skills. Procedia Computer Science, 2023. Vol. 216, pp. 539—546. DOI:10.1016/j.procs.2022.12.167
  46. Kuznetcova I., Glassman M., Tilak S., Wen Z., Evans M., Pelfrey L., Lin T.-J. Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students. Computers & Education, 2023. Vol. 192, article ID 104660. 14 p. DOI:10.1016/j.compedu.2022.104660
  47. Reynaldo C., Christian R., Hosea H., Gunawan A.A.S. Using Video Games to Improve Capabilities in Decision Making and Cognitive Skill: A Literature Review. Procedia Computer Science, 2021. Vol. 179, pp. 211—221. DOI:10.1016/j.procs.2020.12.027
  48. Vajawat B., Varshney P., Banerjee D. Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges. Psychiatry Research, 2021. Vol. 295, article ID 113585. 8 p. DOI:10.1016/j.psychres.2020.113585
  49. Xiong Zh., Liu Q., Huang X. The influence of digital educational games on preschool Children's creative thinking. Computers & Education, 2022. Vol. 189, article ID 104578. 18 p. DOI:10.1016/j.compedu.2022.104578
  50. Yu Z., Sukjairungwattana P., Xu W. Effects of Serious Games on Student Engagement, Motivation, Learning Strategies, Cognition, and Enjoyment. International Journal of Adult Education and Technology, 2022. Vol. 13, no. 1, pp. 1—15. DOI:10.4018/IJAET.314607

Information About the Authors

Nadezhda M. Lapteva, PhD in Psychology, Research Associate, the laboratory of Psychology and Psychophysiology of Creativity, Institute of Psychology of Russian Academy of Science, Research Associate, the laboratory for the Study of Cognitive and Communicative Processes in Adolescents and Young Adults while Solving Game and Educational Problems using Digital Environments, Moscow, Russia, ORCID: https://orcid.org/0000-0003-0976-6582, e-mail: n.m.lapteva@mail.ru

Metrics

Views

Total: 1875
Previous month: 340
Current month: 117

Downloads

Total: 875
Previous month: 105
Current month: 83