Issues and Advances in Research Methods on Video Games and Cognitive Abilities

The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail...

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Main Authors: Bart eSobczyk, Paweł eDobrowolski, Maciej eSkorko, Jakub eMichalak, Aneta eBrzezicka
Format: Article
Language:English
Published: Frontiers Media S.A. 2015-09-01
Series:Frontiers in Psychology
Subjects:
Online Access:http://journal.frontiersin.org/Journal/10.3389/fpsyg.2015.01451/full
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spelling doaj-fc65f47307fc4e83b04516f98f771a192020-11-24T22:20:41ZengFrontiers Media S.A.Frontiers in Psychology1664-10782015-09-01610.3389/fpsyg.2015.01451148640Issues and Advances in Research Methods on Video Games and Cognitive AbilitiesBart eSobczyk0Paweł eDobrowolski1Maciej eSkorko2Jakub eMichalak3Aneta eBrzezicka4SWPS University of Social Sciences and HumanitiesPolish Academy of SciencesPolish Academy of SciencesSWPS University of Social Sciences and HumanitiesSWPS University of Social Sciences and HumanitiesThe impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.http://journal.frontiersin.org/Journal/10.3389/fpsyg.2015.01451/fullCognitionVideo Gamescognitive trainingmethodologytransfer of training
collection DOAJ
language English
format Article
sources DOAJ
author Bart eSobczyk
Paweł eDobrowolski
Maciej eSkorko
Jakub eMichalak
Aneta eBrzezicka
spellingShingle Bart eSobczyk
Paweł eDobrowolski
Maciej eSkorko
Jakub eMichalak
Aneta eBrzezicka
Issues and Advances in Research Methods on Video Games and Cognitive Abilities
Frontiers in Psychology
Cognition
Video Games
cognitive training
methodology
transfer of training
author_facet Bart eSobczyk
Paweł eDobrowolski
Maciej eSkorko
Jakub eMichalak
Aneta eBrzezicka
author_sort Bart eSobczyk
title Issues and Advances in Research Methods on Video Games and Cognitive Abilities
title_short Issues and Advances in Research Methods on Video Games and Cognitive Abilities
title_full Issues and Advances in Research Methods on Video Games and Cognitive Abilities
title_fullStr Issues and Advances in Research Methods on Video Games and Cognitive Abilities
title_full_unstemmed Issues and Advances in Research Methods on Video Games and Cognitive Abilities
title_sort issues and advances in research methods on video games and cognitive abilities
publisher Frontiers Media S.A.
series Frontiers in Psychology
issn 1664-1078
publishDate 2015-09-01
description The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.
topic Cognition
Video Games
cognitive training
methodology
transfer of training
url http://journal.frontiersin.org/Journal/10.3389/fpsyg.2015.01451/full
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AT jakubemichalak issuesandadvancesinresearchmethodsonvideogamesandcognitiveabilities
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