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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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 |
work_keys_str_mv |
AT bartesobczyk issuesandadvancesinresearchmethodsonvideogamesandcognitiveabilities AT pawełedobrowolski issuesandadvancesinresearchmethodsonvideogamesandcognitiveabilities AT maciejeskorko issuesandadvancesinresearchmethodsonvideogamesandcognitiveabilities AT jakubemichalak issuesandadvancesinresearchmethodsonvideogamesandcognitiveabilities AT anetaebrzezicka issuesandadvancesinresearchmethodsonvideogamesandcognitiveabilities |
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