Supplemental Material for Effects of action video game play on cognitive skills: A meta-analysis.

Benoit Bediou, Melissa A. Rodgers, Elizabeth Tipton, Richard E. Mayer, C. Shawn Green, Daphne Bavelier
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Abstract

The possibility that playing action video games is associated with enhancements in certain aspects of cognitive function has attracted significant interest from researchers in education, psychology, and neuroscience. Previous meta-analyses indicated an overall positive relationship between action video game play and cognitive skills. However, follow-up to this previous work is warranted, not only because the amount of data has grown significantly since previous meta-analyses were conducted, but also because previous work left several issues unresolved (e.g., certain meta-analytic procedures). We conducted a literature search using predefined keywords and inclusion criteria to identify studies that examined the relationship between action video game play and cognitive skills. Data from (a) 105 cross-sectional studies (221 effect sizes) and (b) 28 intervention studies with an active control group (91 effect sizes) were analyzed separately via meta-analytic models for dependent effect sizes with robust variance estimates for correlated and hierarchical effects (CHE) and small-sample corrections. Consistent with our hypotheses, action video game players outperformed nonvideo game players in the cross-sectional meta-analysis (large effect, g = 0.64, 95% CI [0.53, 0.74]). Action video game play was causally related to improvements in cognitive skills in the intervention meta-analysis (small effect, g = 0.30, 95% CI [0.11, 0.50]). Publication bias was detected in the cross-sectional data set, with sensitivity analysis showing high heterogeneous estimates of the average unbiased effect. Publication bias was not detected in the intervention data set, but sensitivity analyses also point to heterogeneity. No significant moderators were found for either data set; however, this may be limited by small sample sizes.
动作电子游戏对认知技能影响的补充材料:一项荟萃分析。
玩动作电子游戏与认知功能某些方面的增强有关的可能性,引起了教育、心理学和神经科学研究人员的极大兴趣。先前的荟萃分析表明,动作视频游戏与认知技能之间存在总体正相关关系。然而,对之前的工作进行后续研究是有必要的,这不仅是因为自之前的荟萃分析以来数据量显著增加,而且还因为之前的工作留下了几个未解决的问题(例如,某些荟萃分析程序)。我们使用预先定义的关键词和纳入标准进行了文献检索,以确定有关动作电子游戏玩法与认知技能之间关系的研究。(a) 105项横断面研究(221个效应量)和(b) 28项干预研究(91个效应量)的数据分别通过相关效应量的元分析模型进行分析,相关效应和分层效应(CHE)的稳健方差估计和小样本校正。与我们的假设一致,动作电子游戏玩家在横断面荟萃分析中的表现优于非电子游戏玩家(大效应,g = 0.64, 95% CI[0.53, 0.74])。在干预荟萃分析中,动作视频游戏与认知技能的改善有因果关系(小影响,g = 0.30, 95% CI[0.11, 0.50])。在横断面数据集中检测到发表偏倚,敏感性分析显示平均无偏效应的高异质性估计。在干预数据集中未发现发表偏倚,但敏感性分析也指出存在异质性。两组数据均未发现显著调节因子;然而,这可能受到样本量小的限制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
8.30
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0.00%
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