Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement.

IF 4.7 2区 心理学 Q1 BEHAVIORAL SCIENCES
Eunhye Choi, Suk-Ho Shin, Jeh-Kwang Ryu, Kyu-In Jung, Shin-Young Kim, Min-Hyeon Park
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引用次数: 41

Abstract

Background: Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Literatures were searched with search terms (e.g. genres of video games, cognitive training) on database and Google scholar.

Results: video games, of which purpose is players' entertainment, were found to be positively associated with cognitive functions (e.g. attention, problem solving skills) despite some discrepancy between studies. However, the enhancement of cognitive functions through video gaming was limited to the task or performance requiring the same cognitive functions. Moreover, as several factors (e.g. age, gender) were identified to modulate cognitive enhancement, the individual difference in the association between video game playing and cognitive function was found.

Conclusion: Commercial video games are suggested to have the potential for cognitive function enhancement. As understanding the association between video gaming and cognitive function in a more balanced view is essential to evaluate the potential outcomes of commercial video games that more people reported to engage, this review contributes to provide more objective evidence for commercial video gaming.

商业电子游戏和认知功能:电子游戏类型和认知增强的调节因素。
背景:与强调电子游戏的负面结果(如电子游戏中的冲动性参与)不同,对认知缺陷个体的认知训练研究表明,电子游戏元素的特征有助于训练认知功能。因此,本研究旨在通过回顾商业电子游戏的类型以及电子游戏与认知功能和调节因素之间的联系,对电子游戏玩法有一个更平衡的看法。通过检索词(如电子游戏类型、认知训练)在数据库和Google scholar上检索文献。结果:尽管研究结果存在差异,但以玩家娱乐为目的的电子游戏与认知功能(如注意力、解决问题的能力)呈正相关。然而,通过电子游戏增强认知功能仅限于需要相同认知功能的任务或表现。此外,随着一些因素(如年龄,性别)被确定为调节认知增强,电子游戏玩和认知功能之间的关联的个体差异也被发现。结论:商业电子游戏被认为具有增强认知功能的潜力。从更平衡的角度理解电子游戏和认知功能之间的关系对于评估更多人参与的商业电子游戏的潜在结果至关重要,这篇综述有助于为商业电子游戏提供更客观的证据。
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来源期刊
Behavioral and Brain Functions
Behavioral and Brain Functions 医学-行为科学
CiteScore
5.90
自引率
0.00%
发文量
11
审稿时长
6-12 weeks
期刊介绍: A well-established journal in the field of behavioral and cognitive neuroscience, Behavioral and Brain Functions welcomes manuscripts which provide insight into the neurobiological mechanisms underlying behavior and brain function, or dysfunction. The journal gives priority to manuscripts that combine both neurobiology and behavior in a non-clinical manner.
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