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Action Video Game Training for Healthy Adults: A Meta-Analytic Study
Wang, Ping1,2; Liu, Han-Hui3; Zhu, Xing-Ting1; Meng, Tian3; Li, Hui-Jie1; Zuo, Xi-Nian1
2016-06-17
Source PublicationFRONTIERS IN PSYCHOLOGY
ISSN1664-1078
SubtypeArticle
Volume7Issue:0Pages:907
AbstractAction video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young and older adults by conducting a meta-analysis on previous findings. We systematically searched video game training studies published between January 1986 and July 2015. Twenty studies were included in the present meta-analysis, for a total of 313 participants included in the training group and 323 participants in the control group. The results demonstrate that healthy adults achieve moderate benefit from AVG training in overall cognitive ability and moderate to small benefit in specific cognitive domains. In contrast, young adults gain more benefits from AVG training than older adults in both overall cognition and specific cognitive domains. Age, education, and some methodological factors, such as the session duration, session number, total training duration, and control group type, modulated the training effects. These meta-analytic findings provide evidence that AVG training may serve as an efficient way to improve the cognitive performance of healthy adults. We also discussed several directions for future AVG training studies.
KeywordAction Video Game Training Healthy Adults Meta-analysis Cognitive Functions Moderator Variable
DOI10.3389/fpsyg.2016.00907
Indexed BySSCI
Language英语
Funding OrganizationNational Basic Research Program (973 Program)(2015CB351702) ; National Natural Science Foundation of China(81171409) ; Youth Innovation Promotion Association CAS(2016084) ; Youth Talent Plan of Colleges and Universities of Beijing(YETP1332)
WOS Research AreaPsychology
WOS SubjectPsychology, Multidisciplinary
WOS IDWOS:000377958100001
WOS HeadingsSocial Sciences
WOS KeywordOLDER-ADULTS ; EXECUTIVE-CONTROL ; WORKING-MEMORY ; COGNITIVE FUNCTION ; VISUAL-ATTENTION ; SPATIAL SKILLS ; PHYSICAL-ACTIVITY ; LIFE-SPAN ; PLASTICITY ; EXPERIENCE
Citation statistics
Document Type期刊论文
Identifierhttp://ir.psych.ac.cn/handle/311026/20020
Collection中国科学院行为科学重点实验室
Affiliation1.Chinese Acad Sci, Inst Psychol, Key Lab Behav Sci, Beijing 100101, Peoples R China
2.Univ Chinese Acad Sci, Beijing, Peoples R China
3.Chinese Youth Univ Polit Studies, Youth Work Dept, Beijing, Peoples R China
Recommended Citation
GB/T 7714
Wang, Ping,Liu, Han-Hui,Zhu, Xing-Ting,et al. Action Video Game Training for Healthy Adults: A Meta-Analytic Study[J]. FRONTIERS IN PSYCHOLOGY,2016,7(0):907.
APA Wang, Ping,Liu, Han-Hui,Zhu, Xing-Ting,Meng, Tian,Li, Hui-Jie,&Zuo, Xi-Nian.(2016).Action Video Game Training for Healthy Adults: A Meta-Analytic Study.FRONTIERS IN PSYCHOLOGY,7(0),907.
MLA Wang, Ping,et al."Action Video Game Training for Healthy Adults: A Meta-Analytic Study".FRONTIERS IN PSYCHOLOGY 7.0(2016):907.
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