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Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span
Wang, Ping1,2; Zhu, Xing-Ting1,2; Liu, Han-Hui3; Zhang, Yi-Wen1,2; Hu, Yang1,2; Li, Hui-Jie1,2; Zuo, Xi-Nian1,2
2017-08-01
Source PublicationGAMES FOR HEALTH JOURNAL
ISSN2161-783X
SubtypeArticle
Volume6Issue:4Pages:237-248
Abstract

Objective: Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question. Materials and Methods: The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs).(1,2) A series of neuropsychological tests from different cognitive domains, including processing speed, visuospatial, attention, memory, and executive function, were conducted on participants. Results: The age-related effects demonstrated that young and older adults benefited more from videogame experience than middle-aged adults. The task-related effects showed that VGPs benefited more from videogame experience in processing speed and visuospatial processing; next was executive function and attention, while no benefits in memory. The effect sizes suggested that the difference in extent between VGPs and NVGPs in processing speed and visuospatial processing is moderate, in attention and executive function is small, and in memory is negligible. Conclusion: The current findings support the beneficial effects and transfer effects of videogame experience; however, the effects presented age-specific and task-specific characteristics. The results provide useful insights for future videogame intervention studies for healthy adults of different ages.

KeywordVideogame experience Videogame players Nonvideogame players Healthy adults Cognitive function
DOI10.1089/g4h.2017.0005
Indexed BySSCI
Language英语
Funding OrganizationNational Basic Research Program (973 Program)(2015CB351702) ; Youth Innovation Promotion Association CAS(2016084) ; National Natural Science Foundation of China(81471740)
WOS Research AreaHealth Care Sciences & Services ; Public, Environmental & Occupational Health ; Rehabilitation
WOS SubjectHealth Policy & Services ; Public, Environmental & Occupational Health ; Rehabilitation
WOS IDWOS:000407850700006
WOS HeadingsScience & Technology ; Life Sciences & Biomedicine
WOS KeywordOLDER-ADULTS ; EXECUTIVE FUNCTIONS ; TOPOLOGICAL ORGANIZATION ; GAME EXPERIENCE ; ATTENTION ; MEMORY ; PLAYERS ; TASK ; PERFORMANCE ; CONNECTOME
Citation statistics
Document Type期刊论文
Identifierhttp://ir.psych.ac.cn/handle/311026/21912
Collection中国科学院行为科学重点实验室
Affiliation1.Chinese Acad Sci, Key Lab Behav Sci, Inst Psychol, 16 Lincui Rd, Beijing 100101, Peoples R China
2.Univ Chinese Acad Sci, Dept Psychol, Beijing, Peoples R China
3.Chinese Youth Univ Polit Studies, Youth Work Dept, Beijing, Peoples R China
Recommended Citation
GB/T 7714
Wang, Ping,Zhu, Xing-Ting,Liu, Han-Hui,et al. Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span[J]. GAMES FOR HEALTH JOURNAL,2017,6(4):237-248.
APA Wang, Ping.,Zhu, Xing-Ting.,Liu, Han-Hui.,Zhang, Yi-Wen.,Hu, Yang.,...&Zuo, Xi-Nian.(2017).Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span.GAMES FOR HEALTH JOURNAL,6(4),237-248.
MLA Wang, Ping,et al."Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span".GAMES FOR HEALTH JOURNAL 6.4(2017):237-248.
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