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Action Video Game Training for Healthy Adults: A Meta-Analytic Study
Action 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 a...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2016
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4911405/ https://www.ncbi.nlm.nih.gov/pubmed/27378996 http://dx.doi.org/10.3389/fpsyg.2016.00907 |
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author | Wang, Ping Liu, Han-Hui Zhu, Xing-Ting Meng, Tian Li, Hui-Jie Zuo, Xi-Nian |
author_facet | Wang, Ping Liu, Han-Hui Zhu, Xing-Ting Meng, Tian Li, Hui-Jie Zuo, Xi-Nian |
author_sort | Wang, Ping |
collection | PubMed |
description | Action 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. |
format | Online Article Text |
id | pubmed-4911405 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-49114052016-07-04 Action Video Game Training for Healthy Adults: A Meta-Analytic Study Wang, Ping Liu, Han-Hui Zhu, Xing-Ting Meng, Tian Li, Hui-Jie Zuo, Xi-Nian Front Psychol Psychology Action 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. Frontiers Media S.A. 2016-06-17 /pmc/articles/PMC4911405/ /pubmed/27378996 http://dx.doi.org/10.3389/fpsyg.2016.00907 Text en Copyright © 2016 Wang, Liu, Zhu, Meng, Li and Zuo. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Wang, Ping Liu, Han-Hui Zhu, Xing-Ting Meng, Tian Li, Hui-Jie Zuo, Xi-Nian Action Video Game Training for Healthy Adults: A Meta-Analytic Study |
title | Action Video Game Training for Healthy Adults: A Meta-Analytic Study |
title_full | Action Video Game Training for Healthy Adults: A Meta-Analytic Study |
title_fullStr | Action Video Game Training for Healthy Adults: A Meta-Analytic Study |
title_full_unstemmed | Action Video Game Training for Healthy Adults: A Meta-Analytic Study |
title_short | Action Video Game Training for Healthy Adults: A Meta-Analytic Study |
title_sort | action video game training for healthy adults: a meta-analytic study |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4911405/ https://www.ncbi.nlm.nih.gov/pubmed/27378996 http://dx.doi.org/10.3389/fpsyg.2016.00907 |
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