Abstract
There have been several studies undertaken to show the negative effects of video game use and more particularly the negative effects of violent video games. However, a deeper search of scholarly articles reveal studies which claim that video games serve useful and meaningful purposes in our lives and can even provide it’s users with various cognitive benefits. This literature review will look at some selected purported positive cognitive benefits from practice with video games. This review is for the purpose of bringing a greater understanding of the potential cognitive benefits of video games, which could aid in the creation and development of future video games and similar video therapy. Included in the studies examined is evidence that participants with video game practice have improved spatial ability, processing speed and memory capacity. These studies include examining spatial recollection, spatial depth cues, spatial rotation, and spatial location and navigational skills. These studies also examine the attentional benefits of video games including attentional capacity, decreased attentional blink time, and quicker response time to visual stimuli.
Proposed Positive Cognitive Effect from Video Game Practice:
Improved Spatial Abilities and Attentional Benefits
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Rebecca Colleen Christie and Daughter |
Rebecca Colleen
Christie, a resident of New Mexico, was charged with second degree murder when
she allowed her three-and-a-half-year-old daughter to die from malnutrition and
dehydration (Meeks, 2011). Christie proclaimed her devastation that she
would never see her child grow up. Christie’s daughter, Brandi Wulf, weighted just 23 pounds
at the time of her death, 8 pounds lower than the national average for three-year-old children in the United
States (Kuczmarski et al., 2002).
Brandi had been so hungry that she resorted to eating the cat’s food. The
cause for such gross neglect was attributed to the fact that Christie, her
mother, spent most of her time on the online video game World of
Warcraft and in online chat rooms (Meeks,
2011).
Such anecdotes
often are widely published in the media and fuel public opposition to video
games. However, in juxtaposition, many claim video games saved their lives. Online,
there are communities, websites, groups, and forums dedicated to discussing how
video games help individuals through depression, aggression, grief, drug abuse,
alcoholism, suicidal thoughts, and social isolation.
When video games
first started being introduced in the late 1940’s they generally consisted of
slow paced games with single pixels lighting up on the screen. They were
primarily novelty items not well known to the public. Video games did not
enter into mainstream society until around the 1970’s and even then it was
primarily geared towards a narrow market of male juveniles. However,
video games are no longer just for male adolescents. According to the
Entertainment Software Association (2014) 59% of Americans play video
games. The average video game user is 31 years old and has been playing
for 14 years. Of all video game users, 48% are women while 32% are over
50 years old, which is over triple the 1999 statistic that reported 9% of all video game users were over 50 years
old (Entertainment Software Association,
2011). Video games have become an
integrated part of western culture, and there are signs that it will continue
to gain greater prevalence in society.
Entertainment Software Association Facts 2011 |
Video games are utilized for recreation and have effects not often considered. During the early 1980’s, video games were
thought to be a non-violent aggression output, relaxing, and good for
neurological benefits such as hand-eye coordination, attention span,
motivation, and cognitive abilities (Kestenbaum & Weinstein, 1985). On one
hand, as early as 1985 studies were published implicating video games with
higher aggression, neuroticism, daydreaming, as well lower frustration
tolerance (Kestenbaum & Weinstein, 1985).
Such studs have been continued until this time and have shown substantial
evidence showing that video games affect neurobiology and behavior (Engelhardt,
Hilgard, & Bartholow, 2015; Greenfield, 2009; Olson, 2010; Subrahmanyam
& Greenfield, 2008; Williams, Yee, & Caplan, 2008).
In recent years,
much media and scholarly attention has been focused on some purported negative
effects of video games. Some of the most common claims claim video games
increase aggression (Engelhardt, Bartholow, Kerr, & Bushman, 2011; Teng,
Chong, Siew, & Skoric, 2011; Valadez & Ferguson, 2012), depression
(Valadez & Ferguson, 2012), desensitization (Engelhardt, Bartholow, Kerr,
& Bushman, 2011;Greitemeyer & McLatchie, 2011), decreases empathy
(Montag et al., 2012), mental and physical health (Mentzoni et al., 2011), and
as such produces various negative social behaviors. However, less well-known
claims include that video games aid in developing a thicker cerebral cortex
(Haier, Karama, Leyba & Jung, 2009; Kühn et al, 2014), increased SAT scores
(Richardson, Powers, Bousquet, 2011; Terlecki & Newcombe, 2005), increased
hand-eye coordination (Granek, Gorbet, & Sergio, 2010; Griffith, Voloschin,
Gibb, & Bailey, 1983), increased civic behaviors (Ferguson & Garza,
2011), decreased nightmares (Gackenbach, Ellerman, & Hall, 2011), increased
relaxation (Whitaker & Bushman, 2012), increase pro-social behaviors
(Greitemeyer, Osswald, & Brauer, 2010), increased compassion (Horne, 2011),
can help cure amblyopia (i.e. lazy eye) (Li, Ngo, Nguyen, & Levi, 2011) and
various other effects (Donohue, Woldoff, Mitroff, 2010; Coyne, Padilla-Walker,
Stockdale, & Day, 2011). While there has been much research into the
effects of video game use, it is likely most video consumers spend little time
thinking about the neurobiological and behavioral changes video games can
affect.
Video games have
often been characterized as a simple waste of time that decreases pro-social
behaviors and increases aggression and violence. However, just as video games vastly differ in style,
content, objective, and nature, so do they vary in neurological and behavioral
influences. Some video games focus on cooking, farming, and helping
people, while other video games have their focus on war, assassination,
robbery, and theft. Some video games immerse participants in highly
realistic three-dimensional interactive virtual environments, others offer simple
two-dimensional puzzles or mazes, still others offer representations of board
or card games, or even text-based interactions. To label all video games with
any specific outcomes is rarely possible and is usually limited and
problematic. This paper does not seek make universal claims about video games
but rather show some possible positive cognitive effects of video game use.
Further understanding of possible cognitive benefits of video game use
could allow for more beneficial and informed production of video games and contribute
to the video game regulatory process. This
will aid the video game industry to maintain positive effects of video games use
while minimizing and regulating negative aspects.
For this paper we have operationally
defined positive effects of video games, as any advantageous mental or
cognitive changes presumably resulting from the exposure and usage of video
games. The specific effects examined here
include: spatial analysis and response time, mental spatial rotational
abilities, spatial location and navigational abilities, attentional capacity
and allocation ability, distractions, distractional recovery and attentional
focus, and split attention abilities.
Spatial Cognitive Abilities and
Video Game Usage
Of the benefits purported of video games is improved spatial
processing speed and memory capacity. Spatial ability is defined by
Lubinksi and Benbow (2009) as “the ability to generate, retain, retrieve, and transform
well-structured visual images”. Thus a spatial cognitive benefit of video
games would be defined as any ability or capacity that would increase
processing tasks or comprehension of spatial matters which have resulted from
video game usage.
Spatial Analysis and Response Time
Boot, Kramer, Simons, Fabiani, and
Gratton (2008) found evidence that frequent video game users performed better
at the spatial 2-back task than non-frequent video game users while not
sacrificing accuracy. In the spatial 2-back task, participants viewed
displays in which letters would appear for 500ms one at a time at different
spatial locations with a 2000ms interval between each appearance (Braver et
al., 1997). The participants were instructed to press a particular key if
the letter shown was in the same spatial location as the letter displayed two
previous or to press a different specified key if the location was different
than the letter displayed two previous. Frequent video game users were
found to be faster but not more accurate in identification of letters.
This is significant as in most studies there is a positive correlation between
accuracy and response time; the longer it takes someone to respond the more
accurate they are. However, this study, and others (Dye, Green, &
Bavelier, 2009a; Dye, Green, & Bavelier, 2009b) suggests that through the
practice of video games one can increase in spatial processing time while not
sacrificing any accuracy in response.
The ability to quickly analyze and respond to spatial visual
stimuli without sacrificing accuracy aids in any task that requires spatial
cognitive abilities including tasks such as estimating the container size to
use for leftovers, predicting the trajectory of a thrown football, determining
whether one can fit into a tight space while driving a vehicle, sculpting,
painting, playing with Lego or building blocks, and hand-eye coordination tasks
such as catching, grabbing, picking up, or sports (Eliot, 2002; Nolen, 2003).
Mental Spatial Rotational Abilities
In this same study mentioned previously (Boot, Kramer,
Simons, Fabiani, & Gratton, 2008), the authors performed a second
experiment where they tested mental rotational abilities of participants.
Mental rotation is a skill used in several every-day activities such as reading
maps, using tools, packing a box, trying to fit food into the fridge, playing
games such as chess, arranging furniture, driving in traffic, and playing
sports (Moreau, Mansy-Dannay, Clerc, & Guerrién, 2011). In this study,
participant’s mental rotational abilities were analyzed by presenting two
shapes on a screen and instructing participants to press one key to indicate if
the shapes were the same or a different key if they were not. The shapes were
rotated, thus making it more difficult to perceive if they were indeed the same
shape. To determine if they were the same shape, the participant would
have to mentally rotate one of the two shapes and compare it to the other shape
to see if they were the same. The study recorded the speed in which the
participants responded and the accuracy to which the participants achieved.
Frequent video game demonstrated faster and more accurate identification
in every rotational task than non-frequent video game users. This
suggests that video games have positive effects on spatial rotation processing.
However, there is an issue with this
study to keep in mind when reviewing it: frequent video game users were mainly
male, and the novice video game users were female. Studies have suggested that
females and males have differing spatial abilities (Casey, Nuttall, Pezaris,
& Benbow, 1995; Cherney, Bersted, Smetter, 2014; Geary, Saults, Liu, &
Hoard, 2000; Quaiser & Lehmann, 2002; Terlecki & Newcombe, 2005).
This is acknowledged in the study, and they discuss the potential error in their
differential calculations.
Additional research by De Lisi and
Wolford (2002) supports Boot et al.s’ the hypothesis that video games increase
spatial rotation. They took third grade boys and girls and had them
complete a two dimensional mental rotation test. Their initial results
were recorded as the “pre-test” scores. They then divided them in two
separate groups and took one group (the experimental group) and had them use
video games that involved the use of mental rotation. They took the
second group (the control group) and had them use video games that did not
involve the use of mental rotation skills. They then tested all the
children in a paired sample test using the same two dimensional test they had
taken previously. These test results were recorded as the
“post-test” scores. The experimental group attained better post-test than
pre-test scores while this was not the case for the control group. These
and other studies (Cherney, 2008; Cherney, Bersted, & Smetter, 2014;
McClurg & Chaille 1987; Quaiser-Pohl, Geiser, & Lehmann, 2006; Spence
& Feng, 2010) provide evidence that video games can increase mental spatial
rotation ability.
Spatial Location and Navigational
Abilities
A study done by Richardson and
Collaer (2011) examined the differences of spatial location and navigational
abilities between frequent video game users and non-frequent video game users.
In this study, they performed two similar tasks; in the first task
participants traveled through a virtual maze, and in the second task different
participants traveled through a virtual campus. Both environments had
intermittent markers which clearly displayed a number. The participants
were told to remember the markers location and corresponding numbers.
After the participants reached the end, they were then returned back to the
start and asked to indicate, or point, where the now non-visible numbered
location was. The pointing error for frequent video game users were
significantly less than that of the non-frequent video game users demonstrating
a greater spatial tracking ability in the frequent video game users. This
suggests that frequent video game users are useful at developing spatial
orientation and navigation skills.
Navigational and orientation skills are among the most basic
of tools which are utilized every day. When trying to find a location in
an unfamiliar area, these navigational abilities help aid in locating routes
and addresses (Evans, 1980; Gärling & Golledge, 1987). These skills
are utilized while driving, walking, shopping in a store or a mall, or doing
anything in relation to self-transportation.
Implication of Spatial Cognitive
Abilities and Video Game Usage
These studies display some of the
spatial benefits of using video games. Boot, Kramer, Simons,
Fabiani, and Gratton (2008) show evidence that indicates that frequent video
game users may be quicker at mental spatial processes without sacrificing
accuracy. Further, De Lisi and Wolford (2002) show evidence indicating
that video game practice increases the ability and processing time of mental
rotation. Richardson and Collaer (2011) present evidence that video game
practice can increase navigational and orientational skills. If these
benefits are utilized in the future of the video game industry, they could help
the average person in everyday tasks (Eliot, 2002; Evans, 1980; Moreau,
Mansy-Dannay, Clerc, & Guerrién, 2011; Nolen, 2003). It is purported
that spatial thinking is an important predictor of STEM (Science, Technology,
Engineering, and Mathematics) achievement and careers (Humphreys, Lubinski,
& Yao, 1993; Shea, Lubinski, & Benbow, 2001; Wai, Lubinksi, &
Benbow, 2009). Spatial video game application can also help in several
specialized practical settings such as military, flight training. In the
military, spatial training would be advantageous in teaching individuals how to
navigate and orient themselves more efficiently in any given terrain,
particularly in locations rarely if ever visited (Evans, 1980; Gärling &
Golledge, 1987; Richardson & Collaer, 2011). In flight training,
spatial training helps pilots to more accurately and quickly understand and
navigate through spatial depth (Boot, Kramer, Simons, Fabiani, & Gratton,
2008; Cherney, 2008; Richardson & Collaer, 2011).
Neurobiologically, spatial processes
seem to be distributed through several areas of the brain including the frontal
lobe, parietal lobe, occipital lobe, and cerebellum (Ivanitskii, et al. 2015).
Such distribution is likely reflective of complex processes and a multifractal
nature that go into spatial reasoning. Further research should be done to
attempt to see the neurobiology effects of video games on these affected areas.
Attentional Benefits and Video Game
Usage
Attention is defined as a concentration of the mind on a single object or
thought. Thus an attentional benefit of video games would be defined as
any perceived ability or capacity that would increase performance of
attentional tasks resulting from video game usage.
Visual Attentional Capacity and
Allocation Ability
In a study, Green and Bavelie (2003a) provided evidence that frequent video
game users had a greater attentional capacity than non-frequent video game
users. Because of this additional attentional capacity, frequent video
game users were able to allocate the additional attentive resources to other
attentive tasks. Such visual attentional abilities are important for many
everyday tasks such as driving vehicles (Green & Bavelier, 2006; Gopher,
Weil, & Bareket, 1994) and learning (Lansu, Cillessen, & Karremans,
2014; Sasson, & Touchstone, 2014).
Green and Bavelie (2003a) preformed
a study that indicated that video game usage affects the Attentional Blink
phenomenon. Attentional Blink occurs when one is presented with a
sequence of visual stimuli in rapid succession at the same spatial location on
a screen and is asked to identify two specific and different visual
stimuli. Participants will often detect the first stimulus but fail to
detect a second stimulus if it is presented quickly thereafter (generally
within 500ms) (Raymond, Shapiro, & Arnell, 1992). As the time between
two stimuli decreased, participants were less likely to or notice the second
stimuli, that is, they were more likely to demonstrate an attentional
blink. The reason for this attentional blink is explained in that the
initial task requires attentional resources which results in a short refractory
period afterwards where there are not enough attentional resources to allocate
to subsequent tasks. However, if an
individual has significant attentional resources after the initial task, the
excess resources can be allocated to subsequent tasks.
Green and Bavelie (2003a) found that
the attentional blink of frequent video gamers was consistently shorter than
that of non-frequent video game users. This indicates that frequent video
game users may have a greater attentional capacity than non-frequent video game
users. Thus, frequent video game users can allocate the excess
attentional resources to additional tasks.
This is further supported by a study
done by Yuji (1996) in which he tested children’s reaction times for
discrimination tasks of a combination of colors and shapes. In this study,
children would be presented with an image for two seconds which displayed four
shapes (randomly assigned from a pool of two shapes), each of which would be
randomly assigned one of two colors (e.g. a pink big-eyed frog, or a green
small-eyed frog) and then would be displayed with a second image of the same
kind. The participants would then be asked to report if the two images
were the same or not. Those who frequently used video games were
significantly faster than non-frequent video game users. This is an
indicator that frequent video game users could have additional field of view
benefits. These and other studies (Gopher, 1992; Gopher, Weil, &
Bareket, 1994; Green & Bavelier, 2006) show evidence that video games can
increase visual attentional abilities.
Distractions, Distractional Recovery,
and Attentional Focus
Similarly, Chisholm, Hickey,
Theeuwes, and Kingstone (2010) preformed a study that suggests that frequent
action-video-game users dealt with visual distractions in tasks better than
non-frequent action-video-game users.
The participants were asked to
look for a visual stimulus. When the participants saw the stimulus they were to
report it by pressing a key on a keyboard. The response time and accuracy
was recorded electronically. As the participants preformed their tasks,
there was a 50% chance that a distracter would be introduced. The study
found that frequent action-video-game users performed all tasks significantly
quicker than non-violent-video-game users, while not sacrificing accuracy.
This study is supported by Green and Bavelier (2006) who found that frequent
video game users were less susceptible to visual distracts than non-video game
users. These studies indicate that either action-video-game users are
better at ignoring visual distractions, or they are better at recovering from
these distractions.
The ability to ignore or to overcome distractions is a very
practical and advantageous tool. Individuals utilize it every day in
various forms. One can overcome distractions when they are able to focus
on the single voice of the person talking in a busy room full of other voices
(Münte, Spring, Szycik, & Noesselt, 2010), or while driving on the street
they are able to ignore the distractions around them and focus on potential dangers
and concerns on the road.
Split Attention Abilities
Greenfield, DeWinstanley,
Kilpatrick, and Kaye (1994) conducted two experiments which found evidence that
frequent video game users have a better ability to split their attention
between visual stimuli. In their
experiment target visual stimuli that appeared in two separate locations on a
computer screen. The stimulus was presented 10% of the time at the first
position (the low probability position), 80% at the second position (the high
probability position), and 10% at both simultaneously. The participants
were asked to report on the location of the image(s). The response times and
accuracy of the participants were electronically recorded.
The study took two groups, one of
frequent video game users and one of non-frequent video game users, and
established a baseline or neutral response time for each group. Frequent
video game users and non-frequent video game users preformed at similar levels
responding to the high probably position relative to their established
baseline. However, frequent video game users showed no attentional costs
(which would be manifest in a slower response time) at the low probability
position, whereas non-frequent video game users did show additional attentional
costs (i.e. a slower reaction). Frequent video game users also had
significantly faster response times than non-frequent video game users at both
the 10% and 80% positions.
This study is supported by an
experiment by Trick, Jaspers-Fayer, Sethi, and Naina (2005) in which they took
97 individuals (6-19 years old) and had them visually track multiple stimuli
(1-4 trackers) on a computer screen. These tasks generally required
paying attention to more than one object at a time, thus splitting attention.
The study found that the participants that were frequent action or sport
video game users were better at tracking than those that were not. This
is consistent with other studies examining the effects of video games on
multiple tracking and split attention (Green & Bavelier 2006).
Implications of Attentional Benefits and Video Game Usage
Implications of Attentional Benefits and Video Game Usage
These studies, demonstrate some of the attentional benefits
of using video games: green and Bavelie (2003a) provided evidence that frequent
video game users had a greater attentional capacity and ability to allocate
attentional resources, Chisholm, Hickey, Theeuwes, and Kingstone (2010) suggest
that frequent action-video-game deal with visual distractions in tasks better,
Greenfield, DeWinstanley, Kilpatrick, and Kaye (1994) found evidence that
frequent video game users have a better ability to split their attention
between more than one visual stimulus. Attentional abilities are utilized
to improve cognitive processes and speed.
Similarly to Spatial Cognitive, the
implicated neurobiologically
for our constructs attention are widely distributed throughout the brain. Piers, Horowitz, Morocz, Wolfe, and Livingstone (2009) studied brain area
activation as participants attempted to track multiple objects. They found
several stimulated brain areas including the frontal eye fields, anterior
intraparietal sulcus, the posterior intraparietal sulcus, and the MT complex.
Implications and Suggestions for
Further Research
Some may be tempted to brand video game as worthless, a
waste of time, and should be discarded or rejected by society. However,
such blanket statements throw away all the beneficial and advantageous effects
of video games. Further, rejection of video games seems
implausible; video game prevalence is on the rise, and it shows no sign of
decreasing (Entertainment Software
Association, 2011; Entertainment Software Association, 2014). It makes
practical sense and is more realistic to adapt to video games than to try to
reject them. These studies examined in this review demonstrate that there
are various cognitive benefits from using video games. These show potential for
the benefit of humanity, potential that could be lost if thrown away or simply
ignored. Video games are already being utilized for military training (Hsu,
2010), pilot training (Blain, 2007), brain training (Bohannon, 2010; Nouchi et
al., 2012), classroom teaching (King, 2003; Watson, Mong, & Harris, 2011)
and more (Greitemeyer & Osswald, 2010). If the causes for these
positive cognitive effects are found and isolated, then they can be integrated
into similar future productive video games. As more positive effects are
woven into video games and more negative effects are isolated, minimized and/or
removed, video games will provide youth and adults the best possible gains and
positive effects.
Further
research should be done neurobiologically to more fully understand the
physiological changes happening in the brain to solicit such cognitive
differences. Little research currently examines such data, likely due to the
multifaceted nature of the cognitive benefits. With so many areas of the brain
influenced it seems difficult to examine particular areas independently of one
another.
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