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14

The Cognitive Neuroscience of Video Games (C. S. Green, D. Bavelier, 2004) is a good if somewhat dated overview of cognitive research on video game players. They note that ordinary video game users show a number of differentiated and improved mental skills: Video game play has been shown to dramatically enhance visuo-motor skills. In particular, video ...


10

Video game training has long been shown to influence perceptual-motor skills, but also visual selective attention,(1) although it might well involve a mix of pre attentive and attentive processing. I have no difficulties imagining there are some key studies on fastest adaptation in children as compared to older people, where effects are probably expressed ...


10

Playing action video games improves performance in subitizing and multiple object tracking, both of which are abilities involving attending to multiple objects at once. Note that it's a causal relationship; people who don't play action video games show improvements in those two abilities after playing for a while. More generally, playing action video games ...


10

This is not my research field, but I'm also very interested in this topic. As far as I know there has not been much research done but two articles of interest are: Washburn, D. A. (2003). The games psychologists play (and the data they provide). Behavior research methods, instruments & computers, 35(2), 185-193. Psychonomic Society Publications. This ...


9

I and other colleagues have published a paper on the cognitive impacts of MMORPGs: Link to full text here The work also reviews some of the literature regarding the psychology of computer games and a new framework for the understanding of cognition in the digital age. I hope this helps. Abstract: The present paper attempts to empirically study the ...


9

The whole of the research on this topic has some very, very serious methodological flaws, which mean there is currently surprisingly little evidence that video games or expert gamers are somehow 'special'. In particular, there are serious concerns regarding demand characteristics. Don't just take my word for it, take a look at the extremely comprehensive ...


7

To take your concrete examples, there are several broad distinctions relevant to comparing a task like chess and a task like playing Pac Man. Cognitive versus psychomotor skill Research on learning and task performance is divided into various domains of tasks. Two such domains are cognitive, of which chess would be an example, and psychomotor, of which ...


7

Just like brain training research - see this great recent study by Owen et al. 2010 - there is little good evidence to show any causal long term and generalisable effects of playing video games. However, to answer the original question: I found that video game players had higher speed and reasoning ability in a small sample paper based on my PhD research ...


6

A few tasks that come to mind: Space Fortress by The CogWorks Lab, an "action video game that requires constant shifts of attention, memory retrievals, visual tracking, fine motor control, and dynamic decision making...": There was a whole program of research built around this game: see the Google Scholar results and a discussion here(Mane, & Donchin, ...


5

Nick Yee in Palo Alto is doing a lot of work with second-life and other virtual worlds looking at mostly social psychological questions. He seems to be making use of the full range of data available in the virtual world as you suggest above. Google Scholar search: author:yee "second-life"


5

It depends on what you mean by "recent". I assume you know of the following? Green CS, Bavelier D. (2003) Action video game modifies visual selective attention. Nature. 2003 May 29;423(6939):534-7, free pdf. To quote the abstract: As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential ...


4

although this is self promotion in a sense, I completed a PhD in which I tried to look at all the research linking computer game performance to other cognitive abilities. The last paper published as a result of this summarises some of the research I found and also what I found in using computer-game-like cognitive tests. This is a fascinating area and I ...


4

Probably, though my brief literature search didn't turn up any examples of people actually measuring game difficulty using Fitts' law. One thing to keep in mind is that motor movements are only a portion of what might make a game physically or cognitively demanding, even in platform games which are typically quite simple. Users have to make additional ...


3

The concept of mental rotation was introduced by Shepard & Metzler (1971). The 3D assemblages of cubes were part of their original experiment. Vandenburg and Kuse (1978) later developed a paper-and-pencil test based on this prior experiment, named the Vandenberg and Kuse’s Mental Rotation Test (VMRT). The study which Bavelier most likely refers to is ...



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