A Study of Video Game Influences on Memory and Attention

Authors

  • Duggi Sridevi Research Scholar, University of Technology, Jaipur, Rajasthan
  • Dr. Rashmi Saxena Professor, Department of Psychology, University of Technology, Jaipur, Rajasthan

DOI:

https://doi.org/10.29070/1e08x040

Keywords:

Video game, Memory, Attention, Visual Working Memory

Abstract

This study delves at the ways in which video games impact memory and attention, specifically looking at how gaming can impact cognitive abilities that are crucial for everyday tasks and learning. We can't imagine life without ICTs, or information and communication technologies. Video games and other technological advancements have gained immense popularity among both younger and older generations. Both the video game business and research into how gaming affects people's lives have grown substantially in recent years. This study takes a look at research on the potential benefits of video games for cognitive development, specifically looking at memory & attention training, and particularly at a new approach to teaching VWM using video games. The effects of various video game genres on these cognitive domains and their potential practical implications are investigated in this study by reviewing and analysing current studies.

References

Antzaka, M. Lallier, S. Meyer, J. Diard, M. Carreiras, and S. Valdois, “Enhancing reading performance through action video games: The role of visual attention span,” Sci. Rep., vol. 7, no. 1, pp. 1–10, 2017. https://doi.org/10.1038/s41598-017-15119-9

F. McDermott, D. Bavelier, and C. S. Green, “Memory abilities in action video game players,” Comput. Human Behav., vol. 34, pp. 69–78, 2014. https://doi.org/10.1016/j.chb.2014.01.018

Sekiguchi et al., “Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial,” PLoS One, vol. 8, no. 2, p. e55518, 2013. https://doi.org/10.1371/journal.pone.0055518

Cowley, É. Holmström, K. Juurmaa, L. Kovarskis, and C. M. Krause, “Computer Enabled Neuroplasticity Treatment: A Clinical Trial of a Novel Design for Neurofeedback Therapy in Adult ADHD,” Front. Hum. Neurosci., vol. 10, no. May, pp. 1–13, 2016. https://doi.org/10.3389/fnhum.2016.00205

L. Chen, Y. W. Tang, N. Q. Zhang, and J. Shin, “Neurofeedback based attention training for children with ADHD,” Proc. - 2017 IEEE 8th Int. Conf. Aware. Sci. Technol. iCAST 2017, vol. 2018-Janua, no. iCAST, pp. 93–97, 2018. https://doi.org/10.1109/ICAwST.2017.8256530

Shawn Green, M. A. Sugarman, K. Medford, E. Klobusicky, and D. Bavelier, “The effect of action video game experience on task-switching,” Comput. Human Behav., vol. 28, no. 3, pp. 984–994, 2012. https://doi.org/10.1016/j.chb.2011.12.020

Bavelier, R. L. Achtman, M. Mani, and J. Föcker, “Neural bases of selective attention in action video game players,” Vision Res., vol. 61, pp. 132–143, 2012.

D. Z. Blandon, J. E. Munoz, D. S. Lopez, and O. H. Gallo, “Influence of a BCI neurofeedback videogame in children with ADHD. Quantifying the brain activity through an EEG signal processing dedicated toolbox,” 2016 IEEE 11th Colomb. Comput. Conf. CCC 2016 - Conf. Proc., pp. 1–8, 2016. https://doi.org/10.1109/ColumbianCC.2016.7750788

D. Clemenson and C. E. L. Stark, “Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory,” J. Neurosci., vol. 35, no. 49, pp. 16116– 16125, 2015. https://doi.org/10.1523/JNEUROSCI.2580-15.2015

L. West et al., “Impact of video games on plasticity of the hippocampus,” Mol. Psychiatry, vol. 23, no. 7, pp. 1566–1574, 2018. https://doi.org/10.1038/mp.2017.155

J. Deveau, S. M. Jaeggi, V. Zordan, C. Phung, and A. R. Seitz, “How to build better memory training games,” Front. Syst. Neurosci., vol. 8, no. January, pp. 1–7, 2015.https://doi.org/10.3389/fnsys.2014.00243

J.D. Chisholm and A. Kingstone, “Action video games and improved attentional control: Disentangling selection- and response-based processes,” Psychon. Bull. Rev., vol. 22, no. 5, pp. 1430–1436, 2015. https://doi.org/10.3758/s13423-015-0818-3

K. J. Blacker and K. M. Curby, “Enhanced visual short-term memory in action video game players,” Attention, Perception, Psychophys., vol. 75, no. 6, pp. 1128–1136, 2013.https://doi.org/10.3758/s13414-013-0487-0

L. S. Colzato, W. P. M. van den Wildenberg, S. Zmigrod, and B. Hommel, “Action video gaming and cognitive control: Playing first person shooter games is associated with improvement in working memory but not action inhibition,” Psychol. Res., vol. 77, no. 2, pp. 234–239, 2013. https://doi.org/10.1007/s00426-012-0415-2

M. Krcmar, K. Farrar, and R. McGloin, “The effects of video game realism on attention, retention and aggressive outcomes,” Comput. Human Behav., vol. 27, no. 1, pp. 432–439, 2011. https://doi.org/10.1016/j.chb.2010.09.005

N. Qiu et al., “Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience,” Front. Hum. Neurosci., vol. 12, no. February, pp. 1–11, 2018.https://doi.org/10.3389/fnhum.2018.00047

P. Dobrowolski, K. Hanusz, B. Sobczyk, M. Skorko, and A. Wiatrow, “Cognitive enhancement in video game players: The role of video game genre,” Comput. Human Behav., vol. 44, pp. 59–63, 2015. https://doi.org/10.1016/j.chb.2014.11.051

P. L. Baniqued et al., “Cognitive training with casual video games: Points to consider,” Front. Psychol., vol. 4, no. JAN, pp. 1–19, 2014. https://doi.org/10.3389/fpsyg.2013.01010

S. Ballesteros et al., “Brain training with non-action video games enhances aspects of cognition in older adults: A randomized controlled trial,” Front. Aging Neurosci., vol. 6, no. OCT, pp. 1–14, 2014. https://doi.org/10.3389/fnagi.2014.00277

S. Franceschini, S. Gori, M. Ruffino, S. Viola, M. Molteni, and A. Facoetti, “Action video games make dyslexic children read better,” Curr. Biol., vol. 23, no. 6, pp. 462–466, 2013. https://doi.org/10.1016/j.cub.2013.01.044

S. Franceschini, S. Gori, M. Ruffino, S. Viola, M. Molteni, and A. Facoetti, “Action video games make dyslexic children read better,” Curr. Biol., vol. 23, no. 6, pp. 462–466, 2013. https://doi.org/10.1016/j.cub.2013.01.044

T. Sonne and M. M. Jensen, “ChillFish: A Respiration Game for Children with ADHD,” Proc. TEI ’16 Tenth Int. Conf. Tangible, Embed. Embodied Interact., pp. 271–278, 2016. https://doi.org/10.1145/2839462.2839480

W. R. Boot, A. F. Kramer, D. J. Simons, M. Fabiani, and G. Gratton, “The effects of video game playing on attention, memory, and executive control,” Acta Psychol. (Amst)., vol. 129, no. 3, pp. 387–398, 2008. https://doi.org/10.1016/j.actpsy.2008.09.005

Y Ochi, T. Laksanasopin, B. Kaewkamnerdpong, and K. Thanasuan, “Neurofeedback game for attention training in adults,” BMEiCON 2017 - 10th Biomed. Eng. Int. Conf., vol. 2017-Janua, pp. 1–5, 2017. https://doi.org/10.1109/bmeicon.2017.8229113

Downloads

Published

2024-07-01

How to Cite

[1]
“A Study of Video Game Influences on Memory and Attention”, JASRAE, vol. 21, no. 5, pp. 359–365, Jul. 2024, doi: 10.29070/1e08x040.

How to Cite

[1]
“A Study of Video Game Influences on Memory and Attention”, JASRAE, vol. 21, no. 5, pp. 359–365, Jul. 2024, doi: 10.29070/1e08x040.