The purpose of this experiment was to see whether or not video games have any effect on an individual’s cognitive abilities. Specifically, we focused on working memory, information processing, context processing, and goal maintenance. In order to measure this, we had participants complete three tasks: the AX-CPT task, Erickson\u27s Flanker Task, and the N-Back Task. Participants were assigned to one of three groups: music group (Control), low intensity video game group, and high intensity video game group. Each group had exposure to the experimental variable for 15 minutes and then completed the three tasks. Scores on each task were compared for the different groups to see if there were any significant differences in performance
The Global Games Market Report estimates that, as of 2019 there are 2.2 billion people worldwide tha...
peer reviewedThis chapter reviews the behavioral and neuroimaging scientific literature on the cogni...
Video game research in the recent decades suggests a causal relationship between video game experien...
Over the past several decades, technological advancements in entertain- ment systems have given rise...
The relations between video-game experience and cognitive abilities were examined in the current stu...
In the past few decades, video game play has become a common diversion for many people of different ...
Videogames have become one of the most popular leisure activities worldwide, including multiple game...
Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. ...
Objectives: Video games are especially popular among adolescents and young adults as a form of enter...
Currently several studies show the relevance of video games in neuropsychological processes of stude...
The Entertainment Software Rating Board (ESRB) estimates that the average US household owns at least...
The underlying mechanisms responsible for the improvements in cognition associated with video game p...
failures to replicate these video game player advantages have indicated that this relationship may n...
Previous studies have suggested that playing action video games is related to improvement in many co...
Video games are a wildly popular past time in not only America, but other countries as well. Its pop...
The Global Games Market Report estimates that, as of 2019 there are 2.2 billion people worldwide tha...
peer reviewedThis chapter reviews the behavioral and neuroimaging scientific literature on the cogni...
Video game research in the recent decades suggests a causal relationship between video game experien...
Over the past several decades, technological advancements in entertain- ment systems have given rise...
The relations between video-game experience and cognitive abilities were examined in the current stu...
In the past few decades, video game play has become a common diversion for many people of different ...
Videogames have become one of the most popular leisure activities worldwide, including multiple game...
Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. ...
Objectives: Video games are especially popular among adolescents and young adults as a form of enter...
Currently several studies show the relevance of video games in neuropsychological processes of stude...
The Entertainment Software Rating Board (ESRB) estimates that the average US household owns at least...
The underlying mechanisms responsible for the improvements in cognition associated with video game p...
failures to replicate these video game player advantages have indicated that this relationship may n...
Previous studies have suggested that playing action video games is related to improvement in many co...
Video games are a wildly popular past time in not only America, but other countries as well. Its pop...
The Global Games Market Report estimates that, as of 2019 there are 2.2 billion people worldwide tha...
peer reviewedThis chapter reviews the behavioral and neuroimaging scientific literature on the cogni...
Video game research in the recent decades suggests a causal relationship between video game experien...