Superior attention and Working Memory (WM) have been reported for habitual action video gamers compared to other gamers or non-players. With an online experiment we measured visuo-spatial WM capacity and ability to ignore distraction, and participants listed the video games they played. Categorising the 209 young adult participants (18–30 years) according to the game type they predominantly played revealed superior WM capacity for strategy and action gamers compared to non-players. However, re-categorising the games according to their constituent game types revealed superior WM capacity and distraction resistance associated with strategy but not action game components. In contrast to younger adults, data from 181 older adults (60–81 years) ...
<div><p></p><p>A major goal of recent research in aging has been to examine cognitive plasticity in ...
Young (ages 18–22 years) and older (ages 61–87 years) adults (N = 106) played the Virtual Week board...
Abstract Video game research predominantly uses a “one game-one function” approach—researchers deplo...
Superior attention and Working Memory (WM) have been reported for habitual action video gamers compa...
Objective: Previous studies found positive influences of videogame playing on cognition. However, th...
Gaming has become one of the most common activities for children and adolescents, and it is therefor...
A major goal of recent research in aging has been to examine cognitive plasticity in older adults an...
Studies have indicated that video gaming is positively associated with cognitive performance in sele...
Video games as an entertainment form are very popular. Understanding what video games do to us in a ...
Nowadays, video games have become the most popular form of entertainment. For this reason, it is cru...
Video games have been found to have positive influences on executive function in older adults; howev...
Video game training with older adults potentially enhances aspects of cognition that decline with ag...
Cognitive functioning can affect one’s performance at work, quality of life and the ability to live ...
Previous studies have suggested that playing action video games is related to improvement in many co...
In the past few decades, video game play has become a common diversion for many people of different ...
<div><p></p><p>A major goal of recent research in aging has been to examine cognitive plasticity in ...
Young (ages 18–22 years) and older (ages 61–87 years) adults (N = 106) played the Virtual Week board...
Abstract Video game research predominantly uses a “one game-one function” approach—researchers deplo...
Superior attention and Working Memory (WM) have been reported for habitual action video gamers compa...
Objective: Previous studies found positive influences of videogame playing on cognition. However, th...
Gaming has become one of the most common activities for children and adolescents, and it is therefor...
A major goal of recent research in aging has been to examine cognitive plasticity in older adults an...
Studies have indicated that video gaming is positively associated with cognitive performance in sele...
Video games as an entertainment form are very popular. Understanding what video games do to us in a ...
Nowadays, video games have become the most popular form of entertainment. For this reason, it is cru...
Video games have been found to have positive influences on executive function in older adults; howev...
Video game training with older adults potentially enhances aspects of cognition that decline with ag...
Cognitive functioning can affect one’s performance at work, quality of life and the ability to live ...
Previous studies have suggested that playing action video games is related to improvement in many co...
In the past few decades, video game play has become a common diversion for many people of different ...
<div><p></p><p>A major goal of recent research in aging has been to examine cognitive plasticity in ...
Young (ages 18–22 years) and older (ages 61–87 years) adults (N = 106) played the Virtual Week board...
Abstract Video game research predominantly uses a “one game-one function” approach—researchers deplo...