Faculté de Psychologie et Sciences de l'Education (FPSE), section de Psychologie, Université de Genève.
Department of Psychological and Brain Sciences, University of California, Santa Barbara.
Psychol Bull. 2018 Jan;144(1):77-110. doi: 10.1037/bul0000130. Epub 2017 Nov 27.
The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000-2015. To assess the long-lasting impact of action video game play on various domains of cognition, we first consider cross-sectional studies that inform us about the cognitive profile of habitual action video game players, and document a positive average effect of about half a standard deviation (g = 0.55). We then turn to long-term intervention studies that inform us about the possibility of causally inducing changes in cognition via playing action video games, and show a smaller average effect of a third of a standard deviation (g = 0.34). Because only intervention studies using other commercially available video game genres as controls were included, this latter result highlights the fact that not all games equally impact cognition. Moderator analyses indicated that action video game play robustly enhances the domains of top-down attention and spatial cognition, with encouraging signs for perception. Publication bias remains, however, a threat with average effects in the published literature estimated to be 30% larger than in the full literature. As a result, we encourage the field to conduct larger cohort studies and more intervention studies, especially those with more than 30 hours of training. (PsycINFO Database Record
视频游戏在当今社会中的普及,引发了人们对其对大脑和行为影响的浓厚兴趣,并探讨了利用游戏产生积极影响的可能性。本元分析聚焦于一种特定的游戏类型,即动作视频游戏,涵盖了 2000 年至 2015 年的研究。为了评估动作视频游戏玩对各种认知领域的持久影响,我们首先考虑了横断面研究,这些研究为我们提供了习惯性动作视频游戏玩家的认知特征,并记录了大约半个标准差(g = 0.55)的积极平均效应。然后,我们转向长期干预研究,这些研究告诉我们通过玩动作视频游戏是否有可能引起认知的因果变化,并显示出大约三分之一标准差(g = 0.34)的较小平均效应。由于只纳入了使用其他商业上可用的视频游戏类型作为对照的干预研究,因此后一种结果强调了并非所有游戏都能同等地影响认知的事实。调节分析表明,动作视频游戏玩可有力地增强自上而下的注意力和空间认知领域,对感知也有令人鼓舞的迹象。然而,发表偏倚仍然是一个威胁,发表文献中的平均效应估计比完整文献中的平均效应大 30%。因此,我们鼓励该领域进行更大规模的队列研究和更多的干预研究,特别是那些进行了 30 小时以上训练的研究。