Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea.
Dr. Shin's Child and Adolescent Psychiatry Clinic, Seoul, Republic of Korea.
Behav Brain Funct. 2020 Feb 3;16(1):2. doi: 10.1186/s12993-020-0165-z.
Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Literatures were searched with search terms (e.g. genres of video games, cognitive training) on database and Google scholar.
video games, of which purpose is players' entertainment, were found to be positively associated with cognitive functions (e.g. attention, problem solving skills) despite some discrepancy between studies. However, the enhancement of cognitive functions through video gaming was limited to the task or performance requiring the same cognitive functions. Moreover, as several factors (e.g. age, gender) were identified to modulate cognitive enhancement, the individual difference in the association between video game playing and cognitive function was found.
Commercial video games are suggested to have the potential for cognitive function enhancement. As understanding the association between video gaming and cognitive function in a more balanced view is essential to evaluate the potential outcomes of commercial video games that more people reported to engage, this review contributes to provide more objective evidence for commercial video gaming.
与强调视频游戏的负面影响(如冲动参与视频游戏)不同,针对认知缺陷个体的认知训练研究表明,视频游戏元素的特征有助于训练认知功能。因此,本研究旨在通过回顾商业视频游戏的类型以及视频游戏与认知功能和调节因素的关联,对玩视频游戏有一个更平衡的看法。文献检索使用了数据库和谷歌学术上的搜索词(例如视频游戏类型、认知训练)。
尽管研究之间存在一些差异,但以玩家娱乐为目的的视频游戏被发现与认知功能(例如注意力、解决问题的技能)呈正相关。然而,通过视频游戏提高认知功能仅限于需要相同认知功能的任务或表现。此外,由于几个因素(例如年龄、性别)被确定为认知增强的调节因素,因此发现了个体差异在玩视频游戏与认知功能之间的关联。
商业视频游戏被认为具有增强认知功能的潜力。由于从更平衡的角度理解玩视频游戏与认知功能之间的关联对于评估更广泛的人参与的商业视频游戏的潜在结果至关重要,因此本综述为商业视频游戏提供了更客观的证据。