Abstract
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) showed superior WM capacity and distractor-resistance for puzzle gamers, which was equivalent to that of younger adults. The results highlight the need to consider component game types in games research and inform the design of age-appropriate cognitive interventions.
Original language | English |
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Article number | E19098 |
Number of pages | 12 |
Journal | Heliyon |
Volume | 9 |
Issue number | 8 |
DOIs | |
Publication status | Published - 13 Aug 2023 |
Bibliographical note
© 2023 The Authors.Keywords
- Gaming
- Working memory
- Attention
- Ageing
- Video games