Summary:
The article seeks to compare expert video game players to
non-players in order to see if there are any significant differences between
how the two groups perform in attention, memory, and executive control
skills. The three games used were Medal
of Honor: Allied Assault (from 2002), Tetris (from 2004), and Rise of Nations
(from 2003). Medal of Honor represented
a first-person shooter (FPS), Tetris represented a puzzle game, and Rise of
Nations represented a strategy game. In
each group there were males who were both expert gamers (played 7+ hours a
week) and non-gamers (less than an hour a week), along with a control group who
did not participate in any of the games.
Each person within the longitudinal group of the study practiced in 15
game sessions (1.5 hours per session) in their assigned game over 4-5
weeks. The control group were tested
without playing one of the games.
All participants took tests related to visual and attentional tasks, spatial processing and memory tasks, and executive control tasks. Three of the five visual and attentional tasks
included spotting a triangle within a circle when briefly exposed to an image
and then correctly choosing the location of the shape, spotting a white letter
and if an X followed when exposed to 16 or 22 letters rapidly on a screen, and count
the number of dots when briefly exposed to an image of 1 to 8 dots. Two of the three spatial processing and
memory tasks include selecting the pattern of grey blocks that lit up white in
the order they flashed and discerning whether two shapes were actually the same
shape when presented. Two of the four
executive control tasks included memorizing sets of words while doing math
problems with tasked recollection of the terms and a disc switching game
involving discs, pegs, and the ability to move one disc at a time in order to
match a pattern.
The comparison of expert video games versus non-gamers lead
to several conclusions. First, expert
video game players outperformed non-gamers in many of the categories. The experts were able to better track objects
that were moving at great speed, outperform the non-gamers in visual short-term
memory tests, alternate between tasks faster, and more accurately perceive and
report shapes which had been rotated.
Non-gamers were found to not have achieved much improvement in their
overall skills from the tests after playing their assigned video games for 21
hours. For the rest of the tests, the
non-gamers did not perform significantly better in any of the tasks save for
the mental rotation of the similar shapes.
Critique:
Although this article does not specifically mention, 'brain
training' it is clear that this study investigates just that. The researchers want to answer the question
if 21 hours of brain training can lead to improved results in various cognitive
tests. The authors made sure to use
several different gaming categories including a FPS, strategy game, and puzzle
game. This makes sense as each interacts
with the player in very different ways.
The authors set up control groups, and made sure the test subjects were
clearly classified as either expert gamer or non-gamer. Unfortunately, 21 hours was not found to
really be significant time for non-gamers to really gain skills in the visual
and attentional tasks, spatial processing and memory tasks, and executive control
tasks. However, the research did prove
that expert gamers performed better in the four listed tasks mentioned earlier,
potentially due to an already established experience with games.
I like how the authors selected their games and feel they
would be some of the best options the authors could have chosen to represent
the categories they were examining. I
was a little put-off that the authors excluded females from parts of the study,
but I understand that it was important to keep the variables as similar as
possible. I think it would be
interesting to run these same tests exclusively with female expert gamers and
non-gamers. Additionally, although it
might be cumbersome to have participants play these video games for a longer
period of time, I feel that the results of non-gamers gaining extended
experience from game play could increase their performance on the cognitive
tests.
Although not universally applicable to the intelligence
field, this study does have some small contributions to the field. One of these is that the study shows that a
relatively short amount of time to train people in games is not significant
enough to improve results. This could be
applied with intelligence analyst work in general- the repeated practice
improves analytic products over time.
Personally, I feel that much like sports or any activity that requires
practice, great improvement would never be expected over a month but would
instead take many years to show significant improvement. Overall, I feel the article was very
thoughtful and made sure to keep the variables as separate as possible for
optimal results.
Source:
Boot, W.R., Kramer, A.F., Simons, D.J., Fabiana, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control.
Acta Psychologica, 3(129). 387-398. Retrieved from
http://www.sciencedirect.com/science/article/pii/S0001691808001200