Higher working memory capacity and distraction-resistance associated with strategy (not action) game playing in younger adults, but puzzle game playing in older adults

被引:3
作者
Cutting, Joe [1 ]
Copeland, Bethany [2 ]
Mcnab, Fiona [2 ]
机构
[1] Univ York, Dept Comp Sci, York YO10 5DD, N Yorkshire, England
[2] Univ York, Dept Psychol, York YO10 5DD, N Yorkshire, England
基金
芬兰科学院; 英国工程与自然科学研究理事会;
关键词
Gaming; Working memory; Attention; Ageing; Video games; VIDEO GAMES; INDIVIDUAL-DIFFERENCES; AGE;
D O I
10.1016/j.heliyon.2023.e19098
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
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.
引用
收藏
页数:12
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