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Comparing the cognitive performance of action video game players and age‐matched controls following a cognitively fatiguing task

A stage 2 registered report

Bibliographic Data

ID9620847
AuthorsMark J Campbell (0000-0001-9607-7675, Lero, the Science Foundation Ireland Research Centre for Software University of Limerick Limerick Ireland), Sarah C Cregan (0009-0006-7715-5862, Lero, the Science Foundation Ireland Research Centre for Software University of Limerick Limerick Ireland), John M Joyce (0009-0004-9068-6647, Lero, the Science Foundation Ireland Research Centre for Software University of Limerick Limerick Ireland), Magdalena Kowal (0000-0002-4768-4900, Lero, the Science Foundation Ireland Research Centre for Software University of Limerick Limerick Ireland), Anna Judit Tóth (0000-0003-2193-0138, Lero, the Science Foundation Ireland Research Centre for Software University of Limerick Limerick Ireland, corresponding author)
Year2024
Volume115
Issue3
Pages363-385
Publication date2024-08-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueBritish Journal of Psychology (JOURNAL)
Journal identifiersISSN: 0007-1269 • E-ISSN: 2044-8295
PublisherWiley (PUBLISHER • GB)
DOI10.1111/bjop.12692
PMID38140897
OpenAlexW4390145350
LanguageEN
Citations received2
References cited76

Recent work demonstrates that those who regularly play action video games (AVGs) consistently outperform non‐gamer (NG) controls on tests of various cognitive abilities. AVGs place high demands on several cognitive functions and are often engaged with for long periods of time (e.g., over 2 h), predisposing players to experiencing cognitive fatigue. The detrimental effects of cognitive fatigue have been widely studied in various contexts where accurate performance is crucial, including aviation, military, and sport. Even though AVG players may be prone to experiencing cognitive fatigue, this topic has received little research attention to date. In this study, we compared the effect of a cognitively fatiguing task on the subsequent cognitive performance of action video game players and NG control participants. Our results indicated AVGs showed superior spatial working memory and complex attention abilities while showing no difference from NGs on simple attention performance. Additionally, we found that our cognitive fatigue and control interventions did not differentially affect the cognitive performance of AVGs and NGs in this study. This pre‐registered study provides evidence that AVGs show superior cognitive abilities in comparison to a non‐gaming population, but do not appear more resilient to cognitive fatigue

Action (physics) · Affect (linguistics) · Cognition · Cognitive psychology · Effects of sleep deprivation on cognitive performance · Elementary cognitive task · Multimedia · Physical medicine and rehabilitation · Population · Task (project management) · Video game · Cognitive Abilities and Testing · Cognitive Functions and Memory · Communication · Computer Science · Medicine · Neural and Behavioral Psychology Studies · Neuroscience · Psychology

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Unique citing works2
Citations per year2
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 2

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