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Video Games and Cognition

   

Added on  2023-06-13

7 Pages1449 Words181 Views
Running head: VIDEO GAMES AND COGNITION 1
Video Games and Cognition
Name
Institutional Affiliation

VIDEO GAMES AND COGNITION 2
Introduction
Different parts of the brain can be used to influence different cognition abilities. In most
cases, those who play video games demonstrate an increased performance in skills associated
with cognition. Previously, research had focused on the effects of video games on cognition, but
nowadays the effects seem to vary depending on the genre of the game (IOS Press, 2017). This
information would be beneficial in the treatment of specific disorders. This essay analyses the
assumptions made in the article “Genre may Impact Cognitive Training Using Video Games”
based on the effect of playing video games on cognition.
Key Assumptions of the Claims
The article “Genre may Impact Cognitive Training Using Video Games” provides
various claims and assumptions. The first claim is that the genre of video games affects cognitive
training. The assumption is that strategy games should be used to treat disorders related to
memory while action games should be used for those related to moods. This assumption was
derived from a study carried out on adults playing video games that indicated that the right stria
terminalis is used when learning play action video games while the left cingulum is used in
learning to play strategy video games (IOS Press, 2017).
The second claim is that video games can be used to enhance brain performance. The
assumption is that working memory could predict the learning of action and strategy video
games. This is based on the study mentioned earlier that revealed that learning to play the video
games increased the performance of tasks related to working memory (IOS Press, 2017). Overall,
the article reveals that different video games affect different cognitive functions.
Viability of Claims

VIDEO GAMES AND COGNITION 3
A relation exists between video games and cognition. Research on the transfer effects
after non-gamers performed tasks after playing different video games, which included an action
game, revealed that different games increased different aspects of cognition (Oei & Patterson,
2013). This research proved that a link exists between video games and cognition, and the
effects on cognition depend on the genre.
Action video games have been known to affect cognitive abilities. According to Collins
(2017), research carried out indicated that action games affect visual attention. Visual attention is
related to perception, which is affected by moods and emotions. As mentioned earlier, the stria
terminalis is the part of the brain associated with moods and emotions. This assessment shows
that both studies depict the same brain features.
The use of the Diffusion Tensor Imaging (DTI) to test the effect of playing video games
on the brain was advantageous. Oei and Patterson (2013) state that in most previous studies
action games and non-action games transfer effects have been tested using transfer tasks that
favor action games such as attentional blink task. The favor occurs because the abilities tested
are mostly associated with action games. Therefore, using DTI in this study makes sure that the
cognitive skills witnessed are not favoring any video game genre.
Theoretically, the transfer between gaming activities and behavioral activities can occur
if similar elements exist. Moreover, the Identical Elements Theory introduced by Woodworth
and Thorndike states that the transfer between two tasks occurs where similar elements exist
(Taatgen, 2013). Based on this theory, if playing action games affects the right stria terminalis
then enhanced performance may transfer effects to other behavioral tasks that use the left
cingulum. This assessment makes the claims and assumptions plausible.

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