Age matters: The effect of onset age of video game play on task-switching abilities

Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptual...

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Main Authors: HARTANTO, Andree, TOH, Wei Xing, YANG, Hwajin
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Language:English
Published: Institutional Knowledge at Singapore Management University 2016
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Online Access:https://ink.library.smu.edu.sg/soss_research/2086
https://ink.library.smu.edu.sg/context/soss_research/article/3343/viewcontent/10.3758_2Fs13414_016_1068_9.pdf
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spelling sg-smu-ink.soss_research-33432024-05-31T06:54:49Z Age matters: The effect of onset age of video game play on task-switching abilities HARTANTO, Andree TOH, Wei Xing YANG, Hwajin Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptualized video-game expertise as the onset age of active video-game play rather than the frequency of recent gameplay, as it captures both how long a person has played video games and whether the individual began playing during periods of high cognitive plasticity. We found that the age of active onset better predicted switch and mixing costs than did frequency of recent gameplay; specifically, players who commenced playing video games at an earlier age reaped greater benefits in terms of task switching than did those who started at a later age. Moreover, improving switch costs required a more extensive period of video-game experience than did mixing costs; this finding suggests that certain cognitive abilities benefit from different amounts of video game experience. 2016-05-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/soss_research/2086 info:doi/10.3758/s13414-016-1068-9 https://ink.library.smu.edu.sg/context/soss_research/article/3343/viewcontent/10.3758_2Fs13414_016_1068_9.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School of Social Sciences eng Institutional Knowledge at Singapore Management University Executive functions Mixing costs Onset age of active video game play Switch costs Task switching Video game Cognition and Perception Cognitive Psychology
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Executive functions
Mixing costs
Onset age of active video game play
Switch costs
Task switching
Video game
Cognition and Perception
Cognitive Psychology
spellingShingle Executive functions
Mixing costs
Onset age of active video game play
Switch costs
Task switching
Video game
Cognition and Perception
Cognitive Psychology
HARTANTO, Andree
TOH, Wei Xing
YANG, Hwajin
Age matters: The effect of onset age of video game play on task-switching abilities
description Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptualized video-game expertise as the onset age of active video-game play rather than the frequency of recent gameplay, as it captures both how long a person has played video games and whether the individual began playing during periods of high cognitive plasticity. We found that the age of active onset better predicted switch and mixing costs than did frequency of recent gameplay; specifically, players who commenced playing video games at an earlier age reaped greater benefits in terms of task switching than did those who started at a later age. Moreover, improving switch costs required a more extensive period of video-game experience than did mixing costs; this finding suggests that certain cognitive abilities benefit from different amounts of video game experience.
format text
author HARTANTO, Andree
TOH, Wei Xing
YANG, Hwajin
author_facet HARTANTO, Andree
TOH, Wei Xing
YANG, Hwajin
author_sort HARTANTO, Andree
title Age matters: The effect of onset age of video game play on task-switching abilities
title_short Age matters: The effect of onset age of video game play on task-switching abilities
title_full Age matters: The effect of onset age of video game play on task-switching abilities
title_fullStr Age matters: The effect of onset age of video game play on task-switching abilities
title_full_unstemmed Age matters: The effect of onset age of video game play on task-switching abilities
title_sort age matters: the effect of onset age of video game play on task-switching abilities
publisher Institutional Knowledge at Singapore Management University
publishDate 2016
url https://ink.library.smu.edu.sg/soss_research/2086
https://ink.library.smu.edu.sg/context/soss_research/article/3343/viewcontent/10.3758_2Fs13414_016_1068_9.pdf
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