Training studies | Reported cognitive measures | Training control group(s) | Study criticisms |
---|---|---|---|
TRAINING BENEFIT OBSERVED | |||
Feng et al. (2007) | Mental rotation, UFOV | Ballance | d,e |
Green and Bavelier (2003) | Various visual/attentional | Tetris | d,e |
Green and Bavelier (2006a) | UFOV, Flanker | Tetris | d,e |
Green and Bavelier (2006b) | Enumeration, object tracking | Tetris | d,e |
Green and Bavelier (2007) | Visual acuity | Tetris | d,e |
Green et al. (2010) | Decision making | The Sims 2 | d,e |
Li et al. (2009) | Contrast sensitivity | The Sims 2 | d,e |
Li et al. (2010) | Resistance to masking | The Sims 2 | d,e |
NO TRAINING BENEFIT OBSERVED | |||
Boot et al. (2008) | 12 Cognitive measures | Tetris, no game | d,e |
aOvert recruiting (possible differential demand characteristics).
bUnspecified recruiting method.
cPotential third-variable/directionality problems (cross-sectional design).
dNo test of perceived similarity of tasks and gaming experience.
ePossible differential placebo effects.
Classification is based on the design and reported methods of the study, not on the results. For example, a study producing a null result might still be listed as subject to third-variable problems if it was cross-sectional. As noted in the text, underreporting of methods makes it unclear how many distinct video game training replications exist.