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. 2016 Jun 17;7:907. doi: 10.3389/fpsyg.2016.00907

Table 2.

The main findings of action video game training on young and older adults.

Cognitive domains Number of studies Effect size
Heterogeneity
Egger’s test
d (SE) 95% CI Q P I2 t P
Young adults
Overall cognition 12 0.75 (0.16) 0.43–1.07 42.27 <0.001 73.97 10.00 0.287
Processing speed/ attention 4 0.81 (0.47) 0.11–1.73 19.82 <0.001 84.86 0.30 0.790
Visuospatial ability 6 0.70 (0.12) 0.46–0.94 3.94 0.559 <0.001 2.09 0.105
Executive function 4 0.64 (0.33) 0.01–1.29 14.87 <0.01 79.88 2.00 0.637
Older adults
Overall cognition 8 0.38 (0.13) 0.12–0.64 48.14 <0.001 85.46 0.36 0.728
Processing speed/ attention 8 0.37 (0.20) -0.02 to 0.76 54.59 <0.001 87.18 0.55 0.601
Memory 3 0.33 (0.19) -0.03 to 0.71 0.00 0.998 0.00 0.29 0.822
Visuospatial ability 4 0.29 (0.20) -0.10 to 0.68 7.15 0.067 58.05 0.92 0.455
Executive function 5 0.40 (0.22) -0.04 to 0.84 14.87 <0.001 88.96 0.32 0.773
Overall adults
Overall cognition 20 0.58 (0.10) 0.37–0.78 103.57 <0.001 81.67 1.84 0.082
Processing speed/ attention 12 0.50 (0.18) 0.14–0.85 81.69 <0.001 86.53 0.15 0.883
Memory 3 0.33 (0.19) -0.05 to 0.71 <0.001 0.998 <0.001 0.29 0.822
Visuospatial ability 10 0.54 (0.12) 0.30–0.77 15.37 0.081 41.43 0.78 0.458
Executive function 9 0.49 (0.17) 0.15–0.83 51.19 <0.001 84.37 0.13 0.898

Note: CI, confidence interval; SE, stander error.