Video game practice optimizes executive control skills in dual-task and task
switching situations
Tilo Strobach
a, b,
⁎, Peter A. Frensch
b
, Torsten Schubert
a, b
a
Unit of experimental and general psychology, Department Psychology, Ludwig-Maximilians-University, Munich, Germany
b
Unit of general psychology, Department of Psychology, Humboldt University, Berlin, Germany
abstract article info
Article history:
Received 25 February 2011
Received in revised form 20 October 2011
Accepted 6 February 2012
Available online xxxx
JEL classification:
2340
2343
Keywords:
Video games
Executive control
Dual tasks
Task switching
Learning transfer
We examined the relation of action video game practice and the optimization of executive control skills that
are needed to coordinate two different tasks. As action video games are similar to real life situations and com-
plex in nature, and include numerous concurrent actions, they may generate an ideal environment for prac-
ticing these skills (Green & Bavelier, 2008). For two types of experimental paradigms, dual-task and task
switching respectively; we obtained performance advantages for experienced video gamers compared to
non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This
advantage was absent in single-task situations. These findings indicate optimized executive control skills in
video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to
non-gamers with practice on a puzzle game clarified the causal relation between video game practice and
the optimization of executive control skills.
© 2012 Elsevier B.V. All rights reserved.
1. Introduction
Recent studies suggest that extensive practice of video games
can improve a number of cognitive functions and skills for instance,
basic visual attention (Castel, Pratt, & Drummond, 2005; Feng,
Spence, & Pratt, 2007; Green & Bavelier, 2003, 2006a, 2006b, 2007;
Riesenhuber, 2004), in younger and older adults (Colzato, van
Muijden, Band, & Hommel, 2011). For example, Green and Bavelier
(2003, 2006b) demonstrated that video gamers show improved spa-
tial and temporal visual attention as well as an increased visual atten-
tional capacity when compared to non-gamers. Moreover, the
authors showed that having participants play action video games
for 10 or more hours improves their performance on a number of
basic laboratory tasks testing attentional abilities; the latter finding
is an indicator for the causal role of action video game playing in
the observed improvements. Since not all studies are successful in
providing evidence for “transfer effects” between action video game
playing and basic cognitive functions and skills (e.g., spatial abilities,
Sims & Mayer, 2002; working memory functions, Boot, Kramer,
Simons, Fabiani, & Gratton, 2008), the underlying cognitive mecha-
nisms of “successful transfers” remain a matter for debate. While ob-
served advantages due to action video game playing may result from
changes in visual “lower-level” attentional skill (Green & Bavelier,
2003), “higher-level” attentional control (Chisholm, Hickey,
Theeuwes, & Kingstone, 2010; Hubert-Wallander, Green, & Bavelier,
2010) top-down strategy use (Clark, Fleck, & Mitroff, 2011), and/or
the speed of stimulus–response mapping (Castel et al., 2005; Dye,
Green, & Bavelier, 2009), an issue of high importance for psychological
research and practice is whether action video game playing also affects
executive control skills.
1.1. Why investigate executive control skills in action video games?
Executive control skills control and manage other cognitive pro-
cesses. They are particularly involved in the processing of complex
task situations such as those requiring participants to execute differ-
ent tasks simultaneously or sequentially with rapid switches between
them (e.g., Logan & Gordon, 2001; Norman & Shallice, 1986). By far,
most of the existing research has been concerned with assessing the
impact of action video games on subjects' performances in single-
task situations; the question of whether or not action video game
practice might results in optimizations and transfers of executive
control skills that are used to coordinate several different tasks in
complex task situations has rarely been addressed (see Green &
Bavelier, 2006b, for an example of single-task performance with addi-
tional conflicting task information; see Maclin et al., 2011, for
simultaneous task performance within the practiced game context).
This is surprising given that the particular situation of action video
Acta Psychologica 140 (2012) 13–24
⁎ Corresponding author at: Ludwig-Maximilians-University Munich, Department
Psychology, Leopoldstr.13, 80802 Munich, Germany. Tel.: + 49 89 2180 2975.
E-mail address: tilo.strobach@psy.lmu.de (T. Strobach).
0001-6918/$ – see front matter © 2012 Elsevier B.V. All rights reserved.
doi:10.1016/j.actpsy.2012.02.001
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