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FocusReview

Attention scores rose after video-game training, measured in each group.

No comparisonThe short version

Across 90 training groups, attention and perception scores rose from the start to the end of training.

A young man pushes and draws back a joystick on an arcade cabinet, calm and focused, with an empty stool beside him.
1,917
people who trained on video games

The review

  1. Who took part

    1,917 people in 112 video-game training groups, from 63 studies. People with a clinical problem were left out.

  2. What they did

    Each group trained with a video game. The amount of training and the type of game varied from study to study.

  3. What happened

    Overall thinking skills, attention and perception improved within each group. Memory and wellbeing did not change clearly. These changes were measured within groups, not against a comparison group. The paper's wellbeing numbers do not add up, and the review found signs that published studies favoured positive results.

What the review found

  1. No comparison

    Across 90 training groups, attention and perception scores rose from the start to the end of training.

    Pooled analysis of 0 studies · no comparison group · ⚠ whole programmes were tested, so no single part can be credited

How solid is this?

  • Large group
  • No comparison group
  • Numbers unreliable
  • Summary claims more than the results show
  • Whole programmes were tested, so no single part can be credited
  • Signs that small negative studies went unpublished

Source

A game-factors approach to cognitive benefits from video-game training: A meta-analysis (2023)

DOI: 10.1371/journal.pone.0285925 (opens in a new tab)

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