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Procedia Computer Science 179 (2021) 211–221
Abstract
Abstract
Video games provide a means to improve a human's cognitive skills. There are several genres of games that affect
different cognitive subcategory. The purpose of this paper is to determine whether video games could really improve
cognitive skills and decision-making; and which video games genre affect which cognitive skills. The authors assess
previous experiments related to video games and cognitive skills. The paper reviewed 27 experimental and literature
review studies. The results of the review proved that video games do improve cognitive skills and decision-making.
Cognitive skills such as perception, attentional control, and decision-making improves when subjects were trained
with video games. In relation to video games genre, Real-time strategy (RTS) players outperforms First-person
shooter (FPS) players on cognitive flexibility while FPS players tend to have lower switching cost in work. People
with profession such as nurses and doctors showed improved decision-making and risk assessment when trained
with serious simulation games. High school and undergraduate students who played video games exhibit better
result when given tasks related to cognitive abilities compared to students who do not played video games. We
encourage further studies to conduct a much bigger experiment to correlate with our findings.
©
© 2021
2020 The
© 2020 The Authors.
The Authors. Published
Authors. Published by
Published by Elsevier
by ELSEVIER
ELSEVIER B.V.B.V.
B.V.
This is an open access article under the CC BY-NC-ND license (https://creativecommons.org/licenses/by-nc-nd/4.0)
This
This is
is an
an open
open access
access article
article under
under the
the CC
CC BY-NC-ND
BY-NC-ND license
license (https://creativecommons.org/licenses/by-nc-nd/4.0)
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 5th International Conference on Computer Science and
Peer-review
Peer-review under
under responsibility
responsibility of
of the
the scientific
scientific committee
committee of
of the
the 5th
5th International
International Conference
Conference on
on Computer
Computer Science
Science and
and
Computational Intelligence 2020
Computational
Computational Intelligence
Intelligence 2020
2020
Keywords: video
Keywords: video games;
games; decision
decision making;
making; cognitive
cognitive skills;
skills; game-based
game-based learning
learning
** Corresponding
Corresponding author.
author. Tel.:
Tel.: +62-21-
+62-21- 5345830
5345830
E-mail address: aagung@binus.edu
E-mail address: aagung@binus.edu
1877-0509 ©
1877-0509 © 2020
2020 The
The Authors.
Authors. Published
Published by
by ELSEVIER
ELSEVIER B.V.
B.V.
This
This is
is an
an open
open access
access article
article under
under the
the CC
CC BY-NC-ND
BY-NC-ND license
license (https://creativecommons.org/licenses/by-nc-nd/4.0)
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review
Peer-review under
under responsibility
responsibility of
of the
the scientific
scientific committee
committee of
of the
the 5th
5th International
International Conference
Conference on
on Computer
Computer Science
Science and
and
Computational
Computational Intelligence
Intelligence 2020
2020
1. Introduction
Video games are mostly seen as an entertainment media. Most people have a negative association when we use
the word video games to describe something. They see this as a threat to good social behaviours. However, that is
far from the truth. Video game, as any other media, can be used to teach and educate people 1. There is many other
benefits 2 in playing video games. In this paper, we are trying to seek information that video game can be used to
improve a person’s skill, especially in decision making 3 and cognitive skills 4. Video games come in many form and
genre, and some requires a specific set of skills. By observing this development, we are going to study what kind of
games that affects those set of skills and find how to improve them.
Video games are usually portrayed by the media as the cause of violence action and behaviours by kids and
teenagers. One example that comes to mind is that First-person shooter (FPS) video games are being called the
cause of extreme violence (school shooting) by middle and high school students by the news media 5. This caused a
stigma in the population, especially parents, in how they viewed video games. Gamers are seen by the general
population as anti-social and overweight, eating bags of chips and downing soft drinks while playing hours and
hours of video games. However, many journals have proven that video games have positive effects on those that
played it 6. This paper aims to erase the stigma of video games in the general population and provide awareness on
the positive effects of video games.
By conducting the research, we want the reader to know that not all video games cause violence. Video game
can also bring positive impact in our life. Playing Video games can boost learning 7, health 8, and social skills 9.
Playing video games may also improve problem solving skills 10. By playing role playing games and strategic games
they can figure out step by step on how to solve that problem. Not only that, but people’s decision making can also
be enhance by playing strategic games. For example, if you are playing DOTA, you want to decide which hero is
most suitable to fight your opponent, therefore you must think about their hero strength and weaknesses. We really
hope that after reading this, the reader can implement the positive skills learnt by playing video games in day to day
life. The remainder of the paper is arranged as follows: first we discuss the methodology of our study in section 2,
and then is followed by the results of literature review in section 3. In section 4, we discuss the impact of the results
in the video game in decision making and cognitive skills. Finally, we concluded our work with suggestions for the
next research in section 5.
2. Methodology
The methodology used for this study is a literature review. First, we conduct our research based on literature
review method. A literature method is a method of comparing research paper by collecting, and reviewing
publications (such as books, journal articles) that is related to your topic. The starting point is doing finding papers,
using our previously defined keywords. Next, we collected some data related to these keywords from journals,
proceedings and literature reviews. The goal of this process is to find as many as possible related papers for our
study.
With related collected papers, the next process is to find the most suitable and related. Not every paper with
those keywords are suitable enough for our research. To select the papers, we determine two research questions: (i)
whether video games could really improve cognitive skills and decision-making; and (ii) which video games genre
affect which cognitive skills. Then we proceed by cleaning up the irrelevant to those questions and start classifying
which type of papers are these and group them properly. Finally, we collected 27 experimental and literature review
studies related to video games and cognitive skills. Papers that has been collected and made it will be examined.
This examination will find out what they do in the research, then find conclusion that can be drawn. We would like
to compare among the found papers and look for the trend made by them. The results are the categories of similar
papers and the research trend in use of video games for improving cognitive skill.
3. Results
The collected study related to video games can mostly be classified into two group, literature review and
experimental study. Literature review uses previously done researches and compares their results to draw
conclusions. Meta-analysis 11 is included to this review study. On the other hand, Experimental study is mostly done
Charles Reynaldo et al. / Procedia Computer Science 179 (2021) 211–221 213
Author name / Procedia Computer Science 00 (2019) 000–000 3
by using the pre-test and post-test method. In this way, any change of improvement after the treatment will be
measured and compared against the original state. To make the finding more valid, researcher usually create a
separate control group as the baseline and compare the control group to the experiment group. By comparing the
results, they will know if the changes are accidental or no. The experimental study includes the use of video game
for teaching 12 certain skills.
A mixed-methods Qualita decision and moral learning. In they were split into 3
study 16 tive this study, group one plays the group randomly: 63 Cons: Study shows that
(Experi game in one session. The play Quandary, 49 meaningful impact will happen
ment) second group, Quandary + play Quandary + if the subject were more related
Facilitation play the game in a Facilitation, 51 as a intricately to participants life,
span of one to three week. The control group. making it hard to improve
last group were just a control some behaviour. A greater
group for comparing result. dosage of playing also needed
The participants were given for the effect to linger longer.
pre-test and post-test, as well
as their action during gameplay
as a quantitative measure, and
interview to their experience as
a qualitative measure.
6 2020 Video games as rich Qualita Comparing previous video 150+ previously Pros: The field of video game
environments to foster tive game related study, their related study on and computer-based
brain plasticity 17 (Revie impact, and effectiveness. video games and intervention is highly
w) Meta-analysis on studies skills. promising for function
method and results. recovery. The task performed
by humans were better than the
previous one.
12 2015 Action video games Quantit Oculomotor capture task 28 Active Video Pros:
and improved ative (Compound search task) Game Players The first investigation to
attentional control: (Experi (AVGP) (played an distinguish between selection-
Disentangling ment) average of 8 hours of and response-based processes
selection- and action games per of visual search when
response-based week) and 29 Non- comparing AVGP and NVGP
processes 5 Video-Game Players performance
(NVGP)
Cons:
Due to the cross-sectional
nature of the investigation, a
degree of caution should be
taken when considering the
causal relationship between
action video game experience
and the observed effects
13 2015 The influence of video Quantit 2 by 2 factorial ANOVA on 228 undergraduate Pros:
games on executive ative Positive and Negative Affect students enrolled in The study utilized five different
functions in college (Experi Schedule, Iowa Gambling psychology courses video games, showing that
students 21 ment) Task, Balloon Analogue Risk (114 females) improvement of cognitive skills
Task, Wisconsin Card Sorting is present across games, not a
Task unique feature of a single game
Cons:
Not all executive functions
were assessed in the study,
therefore it is possible that
different outcome would be
seen if other executive
functions were tested
14 2015 Using video game play Quantit ANOVA of Mental Rotation Experiment 1: Pros:
to improve education- ative Test, Working Memory 10 AVG, 10 NAVG Provide 2 different experiments
majors’ mathematical (Experi Operation Span Computer- to maximized findings
performance: An ment) based Assessment, Cognitive Experiment 2:
experimental study 22 Load Survey, Math Anxiety 30 undergraduate Cons:
and Confidence in Learning students that did not Tiny sample size of participants
Mathematics Surveys have prior AVG in each experiment
15 2015 Cognitive Quantit Task Switching analysed in 3 x 90 participants Pros:
enhancement in video ative 2 ANOVAs, Multiple Objects divided into three Requirements of playing video
game players: The role (Experi Tracking analysed in 3 x 7 groups: FPS players, games constantly (12 or more
216 Charles Reynaldo et al. / Procedia Computer Science 179 (2021) 211–221
6 Author name / Procedia Computer Science 00 (2019) 000–000
of video game genre 23 ment) ANOVAs, Similarity Ratings RTS players, and a hours per week) for a long
control group of period of time (6 months) for
NVGP AVG players provide accurate
data for the experiment
Cons:
The study only gives a limited
set of tasks for the participants
16 2016 Playing Action Video Quantit Cognitive assessment using 5 healthy male Pros:
Games, a Key to ative Vienna Test System (VTS), participants: Using a novel technique of
Cognitive (Experi Psychology Experiment 4 into Experimental EMD algorithm brings a
Enhancement 24 ment) Building Language (PEBL) group, 1 into control different perspective and angle
and EMD algorithm group on how video games affect
cognitive abilities
Cons:
Small test size (only 5 people),
therefore the accuracy of the
study is not high
17 2018 The Empirical Quantit Systematic Literature Review 32 relevant papers: Pros:
Analysis of Non- ative 22 on Attention, 8 on Extensive dataset
problematic Video (Revie task switching, 2 on
Gaming and Cognitive w) time perception Cons:
Skills: A Systematic 3 parameters for papers left out
Review 25 other cognitive aspects to
review
18 2015 Comparison of Quantit Comparison of performance on 43 children (age 7 to Pros:
children’s gaming ative video games and 11 subtests 12) grade one to Test 15 different games for
scores to NEPSY-II (Experi from NEPSY-II (psychometric seven: cognitive subcategory provide
scores: Validation ment) test of neuropsychological 23 boys and 20 girls extensive data as to which
of computer games as skills for children) games correlate to which
cognitive tools 26 cognitive function
Cons:
Sample was composed of well-
adjusted children; therefore, the
data could not be generalized to
children with limitation such as
severe learning disabilities or
ADHD
19 2016 Teaching clinical Quantit Model: Analysed using Pros:
reasoning and ative Cognitive walkthrough qualitative deductive Using this method may
decision-making skills (Teachi evaluations, a questionnaire, content analysis improve nursing student skills
to nursing students: ng) and individual interviews. based on the TURF in decision making
Design, development, framework elements
and usability and related usability Cons: Although qualitative
evaluation of a serious heuristics. content analysis is commonly
game 27 used in nursing science
research, the trustworthiness of
its use has not yet been
systematically evaluated
Playing 29 ment) decisions of two distinct game- can be used to knows the
playing agents, behaviour of an agent and what
Scenario in which the metrics attracts it.
and the comparison method are
used to analyse the behaviour Cons:
of instances, Description of the Calculation’s really
agents used in the experiments. complicated
22 2016 Towards game-based Qualita Algorithm: Intelligence Phase, Pros:
management decision tive We first outline the theoretical Design Phase, Choice The algorithm and the process
support: using serious (Revie background of this Phase, is really well structured
games to improve the w) investigation. Then the results Implementation
decision process 30 of the review are described. Phase Cons:
Concludes the study with a No experiment means that the
discussion of results, a research was not yet proven
conclusion as well as an effective for people
outlook.
23 2018 Realistic decision- Qualita Model: Vaccination game. Pros:
making processes in a tive Spatial prisoner’s dilemma May increase human decision-
vaccination game 31 (Teachi (SPD). making process of whether to
ng) commit to a vaccination by
reducing “sense of crisis” or
“fear” that’s urging him/her
toward vaccination.
(some people believe that
vaccination can cause serious
disease like autism).
Cons:
Not much processes is
described in the method.
24 2015 A game-based Qualita Model: The disposition effect Pros:
approach to improve tive Diagnosis and approaches, Design- Disposition Effect Approach
traders' decision- (Teachi The Evaluation of The Based Research. increases desire to avoid the
making 32 ng) Learning Pathway of people emotional pain of realising a
playing Space Investor and loss.
Auction Game They can console themselves
that ‘it will probably increase
in value again’
Cons:
Can cause people to not feel
guilt after spending a lot of
money
25 2015 Cognitive benefits of Qualita Model: Collecting the data Pros:
playing video games 1 tive correlational and experimental. and using them to Using correlational and
(Experi Correlational study, regular specify experimental we can conclude
ment) gamers are compared with improvements. that this research is proven and
people who don’t play video Example: not bias.
games. The result shows that Improvements in
gamers outperform the non- basic visual Cons:
gamers on whatever test is processes I think this method can cause
used. Experiments study, in people to be addicted to video
which all of the people asked games. Because if he/she really
to play a particular video game believe that games can improve
for a certain number of hours perceptual and cognitive
and a certain amount of days. abilities then surely he/she will
The results show that the ones play all the time.
who play the video game
improve on measures of basic
perceptual and cognitive
abilities.
26 2018 Benefits of Play Qualita Model: Reviewing recent Pros:
Revealed in Research tive Research on Cognitive research done by By reviewing recent research
on Video Gaming 9 (Revie Benefits, Creativity Benefits, other people done by other people, he can
w) Motivational Benefit, pinpoint the weakness/mistakes
218 Charles Reynaldo et al. / Procedia Computer Science 179 (2021) 211–221
8 Author name / Procedia Computer Science 00 (2019) 000–000
Cons:
Reviewing a lot of research
consumes a lot of time
27 2015 How a video game Quantit Model: Pros:
helped people make ative Two experiments by watching Watching and playing video
better decisions 33 (Experi video and playing games, the games is really enjoyable
ment) game was proven more
effective than the video. Cons:
Playing the game reduced the Can cause video views to go
three biases by about 32% down
immediately and 24% over the
long term. Watching the video
reduced the three biases by
about 25% immediately and
19% over the long term.
Bias blind spot,
Confirmation bias,
Fundamental, attribution error,
Anchoring,
Projection,
Representativeness
We have studied through a lot of previous study that tackles how some behaviors can be impacted by playing
some type of video games. After going through most of those papers, we have categorized on how they conduct
their research. There are 16 research using quantitative method, 9 using qualitative method, and 2 of them are using
both as their measures. However, not all those studies were keen on sharing the details on how they really collect
their data. Some only give us an idea on how they conduct their research, and share the result in the form of
percentages, which is harder to work with, especially if the sample size is not known for us.
The research can be categorized mostly into 3 type. An experiment using video games and a control group that
does not play video game, an experiment that use different type of video game as their control group, and a meta-
analysis (review) of previously done paper. Based on our study, people who plays video game tend to have better
decision making and cognitive aspects based on our study (see Table. 2). Furthermore, people used video games to
increase people decision making and cognitive skills. For example, some people used trading games 32, simulator
games such as surgeon simulator 3, to increase their decision making skills 34 and even in enhancing visual
perception 35.
Video games have been proven to increase decision making skills much more effective than watching video.
Based on Morewedge experiments 33, playing video game reduced the biases by about 32% immediately and 24%
over the long term, while watching the video reduced the biases by about 25% immediately and 19% over the long
term. Video games can also increase cognitive functioning of older adults. A research by Giovanni 28 have proved
that using video games training on older adult, can increase cognitive functioning of older adults, and help cure
memory decease such as alzheimer.
Method Quantity Experiment (non-video game Experiment (other video games Meta- Positif Negatif
as a control group) as a control group) analysis Result Result
Quantitative 16 6 8 2 13 3
Qualitative 9 2 3 4 7 2
Quantitative and 2 1 1 0 2 0
Qualitative
Total 27
Charles Reynaldo et al. / Procedia Computer Science 179 (2021) 211–221 219
Author name / Procedia Computer Science 00 (2019) 000–000 9
4. Discussion
5. Conclusion
As conclusion, video games can make an impact on our intelligence. Nowadays, we are always looking for any
kind of entertainment possible, the average person, who are not into video games as a hardcore gamer also play
games casually. Those people are also playing regularly, albeit on smaller device such as smartphones. The effect of
this activity can improve some skill. Video games is in a way, forcing people to learn something when playing it.
Decision making, cognitive skills, and time management skills can be improved by playing certain games. Video
games tend to train a person’s mind by doing actions and puzzle that require thinking problem solving in a short
time, thus improving their intelligence on problem solving, cognitve aspect and time management.
Nevertheless, as everything else, video games have their own advantages and disadvantages. Even though they
can teach us in a unique way, but game addiction is dangerous. Spending too much time on video game will be a bad
habit since the gamers will neglect their responsibility. While playing game can train our brain, doing it in a more
controlled way is the key for optimal result. Based on our analyses, we suggest for future research to develop a
video games which can be controlled by teacher, in order to improve students cognitive learning. By deliberately
designing this goal, the students can improve their cognitive skills by involving in controlled game activities.
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