Action video game training causally improves cognitive skills relative to active control training (small effect, g = 0.30)¶
Claim · All claims
Evidence · 1 study · quant-synthesisr3·q3·i1small
Currency · newest study 2023 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q3 i1 In intervention studies contrasting action video game training with active control video game training, action game play causally improves cognitive skills, with a small average effect. → Benoit Bediou 2023
Evidence¶
Benoit Bediou 2023¶
Benoit Bediou, Melissa A. Rodgers, Elizabeth Tipton, Richard E. Mayer, C. Shawn Green, and Daphne Bavelier. (2023). Effects of Action Video Game Play on Cognitive Skills: A Meta-Analysis. Technology, Mind, and Behavior. https://doi.org/10.1037/tmb0000102
q3 · i1 · quant-synthesis · r3
Intervention meta-analysis of 91 effect sizes from 28 studies with active control groups (total N = 2,739 reported for the data set), using pre-post between-group differences. The abstract reports "g = 0.30, 95% CI [0.11, 0.50]" for the causal effect of action game training.
"Action video game play was causally related to improvements in cognitive skills in the intervention meta-analysis (small effect, g = 0.30, 95% CI [0.11, 0.50])"
Discussion¶
Related Claims¶
- Cross-sectional advantages are largest for perception, multitasking, spatial cognition, and top-down attention
- No significant moderators of the action video game effect were found in either meta-analysis
- Fifty hours of action video-game training causally improves probabilistic inference in non-gamers, with better use of evidence only in the action-trained group — a narrower finding that bears on this claim
- Video-game play and mind-brain training literatures suggest the possibility of training selective attention — a broader claim this one bears on
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
avg-training-causal-improvement-g-030 |
title |
Action video game training causally improves cognitive skills relative to active control training (small effect, g = 0.30) |
description |
Action video game training causally improves cognitive skills relative to active control training (small effect, g = 0.30) |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2023 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — benoit-bediou-2023 |
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