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Introduction
With mental health awareness becoming more pronounced, and most people
unfortunately having some experience with a friend or family member having a mental illness,
the need for ease of cognitive training and maintenance is constantly increasing. While cognitive
training has proved effective with platforms such as books and teachings, there is a higher
chance that the satisfaction level of students of these platforms will be lower than if they had
learned that information through something such as a game. Games can teach information; a
valid point of study has been how they can affect cognitive skill. The question I have decided to
research is whether or not becoming skilled in intense videogames, can help to maintain
cognitive functions such as quick thinking and reaction time; focusing on elderly members of
society, and the difference between knowledge and physical skill learned specifically for the
game and global cognitive skill that has the ability to transfer to other things in life. My interest
in this topic originates from my background with videogames, but also from noticing a decreased
reaction time in older people, especially my mom while driving. Due to increased cognitive
function having the ability to make every aspect of your life better; the elderly would be satisfied
and aware of their own lives into their later years. I feel that an especially important aspect to
this is vehicle driving skill, due to the focus and reaction time needed to drive, and how common
of an activity it is among most of the world’s population. More people with faster reaction time
and better focus would mean less car crashes from distracted driving, and more prevented due to
reflex ability gained. Videogames can be a low-cost, quick, and effective solution to preserving
cognitive function, with training platforms including computers and video game consoles.
Gaming platforms are similarly priced in terms of equipment needed for other reaction time
training platforms, such as sports, with a game console maximum being only a few hundred
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dollars, although a personal computer with high-end parts can reach up into the thousands. The
benefits from videogames do not come right away, which is why I used the term ‘training
platforms’. I noticed this in most of the studies that I found, as they were at most 11 weeks, and
at a minimum, two weeks.
Interest in this topic has come from my personal experience with how I have improved
from videogames. I first noticed it in my reaction time when I started to drive. Multiple times
my mom in the passenger seat would react much later than me if I had to swerve to avoid
somebody pulling in front of me, and it got me thinking about how people could have the ability
to improve reaction time. I decided to research this topic because having decreased reaction time
would help to make people safer on the road. I considered the ability of videogames to train
real-world soldiers, but I do not think mouse and keyboard coordination would translate well to
body and gun shooting coordination. So, my research would only be helpful for younger people
who would like to maintain their cognitive functionality into their older years, and who probably
already like to play video games, as it can take many hours to notice improvement.
My background with video games goes back to Nintendo handhelds, but those were
played fairly casually by me. I like to place videogames into two groups based on what kind of
human skill it takes; physical and mental. The most common type of physically demanding
games are rhythm games. Whether you are playing a Dance Dance Revolution arcade machine
with your legs, or playing Beatmania IIDX with your hands; there is a physical learning curve
for your body to adapt to the game. For example, with some ‘vibro’ songs, the player is
expected to hit approximately sixty five keys per second (on seven different keys). Physically
demanding games often take hundreds of hours to master, but once your body adapts, there is not
much further you can go; you play by muscle memory off the visual cues without thinking very
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much; resulting in skill that is not very transferable to everyday life. The second class of game
is mental, where quick thinking and knowledge about the game is more important than reaction
time. In a first person shooter game such as Counter Strike, this includes things such as
knowledge about specific maps, positioning, angles, and grenade throws. But of course,
professional players are well-versed in physical aspects as well, such as aim and movement. A
game genre that is based almost entirely off of mental skill is MMORPG, due to strategy being
the main focus of the game. Games that train mental skill are more likely to train cognitive
function globally, including things such as executive decision, and reaction time.
Results
I have reviewed studies on cognitive skills in relation to videogames and the elderly with
the following key words in computerized databases: reaction time, video games, elderly,
cognitive function, active video games. Valid studies include those in which a person over the
age of 55 without a previous diagnosis of cognitive impairment would have cognitive speeds
measured over time using an electronic game. Eight studies have been found that investigate
videogames as a valid means to improving cognitive function of adults aged 50 to 87. The
duration of the training sessions lasted two to 11 weeks, with sessions being from twice to five
times weekly. One study specifically tested processing speed via the playing of Pac-man or
Donkey-Kong for seven weeks. The results showed a general increase in processing speed, for
compatible tasks d = .33 and for incompatible d = .56 1. The tasks did not suffer from a speed to
accuracy trade off either. For six other studies, multiple cognitive domains were trained. Two
studies reported improved reaction time after using Nintendo Super Tetris for five weeks, or a
1
Schrader, P. G., & McCreery, M. (2008). The acquisition of skill and expertise in massively multiplayer online
games. Educational Technology Research and Development, 56(5/6), 557-574.
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variety of Atari games. Another study reported benefits to executive control after subjects had
played Rise of Nations, along with other functions such as working memory and visual short
2
term memory. Another study researched the different ways in which a game can be learned 2.
For MMORPG games such as World of Warcraft, most players do not simply learn on their own.
Instead, a lot of social interaction is involved, as players tend to learn off of each other, and
create a community in the process. This leads to social skills being obtained from the game, and
a broader bank of knowledge being available to players, as information can be shared on things
such as forums and YouTube videos.
My focus of this research is to differentiate between physical and mental skill obtained
from videogames, a study that supports my idea that physical skill from video games is in most
cases non-transferrable to the real world was conducted with active videogames on the elderly.
The purpose of the study was to assist the elderly with motor functions to help prevent falling 33.
They were asked to play an active video game on the Wii via the balance board controller;
although the results found that no motor skill function was gained after their training.
Even at an old age, adults can improve cognitive aspects via video games. A good point
made is how cognitive function can only be improved when you are pushed to your limits. This
can become frustrating or discouraging, which videogames have helped to counter-act with
mental exercise, competition, and a sense of community within a game. The evidence in this
article points to there being promising yet conflicting information that video games help to
improve multitasking, processing speed, and sustained attention. This is also a step in the right
2
Using technologies for cognitive training in the elderly. (2011). Journal of CyberTherapy & Rehabilitation
(JCR), 4(2), 155-163.
3
Lamoth, C. J. C., Caljouw, S. R., & Postema, K. (2011). Active video gaming to improve balance in the elderly.
Studies in Health Technology & Informatics, 167, 159-164.
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direction for developing games specifically directed towards improving cognitive function of the
elderly. It was also discussed in this article that the elderly like to play games that promote
social interaction, but take little effort to play. This would make sense, as the elderly usually
lack motor function ability, so it is more helpful for them to train cognitively rather than
physically.
A study that supports my claim of videogames having a higher satisfaction is of one that
involves teaching Dr. Kawashima’s books versus Dr. Kawashima’s Brain Age game for the
Nintendo Dual-Screen System. The subjects were taught information using mental exercises,
and then asked afterwards what their satisfaction level for the class was. The subjects who were
taught with the video game system reported high satisfaction than those taught via the book.
A means of detection for motor impairment with an XBOX Kinect game shows that ease
of motor deficiency detection. The results shown were concurrent with previous results; which
means diagnosis of a motor disability could be done right in your home.4
Cognitive functions such as reaction time can actually be improved via video game
training; although there are some generalizations that cannot be made due to every race of human
having slightly different reaction time. There is also evidence within this study that cognitive
slow-down could be rooted in the ability to multitask. As older adults were tested, ability to
multitask in situations specifically designed for it was found to have correlation with process
speed. There was also a good point made how most games that train quick reaction time and
4
Van Sint Jan, S., Bonnechère, B., Sholukha, V., Van Vooren, M., Jansen, B., & Omelina, L. (2017). Suitability of
functional evaluation embedded in serious game rehabilitation exercises to assess motor development across
lifespan. Gait & Posture, 57, 35-39. 10.1016/[Link].2017.05.025
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thinking were not suitable for children, and required too much dexterity for the elderly.5 Most
games that involve quick thinking and reaction time also include shooting enemies with guns.
Parents tend to focus on this aspect of the game more than strategy when it comes to allowing
their children to play them; resulting in children being restricted from valuable cognitive skill.
Transferred cognitive skill has different levels of importance based on the audience.
Seniors who worked in a technical job field perceived the benefits of cognitive training video
games better than those who did not work in a technical field. Also, elderly who were retired
valued the cognitive exercises more than working elderly who thought they were having enough
cognitive activity each day.6
Not all game genres improve reaction time in the same way. It was found that people
who favor FPS games had a faster reaction time than players who favored MMORPG games.
However, players of FPS games have less ability with stop and cancel actions and reflex-
associated actions. The results of start reaction times are as follows, in the form of: M (SD);
MMORPG: 501.71 (220.88), MOBA: 525.04 (243.42), FPS: 363.85 (43.81). As shown, the
players who favor FPS games have a lower ‘start’ reaction time when compared to MMORPG
and MOBA players. For the reaction time to stop an action; MMORPG: 259.54 (51.82), MOBA:
249.83 (53.28), FPS: 291.86 (59.21). This shows evidence that FPS players take longer to react
to a stop action compared to players of other genres. This supports the idea that the best method
5
Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). Increasing speed of processing with action video games. Current
Directions in Psychological Science, 18(6), 321-326. Retrieved from [Link]
6
How younger elderly realize usefulness of cognitive training video games to maintain their independent living.
(2018). International Journal of Information Management, 42, 1-12. 10.1016/[Link].2018.05.001 Retrieved
from [Link]
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for global cognitive training with video games would include multiple genres of games to have
the best hybrid reaction time (reacting to start and stop actions).
Discussion
Video games have proved to be an effective way of learning a new literacy with high
satisfaction rates. While books and more traditional methods can provide the same knowledge, a
higher satisfaction rate can lead to higher retention of knowledge, and more motivation when
learning. This could be helpful for young students or people who lack the ability to focus for
long periods of time, such as those with mental conditions such as ADHD. A popular increase in
educational video games would also provide more jobs in the technological field for game
developers; improving our economy.
Due to the cognitive transferrable skill from video games only being noticed possibly
thousands of hours into one’s gaming career; video game playing needs to start in the later teens
to early adulthood at least in order to maintain that skill throughout one’s elderly years. This
skill being the reaction time and executive decision making skills that come with intensive
strategy based games such as Counter Strike Global Offensive, but not only limited to FPS
games. MMORPG games have shown to help players with their hybrid reaction time; that is the
time needed to start an action, but also to cancel actions. An example of this would be being
able to react fast in CS:GO to shoot an enemy as they come around a corner, but also to be able
to stop shooting at that same enemy if you notice that another one has come around the corner,
and the one you were shooting has already died due to them unexpectedly having low health. As
far as testing the effectiveness of how videogames have improved or maintained cognitive skills
within adults aged around 30 to 40 years old in the current era; it may be impossible, as first
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person shooters and Massive Online Multiplayer games have only been around for
approximately 30 years, with the first popular game to require 3D mouse aim being Quake,
released in 1992. So, we may just have to wait until previous professional gamers are old are
gray to be able to prove that gaming actually maintains cognitive ability into one’s older years.
Learning deep game knowledge is in most cases useless in terms of transferrable
cognitive ability, but as previously stated in my research, you only improve cognitive ability
when pushing yourself to the limit. My most played game is CS:GO, so it where most of my
reaction time and decision making skills come from; as I have over 3000 hours in the game. The
way I have challenged myself in the game is with having smooth and focused movement using a
combination of keyboard and mouse coordination, along with in-depth game knowledge. I have
practiced many hours on movement specific maps that involve jumping from platform to
platform while strafing by pressing the A and D keys rapidly in coordination with looking left
and right with the mouse. The way I have pushed myself in this game mode is to maximize my
number of strafes while keeping my key pressing synced to my mouse. This skill may not be
immediately transferable to real life skill, but it teaches that in-depth knowledge of a subject
within a specific topic can result in a better understanding of the topic in general.
Once video games have gained a reputation for training cognitive skill, marketers for
these educational games will need to know the audience that is best to advertise to. A study I
researched has showed that elderly who do not participate in much cognitive activity per day are
more likely to be interested in cognitive training game to maintain their awareness and increase
their quality of life. Adults that are currently in a career tend to be less interested in cognitive
training, as they feel the work they do at their jobs keeps their executive decision making and
other cognitive skills maintained. Children are often more interested in video games than adults,
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as they have more free time on their hands. This would result in advertisers focusing more on
kids, and game developers creating more family-friendly games. A typical problem seen with
most games that require fast reaction time and complex decision making skills is that they
involve shooting enemies with guns, which tends to be the only thing that parents see, so they
think it promotes violence. Deeper knowledge of the game would help them realize it is more
based of strategy and aim rather than just mindless slaughter. Games that do just focus on the
killing aspect tend to require a low amount of skill, and are made mainly for entertainment,
similar to the concept of violent movies. There are however, many strategy focused games that
do not focus much on the violence aspect, while still challenging the player to make fast-paced
executive decisions on how to control the game. An example of this that I played as a kid in my
elementary to middle school years was Spore, a game where you create and control the survival
of a species all the way from being a cell, to reaching the center of the galaxy. Strategy is
involved when interacting with other species; whether to take peaceful or aggressive action
against them, to improve the overall successfulness of your creature.
Cheating within video games can be helpful to those who are interested in practicing their
software development skills. Typically, cheating is looked down upon, as it is usually done
against other players who are not cheating; therefore making the game unfair. However, within
certain communities of online games, there is a cheater versus cheater style of gameplay known
as “HvH” (Hack vs. Hack). This community turns the video games into a platform for software
optimization, where cheaters are matched against each other to determine who has written better
code. This includes cheats that aim for them, assist their movement, and prevent other cheaters
from being able to aim at their heads. Programming skill obtained from this game mode has the
ability to be transferred to real-world software work, as cheats made from scratch require a
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design for the user interface and intuitive controls. Although employers may not be delighted to
see this information within a portfolio on a resume, but cheat development is totally valid
software experience, as there is much competition and interaction within the community.
Within my conducted research, I discovered a study that showed a technology I think
could have much potential; the use of an Xbox Kinect to detect motor-function disability. The
Xbox Kinect is a peripheral device for the Xbox that includes a camera, a microphone, and an
infrared sensor. With these, the device is able to track your movements. While the Xbox Kinect
is slightly dated in terms of technology nowadays, it provides an insightful concept. Let’s say
that a person was having stability issues when walking, or an athlete was having trouble with
their form. With newer tracking technology, such as that of the HTC Vive body trackers (works
in conjunction with a Virtual Reality headset), medical professionals and coaches would be
better able to see exactly what is going on with the person’s movements. This technology could
also be used for benchmarks with physical training. Let’s say you are trying to learn a new trick
on your bike, to be able to see your movements scored in real-time, would lead to efficient
learning. Score can also be used as a great motivational tool for success. A personal example of
mine comes from a rhythm game I like to play called “osu!” (Yes, the exclamation mark is part
of the title). When I first started playing, my leaderboard number was very high (in the
millions), which is bad, as it means millions of other players are above me. But, as I played
more, not only was I noticing improvement just in my own skill, I had solid proof I was getting
better from my rank number increasing. My friend and I would compete with our ranks; it made
the game fun, and gave a sense of importance, as each player has their own unique number. So,
a method of leaderboard rankings implemented into things not normally being able to be ranked
could lead to massive global competition over physical skills, as they could now be tracked and
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judged according to accuracy. There would also be more ease in diagnosis of physical problems,
such as scoliosis, if people would be able to do it right in their own homes.
The most common daily skill that I believe would be improved from cognitive ability
gained from video games would be driving. Millions of people drive every day, and thousands
each year die from distracted driving. While driving may not require the fastest reaction time or
the most strategy; one aspect is of the upmost importance: focus. Skills such as reaction time
won’t matter unless you are staying actively focused. It can be easy to day-dream while driving,
but a turn of events can happen in an instant. I like to compare it to sailing; you are either very
bored, or in extreme panic. Simulated stress from video games can help one to train for
situations when panic ensues. For example, staying focused in a game such as Counter Strike
can help you to be alert at all times, for if an enemy comes around a corner, you need to be
ready. Professional players of video games often practice meditating techniques to help them
keep calm when playing in front of people at a major event. The last thing they want is a
clouded consciousness when trying to make split-second decisions and coordinated team plays.
While there are other ways to train for stressful situations, video games have ease of access, and
usually little consequence for error. Video games can help give realization for why you care
about something, and help you visualize different situations for what would happen based on
your actions. I believe that the best training grounds for these strategic skills would be
MMORPG games. They most times involve many people, and missions within games can call
for hours of training in advance for. Pokémon battles played at the professional level involve a
lot of math, prediction, and preparation. Players will calculate the damage of each of their hits,
and use a combination of items and different types of Pokémon to counter their opponent as best
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as possible. I personally think there is too much luck involved with the game’s random number
generator to want to play it as more than just a casual game.
Since I now know that there is already evidence of cognitive ability being able to
improve—with user satisfaction—via video games, it makes this whole exploration more
valuable to my audience. But, what audience would benefit the most from this? Well,
technically anybody can improve cognitive skill with videogames, but most likely it would be
young adults who already play games and would like to maintain their skill throughout their
older years, and older members of the elderly community who feel as if they are not getting
enough cognitive activity during a common day—as they are now retired and simply fading
away. I have also learned that the elderly typically enjoy games that do not require much effort,
but are still competitive and support social interaction. Although, I do not think that games such
as these would help to improve more physically related things such as reaction time. Players of
first person shooter games were found to have the fastest reaction time compared to players of
MMORPGs and other less intensive games. But, they lack in cancelling reflex reaction and
careful decision making. Which is why if somebody would like to be serious about improving
their global cognitive skill, while also improving reaction time, playing multiple genres of games
would be the most helpful to them. Otherwise, if you are spending too much time on one
particular game, you are only learning in-depth game knowledge that most likely cannot be
applied to other situations in life. Skills such as that have low “cognitive transferability”. An
example of this would be: knowing every angle to shoot and look at on a certain map in Counter
Strike. Sure, knowing some angles for a range of maps can help with your quick memory skills,
but simply going further than that and you would just be wasting your time; unless you are a
professional player—and that is a rare case. Topics discussed have and lead me to believe
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simple motor functions can have the ability to be trained also, and can have applications outside
of gaming. An example would be: an excel spreadsheet maker that is constantly clicking around
the screen finds that after numerous hours of playing first person shooters and MMOs such as
CrossFire and World of Warcraft, they are now able to complete more actions per minute with
their keyboard, and aim faster on the screen with the mouse. This appears to be a rare case, as
most of the time physical abilities acquired from video games cannot be applied to anything else
in life.
Overall my research has helped me to see the importance towards cognitive improvement
research that these results could bring. I think there is still a sort of stigma around video games
for the older generation; they may have prejudice against new technology. But, I hope in the
future that people will change their mind set as technology improves and more people will be
able to reap the cognitive benefits associated with video game playing.