Abstract
Numerous research studies have been conducted on the use of videogames as tools to improve one’s cognitive abilities. While meta-analyses and qualitative reviews have provided evidence that some aspects of cognition such as spatial imagery are modified after exposure to videogames, other evidence has shown that matrix reasoning measures of fluid intelligence do not show evidence of transfer from videogame training. In the current work, we investigate the available evidence for transfer specifically to nonverbal intelligence and spatial ability measures, given recent research that these abilities may be most sensitive to training on cognitive and working memory tasks. Accordingly, we highlight a few studies that on the surface provide evidence for transfer to spatial abilities, but a closer look at the pattern of data does not reveal a clean interpretation of the results. We discuss the implications of these results in relation to research design and statistical analysis practices.
Videogame interventions and spatial ability interactions
In the past 10 years, there has been substantial interest in the idea that playing videogames may serve to improve certain cognitive functions. A recent meta-analysis (Powers et al., ) provided a quantitative summary of the numerous studies in which a videogame-playing group was compared against a control group that did not receive the videogame “treatment” of interest. As is typically done in meta-analyses, Powers et al. () used broad operational definitions of cognitive outcomes, such as combining together various outcome measures of “executive functions”, which included multitasking, inhibition, task-switching, short-term/working memory, and intelligence. Overall, videogame training effects on executive functions was statistically significant (d = 0.16), although the effect would be classified as small according to Cohen (). Notably, transfer to intelligence was not significant, d = 0.06, and inhibition was the only executive function that was significantly improved by videogame training. On the other hand, tests of spatial imagery, such as mental rotation tasks, exhibited stronger meta-analytic effects, d = 0.43. Our current work investigates specifically the effect of videogame training on spatial ability transfer outcomes, given recent research that argues these spatial ability tests may be most sensitive to cognitive training (Colom et al., ).
Basak et al. () provide an illustrative example of almost ideal intelligence transfer results, as a function of videogame training. In their study, older adults in the training group played a videogame (Rise of Nations) during 15 sessions. Raven Advanced Progressive Matrices, a matrix reasoning test commonly used to measure fluid or nonverbal intelligence, was among the battery of tests administered during pre-test and post-test transfer sessions. As seen in Figure 1A, the training group improved on Raven scores from pre- to post-test, whereas the control group that did not do anything between pre- and post-test (a no-contact control group) showed no improvement on Raven. In addition, the Raven mean pre-test scores were similar for the two groups. The interaction pattern in Basak et al. () is straightforward to interpret, and the transfer data easily support the argument that the training “worked” for those subjects.
Figure 1
The pattern of transfer results observed in Basak et al. (
Van Muijden et al. (2012)
Two groups of participants completed the study: the video game group (n = 53) and the documentary group (n = 19). Participants in the videogame training group played five custom-built games (cf. Figure 1; van Muijden et al.,
The group × session interaction on Raven was significant (), and is displayed in Figure 1B. However, this pattern is quite different from the Raven interaction pattern shown by Basak et al. (
Maillot et al. (2012)
Two groups of older adults (between the ages of 65 and 78 years old) completed the study: one group (n = 15) was assigned to the exergame training condition and the other (n = 15) was assigned to the no-training control group. The exergame training group completed two 1-h exergame sessions per week for 12 weeks for a total training time of 24 h. During these sessions participants played Wii Sports, Wii Fit, and Mario and Sonic on Olympic Games. In pre- and post-test sessions, all participants completed a battery of cognitive assessment tasks—we focus here on the matrix reasoning test (a subtest of the Wechsler Abbreviated Scale of Intelligence), a mental rotation task, and a directional headings test, all measures of spatial ability. Maillot et al. (
In the published article, only the pre-test/post-test change scores were reported for each test, but the pre- and post-test values were provided upon request (P. Maillot, personal communication, 10/9/13), and are shown in Figure 1C. First, Maillot et al. (
Cherney (2008)
There has been substantial interest in the idea that videogames could reduce or eliminate gender effects in spatial ability, following the study by Feng et al. (
Figure 2 displays the results for each transfer test as a function of group and gender (mean and standard deviations provided by I. Cherney, personal communication, 10/17/13). Collapsing across training and control groups, Cherney (
Figure 2

Spatial ability transfer results as a function of gender and group for Cherney (
Conclusion
The studies reviewed here do not represent all of the published evidence in support of the efficacy of videogame training to improve spatial abilities (see Powers et al.,
Second, although random sampling and assignment should eliminate pre-existing differences between the training and control groups, smaller samples provide less accurate estimates of the population values and will be more strongly influenced by an outlier value, and as such pre-test differences between training and control groups may be more likely. However, the use of small sample sizes also means that statistical tests of pre-test values are likely to be non-significant, allowing researchers to declare the training and control groups did not differ at pre-test (“p > 0.05”) despite the numerical differences between the groups. Note also that researchers are relying on failure to reject the null hypothesis as evidence for no difference between the training and control groups at pre-test (see Redick et al.,
In closing, we offer a few suggestions for future videogame training studies. First, as noted in other recent reviews (Boot et al.,
Above all, we hope that researchers will not focus so much on obtaining a significant p-value that they fail to examine the pattern of results to understand the cause of the significant result.
Statements
Author contributions
Thomas S. Redick and Sean B. Webster contributed to the literature review. Sean B. Webster contacted authors for necessary additional information. Thomas S. Redick and Sean B. Webster created the figures, drafted the manuscript, and approved the final version for submission.
Acknowledgments
While writing this article, Thomas S. Redick was supported by the Office of Naval Research (Award # N00014-12-1-1011). The authors thank Tyler Harrison for constructive feedback on an earlier draft.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
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Summary
Keywords
video games, training, transfer, intelligence, cognitive interventions
Citation
Redick TS and Webster SB (2014) Videogame interventions and spatial ability interactions. Front. Hum. Neurosci. 8:183. doi: 10.3389/fnhum.2014.00183
Received
13 January 2014
Accepted
12 March 2014
Published
26 March 2014
Volume
8 - 2014
Edited by
Michelle W. Voss, University of Iowa, USA
Reviewed by
Michael Dougherty, University of Maryland at College Park, USA; Walter R. Boot, Florida State University, USA
Copyright
© 2014 Redick and Webster.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Thomas S. Redick, Department of Psychological Sciences, Purdue University, 703 Third Street, West Lafayette, IN 47907, USA e-mail: tredick@purdue.edu
This article was submitted to the journal Frontiers in Human Neuroscience.
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