Video game and spatial cognition



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The provided article, which is written about “Video game and spatial cognition” written by Ian Spence and Jing Feng and was published 2010. Particularly, the article presents information about qualities as well as characteristics of leaders which are described clearly. In addition, you have a chance to know about several researchers who added contribution in this field such as: Adams, Kent, Gazzeley, Owsley, Ball, Green, Bavelier, Spence and so on. Although there are several confusing parts of the article, it is really worth to get reliable information about leadership in terms of scientists and their opinions which related to the topic.The article is mainly about the main types of video games, their impact on perception, their interaction with age and gender, as well as we can learn about the main factors of cognitive deficits in older people.

If we deal with the positive aspects of the article, we can highlight a few of them. First of all, it can be said that the article is a really good “literature review” for those who want to check out the current issue. The diversity of ideas proposed by different authors can serve as a useful resource for its audience. Another advantage of the article is that the topic of the impact of video play on cognition is synthesized from different angles, i.e. positive and negative qualities, skills to be accepted, negative consequences are all discussed in the article. Any reader who has a video can read this article and buy a lot of suggestions for themselves. Also, from a psychological point of view, this article can be a really useful “box of tips” for a really large audience, as the history of video games is shared with a growing number of scholars about their impact on perception. we can meet.

In addition to successful ideas, there are several shortcomings that need to be addressed in the article. First, the article is too large in size and the data is very confusing. Second, the similar views of the authors confuse the reader a little. It should be noted that there is a repetition of the information given in the article.

Video game players spend several hours at play, and this vigorous practice has the ability to alter both

brain and actions. Several studies have shown this

Playing action games causes several changes in a variety of auditory, cognitive, and attentive skills.

Video games now compete with movies and TV as a source of pleasure. Almost all children play video games at one time.

Or another, and this can have an impact on their behaviour. While research on connections

Almost three decades ago, between video games and perception.

Popular genres involve action, adventure, dance, driving, battle, etc.

Maze, music, puzzle, role-playing, simulation, sports, and strategy

Games. Simulation games, for example,

which attempt to simulate complex real-life activities. Each form of game needs to be played.

Specific abilities if the player is to be effective in coping with the game

Challenges and tricky circumstances experienced throughout the game. There are many

Games include problem-solving and planning.

The proportion of senior citizens in the population is increasing

in almost all developed countries, and there has been a recent surge

of interest in “brain training” as a possible antidote to the normal

age-related decline in cognitive functioning. Inspired by the com￾mercial success of Nintendo’s Brain Age suite of video games,

several enterprises have sprung up to capitalize on the opportunity.

Various aspects of cognition, including spatial abilities, are tar￾geted for improvement. The training procedures use simple tasks

(or minigames) that are similar to items in standard psychological

tests or to tasks that have been adapted from the toolbox of

experimental methods in perception, learning, memory, and cog￾nition. Alternatively, the training tasks are simple games similar to

the puzzles found in the daily newspaper or tabletop games; these

include crosswords, acrostics, Scrabble, Boggle, Sudoko.

According to

Gazzeley, Owsley and Ball's point of view seniors experience particular kinds of decline in

perceptual and cognitive processing as a part of normal aging.

These include a narrowing of the attentional visual field (Ball &

Owsley, 1991), a decreased capacity to suppress irrelevant dis￾tracting visual stimuli , or at least

an inability to do so rapidly (Gazzaley et al., 2008). The conse￾quences of this deterioration in cognitive processing are not merely

of academic interest.



In conclusion, this article provides useful information on the pros and cons, history and revolution of video games and cognition as the researcher focuses on detailed and complete information, a variety of sources, and sufficient examples.
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