Author
Listed:
- Adam M. Large
(Department of Psychology, University of Wisconsin—Madison, USA)
- Benoit Bediou
(Faculty of Psychology and Educational Sciences, University of Geneva, Switzerland)
- Sezen Cekic
(Faculty of Psychology and Educational Sciences, University of Geneva, Switzerland)
- Yuval Hart
(Department of Psychology, The Hebrew University of Jerusalem, Israel)
- Daphne Bavelier
(Faculty of Psychology and Educational Sciences, University of Geneva, Switzerland)
- C. Shawn Green
(Department of Psychology, University of Wisconsin—Madison, USA)
Abstract
Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from “traditional” action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants’ in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.
Suggested Citation
Adam M. Large & Benoit Bediou & Sezen Cekic & Yuval Hart & Daphne Bavelier & C. Shawn Green, 2019.
"Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game,"
Media and Communication, Cogitatio Press, vol. 7(4), pages 198-212.
Handle:
RePEc:cog:meanco:v7:y:2019:i:4:p:198-212
DOI: 10.17645/mac.v7i4.2314
Download full text from publisher
Corrections
All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:cog:meanco:v7:y:2019:i:4:p:198-212. See general information about how to correct material in RePEc.
If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.
We have no bibliographic references for this item. You can help adding them by using this form .
If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: António Vieira or IT Department (email available below). General contact details of provider: https://www.cogitatiopress.com .
Please note that corrections may take a couple of weeks to filter through
the various RePEc services.