Evidence map›Paper›PMID 32873819›Full record

ArticleScientific reports2020

Auditory cognition and perception of action video game players.

Hannah J Stewart, Jasmin L Martinez, Audrey Perdew, C Shawn Green, David R Moore

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in Scientific reports, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06848114 (The Effect of Posture and Scapular Position on Performance Parameters in E-sport Players), which is not on this map. Cited by 12 papers.

0numbers the graph read from it
0cells of the map it votes in
12citing papers in PubMed
1.2field-weighted citation impact, top 22% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT06848114 completednot on this mapstarted 2023, after this paper: background citation

The Effect of Posture and Scapular Position on Performance Parameters in E-sport Players

Typeobservational_patient_registrySponsorÖmer BayrakRan2023 to 2024Enrolled27ConditionsScapular Dyskinesis, Shoulder Proprioception, Reaction Time, Physical Activity
3 · Its place in the literature

Who cites it

12 citing papers in PubMed, 22 citations in OpenAlex.

  1. Review
  2. Article
  3. Article
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  5. Verify the effects of esports on cognitive skill: focusing on decision making.BMC sports science, medicine & rehabilitation · 2025
    Article
  6. Article
  7. Article
  8. Article
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  12. Training with an auditory perceptual learning game transfers to speech in competition.Journal of cognitive enhancement : towards the integration of theory and practice · 2022
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 3 institutions in 2 countries.

Hannah J StewartCommunication Sciences Research Center, Cincinnati Children's Hospital Medical Center, Cincinnati, OH, 45229, USA.
Jasmin L MartinezCommunication Sciences Research Center, Cincinnati Children's Hospital Medical Center, Cincinnati, OH, 45229, USA.
Audrey PerdewCommunication Sciences Research Center, Cincinnati Children's Hospital Medical Center, Cincinnati, OH, 45229, USA.
C Shawn GreenDepartment of Psychology, University of Wisconsin-Madison, Madison, WI, USA.
David R MooreCommunication Sciences Research Center, Cincinnati Children's Hospital Medical Center, Cincinnati, OH, 45229, USA. david.moore2@cchmc.org.
Cincinnati Children's Hospital Medical Center · USUniversity College London · GBUniversity of Wisconsin–Madison · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

A training method to improve speech hearing in noise has proven elusive, with most methods failing to transfer to untrained tasks. One common approach to identify potentially viable training paradigms is to make use of cross-sectional designs. For instance, the consistent finding that people who chose to avidly engage with action video games as part of their normal life also show enhanced performance on non-game visual tasks has been used as a foundation to test the causal impact of such game play via true experiments (e.g., in more translational designs). However, little work has examined the association between action video game play and untrained auditory tasks, which would speak to the possible utility of using such games to improve speech hearing in noise. To examine this possibility, 80 participants with mixed action video game experience were tested on a visual reaction time task that has reliably shown superior performance in action video game players (AVGPs) compared to non-players (≤ 5 h/week across game categories) and multi-genre video game players (> 5 h/week across game categories). Auditory cognition and perception were tested using auditory reaction time and two speech-in-noise tasks. Performance of AVGPs on the visual task replicated previous positive findings. However, no significant benefit of action video game play was found on the auditory tasks. We suggest that, while AVGPs interact meaningfully with a rich visual environment during play, they may not interact with the games' auditory environment. These results suggest that far transfer learning during action video game play is modality-specific and that an acoustically relevant auditory environment may be needed to improve auditory probabilistic thinking.

Indexed as

Auditory PerceptionCognitionLearningAdolescentAdultAttentionCase-Control StudiesCross-Sectional StudiesFemaleHearingHumansMaleReaction TimeRetrospective StudiesSpeech AcousticsVideo Games

Identifiers

PMID32873819
PMCPMC7462999
OpenAlexW3081800586

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.