DOI: 10.5061/dryad.rbnzs7h8c
title: Data from: A gamer's advantage: a visuospatial experiment

description:  To scrutinize the relationship of achievement in video games
 with performance on generalized visual cognition, this study utilized a
 change-detection based paradigm in which subjects attempted to accurately
 identify previously displayed images after a short period of processing
 time in order to discover a pre-established cognitive advantage that
 experienced video game players have over non-video game players in
 adolescents. This cognitive advantage will serve as evidence that video
 games possess variables that can improve visuospatial intelligence.
 Therefore, video games have the ability to differentiate individuals from
 their peers, and possibly alleviate cognitive deficits which will be
 discussed in the implications. To further validate the accuracy of this
 study a revised method was conducted after analyzing past investigations
 surrounding visual short term memory (VSTM). Participants were recruited
 through a high school Robotics program because those members are more
 likely than the general school population to play video games. They
 underwent both a pre-experiment and post-experiment survey giving
 information regarding their video game usage which was logged in a data
 table. Based on their video gameplay, they were divided into one of four
 categories ranging from true Action Video Game Players (AVGP) to true
 Non-Video Game Players (NVGP). Participants who fell in between the
 parameters were not excluded. The analysis of the data from the N-back
 task drew correlations based on accuracy, response time, and each
 Participant’s video game time. This study aimed to find a predisposed
 advantage among the individuals. A correlation between average video game
 time and excellence in the N-back task could provide sufficient evidence
 for further studies to investigate video games as an aid in VSTM which the
 N-back task gauges. With this new information, there can be future studies
 delving into how video games could be the vehicle to improve on VSTM and
 VWM to both distinguish individuals and correct visuospatial weakness.
description: The scores recorded by each player were correlationally linked to
 their video gameplay responses on both the surveys. Specifically, response
 time and accuracy were stressed for the analysis because these two factors
 are the most distinguishable characteristics between a gamer and a
 nongamer. Through the experiment software, each participant was given an
 identifier of two numbers. These identifiers were then matched with each
 Participants’ Google Form which was in chronological order. In order to do
 this, testing was one participant at a time. Once their responses were
 recorded, Participants were placed into 4 categories based on their game
 time. Then, their error/response rates were compared to the whole group at
 an individual level, and as an average for each group. Focusing on speed
 and accuracy was a move that Blacker and Curby endorsed with their own
 experiment, saying the emphasis on these factors would ensure that
 “performance differences between the groups would reflect the information
 available in VSTM rather than other factors.”<br>  
description: The N-back task response had a maximum display time of 1000
 milliseconds. Therefore responses in the datasheet noted a 3 for exceeding
 the time. The responses earned a 1 for being correct and a 2 for an
 incorrect response. The N-Back response data is presented as a text file
 with each participant identifier. The spreadsheet discloses each
 Participant identifier and where they align on the spectrum of being an
 action video game player or a nonvideo game player. The following key is
 used to describe the textfile data for each participant.<br>
 <br> 1     correct (1=correct, 2=wrong, 3=too slow)<br>
 <br> 2     which key was pressed<br> <br> 3     reaction
 time (ms)<br> <br> 4     random number used for conditions
 (1=same as 3-back, 2-5 other letter)<br> <br> 5     trial
 number<br> <br> 6     the current letter<br> <br>
 7     the letter of the previous trial<br> <br> 8     the
 letter of the trial before<br>