# A Pilot Study on Video Game Training Effects on Visual Working Memory: Behavioral and Neural Insights

**Authors:** Héctor Hugo Alfaro-Cortés, Sulema Torres-Ramos, Israel Román-Godínez, Vanessa Doreen Ruiz-Stovel, Ricardo Antonio Salido-Ruiz

PMC · DOI: 10.3390/brainsci15020153 · Brain Sciences · 2025-02-04

## TL;DR

This study explores how video game training affects visual working memory, showing improvements in both behavior and brain activity.

## Contribution

The study provides new insights into the neural correlates of visual working memory training using video games.

## Key findings

- Both groups showed improved behavioral measures after training.
- NSW patterns differed between groups and across sessions, linking to VWM capacity.
- Video games may enhance both behavioral and neural aspects of VWM.

## Abstract

Background/Objectives: Recent research suggests that video games may serve as cognitive training tools to enhance visual working memory (VWM) capacity. However, the effectiveness of game-based cognitive training remains debated, and the underlying neural mechanisms, as well as the relationship between training efficacy and game design factors, are unclear. This study aimed to evaluate the impact of video game training on VWM capacity and explore its neural correlates. Methods: Two groups underwent 56 daily 20 min training sessions with two distinct video games targeting different cognitive skills: a reaction-time training game and a VWM-specific training game. Behavioral assessments included accuracy, hit response times, correct rejection response times, and Cowan’s K values. Neural correlates were measured through Negative Slow Wave (NSW) activity using EEG. Decision tree classification analyses were applied to NSW data across sessions and set sizes to identify patterns linked to VWM capacity. Results: Preliminary results are that both groups showed improvements in behavioral measures (accuracy, response times, and Cowan’s K values). NSW analyses revealed a main effect of set size in both groups, and classification results indicated that NSW patterns differed between groups, across sessions, and set sizes, supporting the relationship between NSW and VWM capacity. Conclusions: These findings contribute to understanding NSW as a neurophysiological correlate of VWM capacity, demonstrating its plasticity through video game training. Simple video games could effectively enhance behavioral and neural aspects of VWM, encouraging their potential as accessible cognitive training tools.

## Full-text entities

- **Diseases:** ADHD (MESH:D001289), VWM (MESH:D014786), memory decline (MESH:D060825), injury to people or property (MESH:C000719191), fatigue (MESH:D005221), cognitive decline (MESH:D003072), CDT (MESH:C537067), neurological or motor illnesses (MESH:D016472), brain injuries (MESH:D001930), DT (MESH:D020195)
- **Chemicals:** O2 (-), Ag (MESH:D012834), gold (MESH:D006046)
- **Species:** Homo sapiens (human, species) [taxon 9606]
- **Cell lines:** S2 — Drosophila melanogaster (Fruit fly), Spontaneously immortalized cell line (CVCL_Z232)

## Full text

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## Figures

10 figures with captions in the complete paper: https://tomesphere.com/paper/PMC11852622/full.md

## References

63 references — full list in the complete paper: https://tomesphere.com/paper/PMC11852622/full.md

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Source: https://tomesphere.com/paper/PMC11852622