Video games аs a psychological research environment

Keywords: video games, esport, interpersonal synchronization, attention, flow state, decision-making, team processes, team thinking

Abstract

Introduction. Video games constitute a special form of digital media characterized by dynamic environments that respond to players’ actions and integrated algorithms. Within psychological research, video games offer better validity compared to traditional automated assessment systems, enabling a naturalistic investigation of various phenomena. Furthermore, video games shape mental processes. These features are widely exploited in international psychological research and are critical for identifying current trends and informing future research directions. Aims. This study aims to evaluate the prospects of utilizing video games as a digital environment for studying mental processes and interpersonal interactions. Theoretical Basis. A narrative literature review of studies in video game and esports psychology was conducted based on the articles available at international scientific databases. Key phenomena analyzed include time perception, attention, decision-making, flow state, interpersonal synchronization, team processes, and team thinking. This study employs a descriptive-analytical approach, integrating novel findings into existing theoretical frameworks by drawing analogies between gaming and other forms of human activity studied in related scientific fields. Results. Video games, as a digital research environment, provide several advantages, including the dynamic adjustment of task complexity, precise tracking of player behavior and in-game situations, and compatibility with psychophysiological methods. Through the engagement of essential cognitive functions, video games facilitate lasting modifications in the brain areas associated with these functions, thereby advancing our comprehension of the neural mechanisms of learning. Video games facilitate both human-human and human-technology interactions, yet empirical research on the underlying mental and social dynamics remains underdeveloped. Conclusion. The findings underscore the potential of video games as an environment for psychological research, particularly in exploring the role of technology-mediated environments in shaping cognitive and social processes

Downloads

Download data is not yet available.

Author Biographies

D. .. Momotenko , National Research University Higher School of Economics (3a Krivokolenny Lane, Moscow, 101000, Russia)

Candidate of Psychological Sciences, Researcher

M. M. Tcepelevich , Sirius University of Science and Technology (Olimpiyskiy ave. b.1, Sirius, Krasnodar region, Russia, 354340)

Junior Researcher

I. O. Tkachenko , Tilburg University (Warandelaan 2, 5037 AB Tilburg)

PhD Candidate

A. R. Vodneva , Sirius University of Science and Technology (Olimpiyskiy ave. b.1, Sirius, Krasnodar region, Russia, 354340)

Junior Researcher

T. A. Kustova , Sirius University of Science and Technology (Olimpiyskiy ave. b.1, Sirius, Krasnodar region, Russia, 354340)

Junior Researcher

G. V. Oreshina , National Research University Higher School of Economics (55 Sedova St., room 2, 192148, Saint Petersburg, Russia)

Researcher

E. L. Grigorenko , Moscow State Psychological and Pedagogical University (29 Sretenka St., Moscow, 127051, Rus-sia)

Doctor of Psychological Sciences, Professor, PhD

References

1. Bergonse R. Fifty Years on, What Exactly is a Videogame? An Essentialistic Definitional Approach. The Computer Games Journal. 2017;6(4):239–255. DOI: 10.1007/s40869-017-0045-4
2. Sörman D.E., Dahl K.E., Lindmark D. et al. Relationships between Dota 2 expertise and decision-making ability. PloS one. 2022;17(3):e0264350. DOI: 10.1371/journal.pone.0264350
3. Pluss M.A., Bennett K.J.M., Novak A.R. et al. Esports: The Chess of the 21st Century. Frontiers in psychology. 2019;10. DOI: 10.3389/fpsyg.2019.00156
4. Bavelier D., Green C.S. Enhancing Attentional Control: Lessons from Action Video Games. Neuron. 2019;104(1):147–163. DOI: 10.1016/j.neuron.2019.09.031
5. Kozhevnikov M., Li Y., Wong S., Obana T., Amihai I. Do enhanced states exist? Boosting cognitive capacities through an action video-game. Cognition. 2018;173:93–105. DOI: 10.1016/j.cognition.2018.01.006
6. Bediou B., Adams D.M., Mayer R.E. et al. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological bulletin. 2018;144(1): 77-110. DOI: 10.1037/bul0000130
7. Smirni D., Garufo E., Di Falco L., Lavanco G. The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. Pediatric Reports. 2021;13(3):401–415. DOI: 10.3390/pediatric13030047
8. Toth A.J., Ramsbottom N., Kowal M., Campbell M.J. Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sciences. 2020;10(11):859. DOI: 10.3390/brainsci10110859
9. Proceedings of the AHFE 2021 Virtual Conferences on Neuroergonomics and Cognitive Engineering, Industrial Cognitive Ergonomics and Engineering Psychology, and Cognitive Computing and Internet of Things. 2021. USA. 2021. Springer.
10. Khoshnoud S., Alvarez Igarzábal F., Wittmann M. Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review. PeerJ. 2020;8:e10520. DOI: 10.7717/peerj.10520
11. Shehata M., Cheng M., Leung A. et al. Team Flow Is a Unique Brain State Associated with Enhanced Information Integration and Interbrain Synchrony. eNeuro. 2021;8(5). DOI: 10.1523/eneuro.0133-21.2021
12. de Sampaio Barros M.F., Araújo-Moreira F.M., Trevelin L.C., Radel R. Flow experience and the mobilization of attentional resources. Cognitive, Affective and Behavioral Neuroscience. 2018;18(4):810–823. DOI: 10.3758/s13415-018-0606-4
13. Ju U., Wallraven C. Manipulating and decoding subjective gaming experience during active gameplay: a multivariate, whole-brain analysis. Neuroimage. 2019;188:1–13. DOI: 10.1016/j.neuroimage.2018.11.061
14. Ardha A., Arif M., Nurhasan N. et al. The Development of Esports Research and Technology in the Last 3 Decades. TEM Journal. 2024;13(2). DOI: 10.18421/TEM132-67
15. Burelli P., Dixen L. Playing With Neuroscience: Past, Present and Future of Neuroimaging and Games. arXiv preprint arXiv:240315413. 2024. DOI: 10.48550/arXiv.2403.15413
16. Wittmann M., Paulus M.P. Temporal horizons in decision making. Journal of Neuroscience, Psychology and Economics. 2009;2(1):1. DOI: 10.1037/a0015460
17. Bogon J., Halbhuber D. Time and Timing in Video Games: How Video Game and Time Perception Research can benefit each other. Mensch und Computer 2023 – Workshopband. 2023. DOI: 10.18420/muc2023-mci-ws05-439
18. Hanson C. Game time: Understanding temporality in video games: Indiana University Press; 2018.
19. Lahdenperä L. “Live-Die-Repeat”. The Time Loop as a Narrative and a Game Mechanic. International Journal of Transmedia Literacy (IJTL). 2018;4:137–159. DOI: 10.7358/ijtl-2018-006-lahd
20. Rivero T.S., Covre P., Reyes M.B., Bueno O.F. Effects of chronic video game use on time perception: differences between sub- and multi-second intervals. Cyberpsychology, Behavior and Social Networking. 2013;16(2):140–144. DOI: 10.1089/cyber.2012.0103
21. Rutrecht H., Wittmann M., Khoshnoud S., Alvarez I.F. Time Speeds Up During Flow States: A Study in Virtual Reality with the Video Game Thumper. Timing and Time Perception. 2021;9(4):353–376. DOI: 10.1163/22134468-bja10033
22. Barton A.C., Sheen J., Byrne L.K. Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review. Frontiers in psychology. 2020;11:2050. DOI: 10.3389/fpsyg.2020.02050
23. Petilli M.A., Rinaldi L., Trisolini D.C. et al. How difficult is it for adolescents to maintain attention? The differential effects of video games and sports. Quarterly Journal of Experimental Psychology. 2020;73(6):968–982. DOI: 10.1177/1747021820908499
24. Apperley T.H. Genre and game studies: Toward a critical approach to video game genres. Simulation and Gaming. 2006;37(1):6–23. DOI: 10.1177/1046878105282278
25. Choi E., Shin S.-H., Ryu J.-K. et al. Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement. Behavioral and Brain Functions. 2020;16(1):1–14. DOI: 10.1186/s12993-020-0165-z
26. Rambhiya K., Lokesh L. Cognitive Flexibility, Leadership style on Decision Making among Self Employed and Employed. International Journal of Indian Psychȯlogy. 2023;11(2). DOI: 10.25215/1102.252
27. Dale G., Joessel A., Bavelier D., Green C.S. A new look at the cognitive neuroscience of video game play. Annals of the New York Academy of Sciences. 2020;1464(1):192–203. DOI: 10.1111/nyas.14295
28. Bailey K., West R., Kuffel J. What would my avatar do? Gaming, pathology, and risky decision making. Frontiers in psychology. 2013;4:609. DOI: 10.3389/fpsyg.2013.00609
29. Alvarez I.F. Time and Space in Video Games. A Cognitive-Formalist Approach. Bielefeld: Tran-script Verlag; 2019.
30. Weber R., Tamborini R., Westcott-Baker A., Kantor B. Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks. Communication Theory. 2009;19:397–422. DOI: 10.1111/j.1468-2885.2009.01352.x
31. Klasen M., Weber R., Kircher T.T., Mathiak K.A., Mathiak K. Neural contributions to flow experience during video game playing. Social Cognitive and Affective Neuroscience. 2012;7(4):485–495. DOI: 10.1093/scan/nsr021
32. Metin B., Goktepe A., Sutcubasi B. et al. EEG findings during flow state. The Journal of Neurobehavioral Sciences. 2017;4(2):47–52. DOI: 10.5455/JNBS.1496152464
33. Katahira K., Yamazaki Y., Yamaoka C. et al. EEG Correlates of the Flow State: A Combination of Increased Frontal Theta and Moderate Frontocentral Alpha Rhythm in the Mental Arithmetic Task. Frontiers in Psychology. 2018;9:300. DOI: 10.3389/fpsyg.2018.00300
34. Pels F., Kleinert J., Mennigen F. Group flow: A scoping review of definitions, theoretical approaches, measures and findings. PloS one. 2018;13(12):e0210117. DOI: 10.1371/journal.pone.0210117
35. Mayo O., Gordon I. In and out of synchrony – Behavioral and physiological dynamics of dyadic interpersonal coordination. Psychophysiology. 2020;57(6):e13574. DOI: 10.1111/psyp.13574
36. von Zimmermann J., Richardson D.C. Verbal Synchrony and Action Dynamics in Large Groups. Frontiers in psychology. 2016;7: 2034. DOI: 10.3389/fpsyg.2016.02034
37. Reinero D.A., Dikker S., Van Bavel J.J. Inter-brain synchrony in teams predicts collective performance. Social Cognitive and Affective Neuroscience. 2021;16(1-2):43–57. DOI: 10.1093/scan/nsaa135
38. Freeman G., Wohn D.Y. Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work (CSCW). 2019;28(1):95-126. DOI: 10.1007/s10606-017-9299-4
39. Leavitt A., Keegan B.C., Clark J. Ping to Win? Non-Verbal Communication and Team Performance in Competitive Online Multiplayer Games. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. San Jose, California, USA: Association for Computing Machinery. 2016:4337–4350. DOI:10.1145/2858036.2858132
40. Musick G., Zhang R., McNeese N.J.F., G, Hridi A.P. Leveling Up Teamwork in Esports: Understanding Team Cognition in a Dynamic Virtual Environment. Proceedings of the ACM on Human-Computer Interaction. 2021.
41. DeChurch L.A., Mesmer-Magnus J.R. Measuring shared team mental models: A meta-analysis. Group Dynamics: Theory, Research, and Practice. 2010;14(1):1. DOI: 10.1037/a0017455
42. Czeszumski A., Eustergerling S., Lang A. et al. Hyperscanning: A Valid Method to Study Neural Inter-brain Underpinnings of Social Interaction. Frontiers in Human Neuroscience. 2020;14:39. DOI: 10.3389/fnhum.2020.00039
43. Montolio-Vila A., Argilés M., Sunyer-Grau B. et al. Effect of action video games in eye movement behavior: A systematic review. Journal of Eye Movement Research. 2024;17(3):10–16910. DOI: 10.16910/jemr.17.3.6
44. GomezRomero-Borquez J., Del-Valle-Soto C., Del-Puerto-Flores J.A. et al. Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact. Electronics. 2024;13(9):1683. DOI: 10.3390/electronics13091683
45. Wikström V., Saarikivi K., Falcon M. et al. Inter-brain synchronization occurs without physical co-presence during cooperative online gaming. Neuropsychologia. 2022;174:108316. DOI: 10.1016/j.neuropsychologia.2022.108316
46. Himmelstein D., Liu Y., Shapiro J.L. An Exploration of Mental Skills Among Competitive League of Legend Players. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS). 2017;9(2):1–21. DOI: 10.4018/IJGCMS.2017040101

References on translit

-
Published
2025-07-01
How to Cite
Momotenko, D., Tcepelevich, M., Tkachenko, I., Vodneva, A., Kustova, T., Oreshina, G., & Grigorenko, E. (2025). Video games аs a psychological research environment. Psychology. Psychophysiology, 18(2), 34-46. https://doi.org/10.14529/jpps250204
Section
Methodological and theoretical issues of psychology