Peer Review History
| Original SubmissionMarch 5, 2022 |
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PONE-D-22-06647A Game-Factors Approach to Cognitive Benefits from Video-Game training: A Meta-AnalysisPLOS ONE Dear Dr. Basak, Thank you for submitting your manuscript to PLOS ONE. I am sorry for the relative delay in the evaluation of your paper. I had initially found two reviewers to assess the paper, but one reviewer fell through. I then had to search for a new reviewer. Gladly, I found one more expert that agreed to assess the paper, and I am glad I did because this expert provided excellent comments on how to improve your manuscript. I would like to take this opportunity to thank both reviewers for doing a great job in assessing the paper and providing many constructive comments. As you will see from the comments appended below (and include as attachment to this email), the reviewers have made a number of comments regarding your proposed classification and your analysis method, both in terms of needed clarifications but also with regards to improvements of the analytical methods used. I strongly recommend you to carefully consider each of their comments and helpful suggestions. I will not reiterate all of their points here. I will only make a few remarks that arouse on my own reading of the paper (see below). Overall, I believe that there is a clear revision path that may lead to publication, so I am inviting a major revision. Note that this invitation does not guarantee acceptance of the paper and hence you should do your best effort to address all concerns of the reviewers (as well as the points I will present below). My own comments:First, Similarly to Reviewer 2, I thought that the evaluation of the paper was compromised by some accessibility issues regarding the preregistration and the data. With regards to the preregistration, the project is private and hence we could not read the preregistration. The text also does not indicate which hypotheses were preregistered neither which analyses are part of the preregistration and which ones were exploratory. The text should be revised to clearly identify these. With regards to the data, it seemed to be some sort of image of an excel file, which unfortunately is not useful for sharing data since one cannot reuse the data (unless one retypes all of the information visually available). I wanted to explore the data-set, but one can neither download it, see it closely, click on it or anything. Please be aware that sharing of data should follow the FAIR principles (findable, accessible, interoperable, and reusable). These two points will be certainly critical in subsequent evaluation of your paper, if you decide to submit a revision. Second, it stroke me that most the of the factors included in the analyses of the games that were not significant, still generated effects that went in the same direction as the significant ones, often with similar mean size (but sometimes even larger) although lacking significance. Given that these cases were also often the cases with less studies (small k), it seems to me that the difference between significant and non-significant is probably not very informative. This should be taken in consideration. Can one be certain that one factor is more conducive than the other in generating a transfer effect? Please consider this issue carefully. One possible approach to mitigate this issue would be to perform a Bayesian Meta-analysis and derive uncertainty estimates. Alternatively, you should provide the reader with some sort of evidence of which differences observed with the current analysis are meaningful, and provide the caveats explaining the ones that are yet not credible (for example, due to the lack of sufficient studies included). Thank you for considering PLOS ONE as the outlet for your work. Please submit your revised manuscript by Jul 15 2022 11:59PM. If you will need more time than this to complete your revisions, please reply to this message or contact the journal office at plosone@plos.org. When you're ready to submit your revision, log on to https://www.editorialmanager.com/pone/ and select the 'Submissions Needing Revision' folder to locate your manuscript file. Please include the following items when submitting your revised manuscript:
If you would like to make changes to your financial disclosure, please include your updated statement in your cover letter. Guidelines for resubmitting your figure files are available below the reviewer comments at the end of this letter. If applicable, we recommend that you deposit your laboratory protocols in protocols.io to enhance the reproducibility of your results. Protocols.io assigns your protocol its own identifier (DOI) so that it can be cited independently in the future. For instructions see: https://journals.plos.org/plosone/s/submission-guidelines#loc-laboratory-protocols. Additionally, PLOS ONE offers an option for publishing peer-reviewed Lab Protocol articles, which describe protocols hosted on protocols.io. Read more information on sharing protocols at https://plos.org/protocols?utm_medium=editorial-email&utm_source=authorletters&utm_campaign=protocols. We look forward to receiving your revised manuscript. Kind regards, Alessandra S. Souza, Ph.D. Academic Editor PLOS ONE Journal Requirements: When submitting your revision, we need you to address these additional requirements. 1. Please ensure that your manuscript meets PLOS ONE's style requirements, including those for file naming. The PLOS ONE style templates can be found at https://journals.plos.org/plosone/s/file?id=wjVg/PLOSOne_formatting_sample_main_body.pdf and 2. PLOS requires an ORCID iD for the corresponding author in Editorial Manager on papers submitted after December 6th, 2016. Please ensure that you have an ORCID iD and that it is validated in Editorial Manager. To do this, go to ‘Update my Information’ (in the upper left-hand corner of the main menu), and click on the Fetch/Validate link next to the ORCID field. This will take you to the ORCID site and allow you to create a new iD or authenticate a pre-existing iD in Editorial Manager. Please see the following video for instructions on linking an ORCID iD to your Editorial Manager account: https://www.youtube.com/watch?v=_xcclfuvtxQ 3. We note that you have stated that you will provide repository information for your data at acceptance. Should your manuscript be accepted for publication, we will hold it until you provide the relevant accession numbers or DOIs necessary to access your data. If you wish to make changes to your Data Availability statement, please describe these changes in your cover letter and we will update your Data Availability statement to reflect the information you provide [Note: HTML markup is below. Please do not edit.] Reviewers' comments: Reviewer's Responses to Questions Comments to the Author 1. Is the manuscript technically sound, and do the data support the conclusions? The manuscript must describe a technically sound piece of scientific research with data that supports the conclusions. Experiments must have been conducted rigorously, with appropriate controls, replication, and sample sizes. The conclusions must be drawn appropriately based on the data presented. Reviewer #1: Partly Reviewer #2: Yes ********** 2. Has the statistical analysis been performed appropriately and rigorously? Reviewer #1: Yes Reviewer #2: I Don't Know ********** 3. Have the authors made all data underlying the findings in their manuscript fully available? The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified. Reviewer #1: Yes Reviewer #2: Yes ********** 4. Is the manuscript presented in an intelligible fashion and written in standard English? PLOS ONE does not copyedit accepted manuscripts, so the language in submitted articles must be clear, correct, and unambiguous. Any typographical or grammatical errors should be corrected at revision, so please note any specific errors here. Reviewer #1: Yes Reviewer #2: Yes ********** 5. Review Comments to the Author Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters) Reviewer #1: Review of A Game-Factors Approach to Cognitive Benefits from Video-Game training: A Meta Analysis by Smith and Basak Overall evaluation: Meta-analyses are tedious work and usually always criticized for the many decisions the authors take during working on inclusion and exclusion criteria. I appreciate the work invested by the authors and as usual have some remarks regarding decisions taken by the authors which are, in my reading not enough motivated. 1, why is the physiotherapy evidence database chosen and were studies excluded based on this assessment? 2, why are age and percentage female chosen as moderators as well as publication characteristics – I think that overall moderator choice deserve a better motivation 3, to the gameplay factors: again, I miss a somewhat motivated choice why those factors ( Movement Style (egocentric vs. allocentric method of spatial navigation), Perspective (1st person vs 3rd person viewing perspective), number of Controllable Objects (single vs multiple), number of Win States (single win state vs multiple win states), Type of Opponent featured by the game (active opponent vs passive threshold), the presence of Time Pressure (present vs absent), and the Primary Interaction method of the game (combat vs noncombat) were chosen, ideally those choice can be tied to cognitive processes that are assumed to be affected by the engagement in playing those games. Finally, I wondered whether movement style and perspective code different factors. Thus, did the authors correlate their game factors or run a cluster/factor analysis to uncover shared and unique variance contributed by those factors. 4, the authors did not motivate their choice for the outcome measures either or do give any examples (what is an attention/perception outcome and why is it not a HC outcome). As stated in the beginning, meta-analyses are tedious work and I presume the authors really invested lots of time and work but for the time being, to many choices remain unmotivated or opaque. Overall, I see a lot of merit in the consideration of gameplay factors instead of game category. Reviewer #2: The study provides an interesting meta-analytic approach to study the impact of video game training on cognition, focusing on game features that are thought to characterize distinct video game genres. This is an original approach that will make an interesting contribution to the field and hopefully should stimulate further research. I have some clarification questions and also some suggestions that aim at strengthening some results and conclusions. The present meta-analysis was pre-registered on OSF and I had access to the PRISMA checklist but not to the full methods. Therefore, the comments below are based on the information provided in the manuscript only, without taking the pre-registered methods analysis plan and hypotheses into consideration. My primary concern relates to the use of within-subject effect sizes, which do not properly control for numerous confounds such as practice or test-retest effects or placebo effects. While I understood that this was necessary to include control games, the use of effect sizes based on pre-post change scores has important limitations that should be acknowledged (Cuijpers et al., 2017). My second and third main concerns are related to the analytic strategy (assuming independent effect sizes, using r = 0.5) and the lack of details regarding the criteria used for coding game features, genres, formats, and cognitive constructs. I felt that the paper would benefit from clarifying both the choice of categories (genre vs format, experimental vs control) and the levels (action vs strategy, serious vs. casual). However, given that the study was pre-registered, I wasn’t able to determine if there were deviations from the registered methods (coding), analysis plan (effect sizes and models) and hypotheses tested (number of analyses). If an analysis appears sub-optimal but was registered, any change or any additional analysis, even if it represents an improvement, should be strongly justified and yet considered exploratory as it will deviate from the registered analysis plan. Below I provide more details about each specific point. I am confident that the authors can address most of them in a reply, and that providing some of the additional analyses suggested in this review will strengthen their results and thereby increase the impact of their study. (see attached document) ********** 6. PLOS authors have the option to publish the peer review history of their article (what does this mean?). If published, this will include your full peer review and any attached files. If you choose “no”, your identity will remain anonymous but your review may still be made public. Do you want your identity to be public for this peer review? For information about this choice, including consent withdrawal, please see our Privacy Policy. Reviewer #1: No Reviewer #2: No [NOTE: If reviewer comments were submitted as an attachment file, they will be attached to this email and accessible via the submission site. Please log into your account, locate the manuscript record, and check for the action link "View Attachments". If this link does not appear, there are no attachment files.] While revising your submission, please upload your figure files to the Preflight Analysis and Conversion Engine (PACE) digital diagnostic tool, https://pacev2.apexcovantage.com/. PACE helps ensure that figures meet PLOS requirements. To use PACE, you must first register as a user. Registration is free. Then, login and navigate to the UPLOAD tab, where you will find detailed instructions on how to use the tool. If you encounter any issues or have any questions when using PACE, please email PLOS at figures@plos.org. Please note that Supporting Information files do not need this step.
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| Revision 1 |
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PONE-D-22-06647R1A Game-Factors Approach to Cognitive Benefits from Video-Game training: A Meta-AnalysisPLOS ONE Dear Dr. Basak, Thank you for submitting your revised manuscript to PLOS ONE. I have sent the manuscript back to the reviewers of the first submission. In general, they were thankful for your serious consideration of their comments and the corresponding improvements undertaken. Yet, the reviewers still have a number of concerns that require further revision. While Reviewer 2 has only one point for clarification, Reviewer 1 made a more severe list of issues. Addressing these issues seem relevant to increase the impact of the paper and to guarantee a better alignment of the proposals made in the current paper, the past literature, and also were the field is heading to. The comments made by Reviewer 1 are manifold, but are very constructive. I encourage you to address the points to the best of your abilities. Please submit your revised manuscript by Jan 02 2023 11:59PM. If you will need more time than this to complete your revisions, please reply to this message or contact the journal office at plosone@plos.org. When you're ready to submit your revision, log on to https://www.editorialmanager.com/pone/ and select the 'Submissions Needing Revision' folder to locate your manuscript file. Please include the following items when submitting your revised manuscript:
If you would like to make changes to your financial disclosure, please include your updated statement in your cover letter. Guidelines for resubmitting your figure files are available below the reviewer comments at the end of this letter. If applicable, we recommend that you deposit your laboratory protocols in protocols.io to enhance the reproducibility of your results. Protocols.io assigns your protocol its own identifier (DOI) so that it can be cited independently in the future. For instructions see: https://journals.plos.org/plosone/s/submission-guidelines#loc-laboratory-protocols. Additionally, PLOS ONE offers an option for publishing peer-reviewed Lab Protocol articles, which describe protocols hosted on protocols.io. Read more information on sharing protocols at https://plos.org/protocols?utm_medium=editorial-email&utm_source=authorletters&utm_campaign=protocols. We look forward to receiving your revised manuscript. Kind regards, Alessandra S. Souza, Ph.D. Academic Editor PLOS ONE [Note: HTML markup is below. Please do not edit.] Reviewers' comments: Reviewer's Responses to Questions Comments to the Author 1. If the authors have adequately addressed your comments raised in a previous round of review and you feel that this manuscript is now acceptable for publication, you may indicate that here to bypass the “Comments to the Author” section, enter your conflict of interest statement in the “Confidential to Editor” section, and submit your "Accept" recommendation. Reviewer #1: (No Response) Reviewer #2: (No Response) ********** 2. Is the manuscript technically sound, and do the data support the conclusions? The manuscript must describe a technically sound piece of scientific research with data that supports the conclusions. Experiments must have been conducted rigorously, with appropriate controls, replication, and sample sizes. The conclusions must be drawn appropriately based on the data presented. Reviewer #1: Yes Reviewer #2: Partly ********** 3. Has the statistical analysis been performed appropriately and rigorously? Reviewer #1: I Don't Know Reviewer #2: Yes ********** 4. Have the authors made all data underlying the findings in their manuscript fully available? The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified. Reviewer #1: Yes Reviewer #2: Yes ********** 5. Is the manuscript presented in an intelligible fashion and written in standard English? PLOS ONE does not copyedit accepted manuscripts, so the language in submitted articles must be clear, correct, and unambiguous. Any typographical or grammatical errors should be corrected at revision, so please note any specific errors here. Reviewer #1: Yes Reviewer #2: Yes ********** 6. Review Comments to the Author Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters) Reviewer #1: First I would like to thank the authors for addressing my former remarks. I found the manuscript much improved and could find any information I looked for. However, I am still a bit confused regarding the Overall Cognition Factor, what does this mean and does the fact that also all other outcomes are then analysed. In my view the Overall Cognition effect sizes needs better motivation or should be left out. Reviewer #2: I would like to reiterate my strong interest in the approach and results. I sincerely believe the analysis of video game features is a great and promising improvement over the game genres approach, and a timely one as the early conceptualization of video game genres needs to be reconsidered to reflect the diversification of video game genres (and of the whole video game ecosystem). Concerning the revised manuscript, the authors have properly addressed most of my concerns, especially regarding the meta-regression analysis. However, there are a few conceptual (theoretical) as well as methodological issues that remain unresolved and that, once clarified, could improve the paper’s impact. Main comments 1. Game genre and format First and foremost, I think the coding of game genres and format could be improved. The dichotomic conceptualisation of genres and formats is not only inconsistent with a growing literature on the evolution of video games reviewed in the introduction (lines 47-48): “a coarse distinction between gaming genres is insufficient to describe the profile of cognitive demands of a given game, as modern video games increasingly include features of multiple genres [7].” , but also, and more problematically, the chosen categories for genres (Action vs Strategy) and formats (Casual vs Serious) do not align with the existing literature and with the evolution of the field over the past decades (e.g., Dale et al., 2020; Dale & Green, 2017). Forcing all games to fit into these 2x2 categories is likely to result in blurred and overlapping categories with high heterogeneity, which could account for the lack of significant effects of these 2 factors. To illustrate my point, I was surprised to see games like “Tetris” or “Wii Fit Segway Circuit” be classified as Action-Casual. In contrast, games most commonly associated with the action genre, which are mostly first person shooter games, were found in the Action-Serious category which also included games like Fifa or super mario or pac-man. Such coding is only likely to add to the confusion the authors initially denounce in their introduction (e.g., note here that “Tetris” also appears in the strategy-casual category). Second, the discussion relies heavily on non-significant effects, which should not be interpreted as evidence for the absence of a difference. For example, the non-significant effect of game genre (and format) may not be surprising considering how games genres and formats were coded in this meta-analysis – which deviates from the definitions of genre and format used in primary studies and in other meta-analyses too. More importantly, the authors rely on the lack of significant effects to criticize and thus diminish the importance of earlier work conducted more than 1 or 2 decades ago, when only a small number of genres were sufficient to appropriately capture meaningful differences between video games in terms of mechanics or gameplay features (and their associated cognitive demands). In sum, the analysis of game genre and format needs to be improved. At the very minimum, the authors need to fully address the limitations of their choice of grouping and categories and how it is inconsistent with previous work. Alternatively, given the confusion it is likely to add, this analysis could be dropped., In all cases, the discussion should be significantly altered to (i) not over-interpret non-significant effects and (ii) acknowledge that the 2x2 coding approach taken in this work does not reflect the complexity of the video game ecosystem to date and, for the most part, does not align with the categorization of games used in primary studies. 2. Game features I particularly liked the idea of analyzing video game features, which is the main strength of this study, although the pattern of inter-correlations calls for a cautious interpretation of the results. This actually raised the question of how were these correlations computed since all variables are coded as binary (0 or 1)? What tests were conducted and what type of correlation coefficients are reported in Table 2? While these results are an important step forward, they do not necessarily invalidate past research, unlike what the authors suggest. Indeed, many of that past research was conducted at a time when games could still be unanimously classified into a relatively small number of distinct and homogeneous genres. In this respect, including the variable “study group” in the analysis of game features, as well as in the analysis of genre and format seems an unmotivated choice. More generally, it is unclear how genre, format and group are related to game features. Alos, what was the rationale for including study group only and not genre and format in the analysis of game features? Are these three factors correlated and how do they correlate with game features? Adding all 3 variables to Table 2 and showing how strongly video game genre, video game format and study group correlate with game features would be essential to better understand and interpret the pattern of effects (see point 3). The discussion of the associations between individual game features and cognitive outcomes suggests that some earlier theories may have been misinterpreted. On multiple occasions, the authors misreport the action games literature as predicting that specific features are responsible for their cognitive effects. My reading of this literature is that it has put the emphasis on identifying the combination of features that distinguishes action games from other games that do not produce similar cognitive benefits. This question could be addressed by computing the similarity between games across a number of critical features such as those coded here. Recent theories actually propose that the effects of action games on cognition arise from the particular combination of features that characterize these games (including those coded here and many others such as the presence of variable rewards, the scaffolding of difficulty and challenge to keep players in their zone of proximal development, etc.). Importantly, the action video game literature does not predict that each and every feature in isolation has an effect, quite on the contrary (Bavelier & Green, 2019; Cardoso-Leite, P. et al., 2020). “Crucially, it has been our experience that each of these three characteristics on its own does not guarantee cognitive impact, at least when it comes to attentional control enhancements. Rather, action video games are unique in that they naturally layer these three game characteristics within the same overarching game play. For example, games that put a premium on just one characteristic such as pacing do not seem to similarly enhance attentional control and other aspects of cognition (e.g., Tetris).” (Green & Bavelier 2019, page 156). This misreading of the literature is only briefly mentioned in the discussion, lines 581-584 (typo included): “Importantly, of the central predictions of the originating from the action game training literature – that combat-focused games facilitate cognitive transfer to both attention/perception and higher-order cognitive functions [1, 25] – is in agreement with the findings of the current meta-analysis.” This is not only a misinterpretation of the action game training literature that has not claimed such type of feature-specific effect on cognition, but also a misleading terminology to reduce action games to combat-games – e.g., fighting games are not expected to have the same impact as action-shooter games. Moreover, the next sentence further highlights inconsistencies between the interpretation of game features and the fact that the adopted coding of game genres is highly uncommon (see also point 1): Lines 484-588: “However, 50% of the “action” games sampled in this study did not feature combat as a primary gameplay mechanism, whereas 40% of the examined “strategy” games did feature combat as a primary interaction, meaning that the finding that combat games facilitate transfer to both of these cognitive outcomes is not a genre-dependent one.” Taken together, these two statements illustrate a main problem with this paper which needs to be addressed: that the coding of game genres applied in this meta-analysis does not align with that used so far in the field. 3. Study group The effect of “study group” is interesting, although not unexpected and consistent with prior meta-analyses focusing on video game interventions with active control groups. However, it remains unclear why this effect is indicative of the presence of a selection bias in past research and may thus contribute to publication bias (lines 466-484). The finding of stronger effect sizes in the experimental group is expected and doesn’t mean that the choice of control groups was intentionally biased (which the authors seem to interpret as a form of questionable research practice contributing to publication bias). There are two main problems with this claim. First, the present meta-analysis focuses on within-subject pre-post intervention effects, which are subject to important confounds (e.g., expectations, test-retest, practice or placebo effects), and are known to cause biases in meta-analytic investigations (e.g., see Cuijpers et al., 2017 for a detailed discussion of the limitations of this approach). I understand that this was necessary as the coding of game features required computing separate effect sizes for the experimental and control games. However, the limitations of this approach should be better acknowledged, especially given the strong interpretation the authors draw from the result. Second, the use of an active control group is critical for establishing causality and also necessary to rule-out non-specific effects and confounds. Importantly, the choice of control group is guided by the specific research question(s) addressed, which have evolved as the field has matured. To date, most active-control groups involve playing a commercially available video game in order to control for unspecific effects that may be induced by video game play per se (e.g., changes in affect or mood due to playing a video game for example). The choice of control games is thus driven to maximize across the dimensions or features (e.g., combinations of gameplay and mechanics) that are hypothesized to play a key role in driving the cognitive effect of the experimental game, while keeping equated important non-specific features (e.g., the very act of playing, positive feedback within the game, engagement with the training, social stimulation, etc). Despite a few exceptions in which the authors explicitly attempted to test whether the presence or absence of specific game features were critical (e.g., Oei & Patterson, 2015), the studies included in this meta-analysis did not seek to isolate a single video game feature, nor did they argue that a specific feature alone was causally responsible for the particular cognitive effects observed (see also Ben-Sadoun & Alvarez, 2022; Choi et al., 2020 for recent developments in this direction). In all, the discussion about selection bias reads as if the authors were assigning the wrong intention to the primary studies and thus reflects a misunderstanding of past research. To my knowledge, most studies included here sought to either replicate or clarify the extent of effects by delineating the particular types of games and cognitive domains impacted. To demonstrate the effectiveness of an intervention, primary studies assess whether greater benefits in the experimental group are found compared to the control group (the choice of control group is important to test hypotheses about the mechanisms of cognitive improvement). Tellingly, finding a larger effect in the experimental as compared to the control group does not mean that the control game did not produce any effect (as written line 479-480, but contradicted line 633-635) but instead that the effect of the experimental game was stronger than that of the control game. This whole section needs to be clarified to avoid misleading conclusions. Additional comments 4. The preregistration is lacking critical information about the analysis plan (meta-analytic models), hypotheses tested and expected results. This makes the preregistration less useful as it is not clear what represents a deviation from the planned protocole and still leaves researchers enough degrees of freedom and flexibility in the analysis and reporting of their results. 5. Genre (action vs strategy) and Format (serious vs casual) are first introduced as 4 types or categories of video games, and then analyzed as two separate and independent (orthogonal) factors. While I understand the rationale of casual games spanning various genres, I don’t understand the dichotomy between casual and serious and what was predicted. Here, only the serious-FPS category seems to correspond to what has been called action video games in past research and contains mostly first and third person shooters as typically used in action games interventions (which would show here as an interaction effect). A consequence of this dichotomous view of game genres is that some games do not fit in their assigned category. For example, the games Tetris, Wii Fit Segway Circuit, Angry Birds, Balance, Centipede, Pacman, marble madness, FIFA 2010, Pinball Hall of Fame, MultiTask, or New Super Mario Bros are labeled as action games despite being reported as non-action (mostly control) games in the primary studies. This is at best confusing and at worse likely to set the field on the wrong path. 6. I also wonder whether genre and format are meant to be orthogonal dimensions or simply different attributes. The classification proposed by Simons only considers 3 categories: action, strategy and casual.While I understand the authors’ argument for casual games that span distinct genres, I don’t think this applies to serious games --a term that has been more commonly used to refer to educational or therapeutic games, in contrast to entertainment video games. And indeed calling commercially available FPS or TPS, serious games is likely to be highly confusing to all readers. 7. When the authors state that the genres have become more “blurry” (line 598), it would be helpful to clarify that this is due to both an increase in the number of genres and subgenres with the classification becoming more granular with more genres (rather than less) and narrower subgenres (e.g. FPS is a subgenre of action), together with greater overlap between genres and subgenres. This state of affairs has led to the emergence of hybrid-genres such as action-role-playing games that mix action mechanics with role playing features. 8. The analysis separating by outcome is interesting but may be underpowered and should thus be reported as exploratory or at least interpreted cautiously. 9. I found surprising that Movement and Perspective produce opposite effects in Table 3, given that they are strongly and positively correlated in Table 2. Could the author comment? 10. I could not find the reference to Valdez 2011. Was this study only a 15 minutes intervention as suggested by the study label in the excel file (Experimental Study, 15 minute RDR-NV group)? 11. Line 590: Did you mean coarse instead of course? Conclusion In conclusion, the present results do not support the following conclusions that (i) game genre is a useless construct; it has at least been valid and instrumental in guiding hypothesis generation and testing, (ii) the analysis of games features invalidates the theories about the action video game effects, (iii) the choice of control games reflects an experimenter bias (implying a form of questionable research practice). As a consequence, I would ask to rephrase and downplay several strong judgmental statements in the discussion: Lines 524-530: “However, games with passive thresholds or objectives better facilitate transfer to AP outcomes than did games with active opponents, and the AP construct was insensitive to the presence or absence of time pressure. This finding provides evidence that some of the post-hoc justifications given in the past explaining the link between “action” video game play and enhanced attention and perception may be inaccurate – specifically, it does not seem that active opponents or time pressure are necessary elements of gameplay to drive attention & perception outcomes.” Lines 630-640: “This analysis, in line with previous reviews [2] confirmed the presence of publication bias within the video game training field. Our finding with regards to transfer from experimental groups vs. active control groups using VG interventions may shed light on this problem. Based on our findings that videogames utilized in active control group failed to produce cognitive transfer regardless of their gameplay properties, we can reasonably conclude that some form of bias is suppressing significant transfer in those groups. Addressing this bias is imperative in its own right, and may contribute to the reduction of publication bias in future game training interventions. The authors suggest that future studies examine multiple games of various cognitive profiles with the assumption that differential transfer will be observed between groups (i.e. to differing measures of transfer), rather than the a-priori assumption that one condition will be less effective than another [15, 22, 23, 58]. Lines 499-510: “While games utilizing these gameplay features are common in the field (“first-person-shooter” games utilize a first-person perspective, “real-time-strategy” and many “platformer” and “puzzle” games utilize allocentric movement), neither the first-person perspective nor allocentric movement style have been theorized to have a strong impact on cognitive transfer resulting from VGT interventions. Interestingly, no single game examined in the present meta- analysis featured both an allocentric movement style and a 1st-person perspective, though in theory these results suggest that a game featuring both would be a candidate for effective cognitive intervention.” Lines 549-552: “As was the case with transfer to the AP construct, transfer to the HC construct was insensitive to the presence or absence of time pressure, which has been invoked as a crucial factor driving cognitive transfer from both “Action” and “Strategy” game interventions [19, 25].“ Lines 576-581: “The findings of the present meta-analysis demonstrate the limited utility of broad genre classifications in understanding the effects of videogame training. Not only did the “action” vs “strategy” distinction prove ineffective in distinguishing cognitive outcomes of VGT-based cognitive interventions, the gameplay features where were found to differentially impact cognitive outcomes to general cognition, attention/perception, and higher-order cognition did not correspond to defining features of either genre.” Lines 581-582: Importantly, of the central predictions of the originating from the action game training literature – that combat-focused games facilitate cognitive transfer to both attention/perception and higher-order cognitive functions [1, 25]” ********** 7. PLOS authors have the option to publish the peer review history of their article (what does this mean?). If published, this will include your full peer review and any attached files. If you choose “no”, your identity will remain anonymous but your review may still be made public. Do you want your identity to be public for this peer review? For information about this choice, including consent withdrawal, please see our Privacy Policy. Reviewer #1: No Reviewer #2: No ********** [NOTE: If reviewer comments were submitted as an attachment file, they will be attached to this email and accessible via the submission site. Please log into your account, locate the manuscript record, and check for the action link "View Attachments". If this link does not appear, there are no attachment files.] While revising your submission, please upload your figure files to the Preflight Analysis and Conversion Engine (PACE) digital diagnostic tool, https://pacev2.apexcovantage.com/. PACE helps ensure that figures meet PLOS requirements. To use PACE, you must first register as a user. Registration is free. Then, login and navigate to the UPLOAD tab, where you will find detailed instructions on how to use the tool. If you encounter any issues or have any questions when using PACE, please email PLOS at figures@plos.org. 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| Revision 2 |
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A Game-Factors Approach to Cognitive Benefits from Video-Game training: A Meta-Analysis PONE-D-22-06647R2 Dear Dr. Basak, We’re pleased to inform you that your manuscript has been judged scientifically suitable for publication and will be formally accepted for publication once it meets all outstanding technical requirements. Within one week, you’ll receive an e-mail detailing the required amendments. When these have been addressed, you’ll receive a formal acceptance letter and your manuscript will be scheduled for publication. An invoice for payment will follow shortly after the formal acceptance. To ensure an efficient process, please log into Editorial Manager at http://www.editorialmanager.com/pone/, click the 'Update My Information' link at the top of the page, and double check that your user information is up-to-date. If you have any billing related questions, please contact our Author Billing department directly at authorbilling@plos.org. If your institution or institutions have a press office, please notify them about your upcoming paper to help maximize its impact. If they’ll be preparing press materials, please inform our press team as soon as possible -- no later than 48 hours after receiving the formal acceptance. Your manuscript will remain under strict press embargo until 2 pm Eastern Time on the date of publication. For more information, please contact onepress@plos.org. Kind regards, Alessandra S. Souza, Ph.D. Academic Editor PLOS ONE Additional Editor Comments (optional): Reviewers' comments: Reviewer's Responses to Questions Comments to the Author 1. If the authors have adequately addressed your comments raised in a previous round of review and you feel that this manuscript is now acceptable for publication, you may indicate that here to bypass the “Comments to the Author” section, enter your conflict of interest statement in the “Confidential to Editor” section, and submit your "Accept" recommendation. Reviewer #2: All comments have been addressed ********** 2. Is the manuscript technically sound, and do the data support the conclusions? The manuscript must describe a technically sound piece of scientific research with data that supports the conclusions. Experiments must have been conducted rigorously, with appropriate controls, replication, and sample sizes. The conclusions must be drawn appropriately based on the data presented. Reviewer #2: Yes ********** 3. Has the statistical analysis been performed appropriately and rigorously? Reviewer #2: Yes ********** 4. Have the authors made all data underlying the findings in their manuscript fully available? The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified. Reviewer #2: No ********** 5. Is the manuscript presented in an intelligible fashion and written in standard English? PLOS ONE does not copyedit accepted manuscripts, so the language in submitted articles must be clear, correct, and unambiguous. Any typographical or grammatical errors should be corrected at revision, so please note any specific errors here. Reviewer #2: Yes ********** 6. Review Comments to the Author Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters) Reviewer #2: The reviewers have addressed all my comments and suggestions and have modified their manuscript accordingly. There are still some points of disagreements regarding the conceptualisation and discussion of game genres in the field. However, I believe that disagreements and debates can be beneficial to science, especially when they are respectful and constructive. ********** 7. PLOS authors have the option to publish the peer review history of their article (what does this mean?). If published, this will include your full peer review and any attached files. If you choose “no”, your identity will remain anonymous but your review may still be made public. Do you want your identity to be public for this peer review? For information about this choice, including consent withdrawal, please see our Privacy Policy. Reviewer #2: No ********** |
| Formally Accepted |
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PONE-D-22-06647R2 A game-factors approach to cognitive benefits from video-game training: A meta-analysis Dear Dr. Basak: I'm pleased to inform you that your manuscript has been deemed suitable for publication in PLOS ONE. Congratulations! Your manuscript is now with our production department. If your institution or institutions have a press office, please let them know about your upcoming paper now to help maximize its impact. If they'll be preparing press materials, please inform our press team within the next 48 hours. Your manuscript will remain under strict press embargo until 2 pm Eastern Time on the date of publication. For more information please contact onepress@plos.org. If we can help with anything else, please email us at plosone@plos.org. Thank you for submitting your work to PLOS ONE and supporting open access. Kind regards, PLOS ONE Editorial Office Staff on behalf of Dr. Alessandra S. Souza Academic Editor PLOS ONE |
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