Indeed there are studies showing FPS to improve visuospatial processing and memory abilities.
State effects of action video-game playing on visuospatial processing efficiency and attention among experienced action video-game players
Although researchers have speculated action video gaming
might induce the state of “flow experience”, most previous
experimental studies have focused primarily on the long-term (trait)
effects of action video gaming, while overlooking possible short-term
(state) effects characterizing the “flow” state. The goal of the
current research was to investigate the state effects of action video
games on visual-spatial processing efficiency and visual-spatial
attention. We compared the baseline performance of experienced action
video game players on two visual-spatial tasks and Attention Network
Test with their performance on these tasks immediately after action
video-gaming. The findings indicate half an hour of action video-game
playing temporarily boosted participants’ performances on tasks that
require visual memory, spatial transformations (mental rotation), and
executive network of attention. The existence of such enhanced
cognitive states implies the possibility of consciously accessing the
latent resources of our brain and boosting our attentional and visual
capacity upon demand. Keywords: enhanced cognitive states,
visual-spatial processing efficiency, attention, action video game
Recent study from Oxford University claims that "Children who play video games for a short period each day seem to have small but significantly improved levels of development". However, they found negative effects associated with gaming for more than 3 hours a day. They did not attempt to establish causality.
Electronic Gaming and Psychosocial Adjustment
RESULTS: Low levels (<1 hour daily) as well as high levels (>3 hours daily) of game engagement was linked to key indicators of
psychosocial adjustment. Low engagement was associated with higher
life satisfaction and prosocial behavior and lower externalizing and
internalizing problems, whereas the opposite was found for high levels
of play. No effects were observed for moderate play levels when
compared with non-players.
CONCLUSIONS: The links between different levels of electronic game engagement and psychosocial adjustment were small (<1.6% of variance)
yet statistically significant. Games consistently but not robustly
associated with children’s adjustment in both positive and negative
ways, findings that inform policy-making as well as future avenues for
research in the area.