Video game play can have a negative effect on affect and behavior, but its relationship with cognition has been mixed. Previous research has shown both positive and negative effects of video game play on attention, memory, and other cognitive abilities; however, little research has investigated its effects on executive functions other than working memory. Additionally, most studies have utilized predominantly male samples. The present study sought to examine the effects of active video game play on decision making, problem solving, and risk-taking. Two hundred twenty-eight undergraduate students (114 female) played one of five different video games (n = 91) or were part of a separate, no-game control condition (n = 137). Scores on the Iowa Gambling Task (IGT), Balloon Analogue Risk Task (BART), and Wisconsin Card Sorting Task (WCST) were then compared. Following active video game play, participants decided more advantageously on the IGT, and made fewer errors and completed more categories on the WCST. No group differences emerged on the BART, and gender did not impact any dependent variables. It appears that active video game play may have positive effects on some executive functions with implications for real-world behavior. Implications for future research are discussed. (C) 2014 Elsevier Ltd. All rights reserved.