Literature DB >> 22440805

Learning, attentional control, and action video games.

C S Green1, D Bavelier.   

Abstract

While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. Copyright Â
© 2012 Elsevier Ltd. All rights reserved.

Entities:  

Mesh:

Year:  2012        PMID: 22440805      PMCID: PMC3461277          DOI: 10.1016/j.cub.2012.02.012

Source DB:  PubMed          Journal:  Curr Biol        ISSN: 0960-9822            Impact factor:   10.834


  75 in total

1.  Enumeration versus multiple object tracking: the case of action video game players.

Authors:  C S Green; D Bavelier
Journal:  Cognition       Date:  2005-12-15

2.  Specificity of speech motor learning.

Authors:  Stéphanie Tremblay; Guillaume Houle; David J Ostry
Journal:  J Neurosci       Date:  2008-03-05       Impact factor: 6.167

Review 3.  Aging, training, and the brain: a review and future directions.

Authors:  Cindy Lustig; Priti Shah; Rachael Seidler; Patricia A Reuter-Lorenz
Journal:  Neuropsychol Rev       Date:  2009-10-30       Impact factor: 7.444

Review 4.  How to grow a mind: statistics, structure, and abstraction.

Authors:  Joshua B Tenenbaum; Charles Kemp; Thomas L Griffiths; Noah D Goodman
Journal:  Science       Date:  2011-03-11       Impact factor: 47.728

5.  Changes in search rate but not in the dynamics of exogenous attention in action videogame players.

Authors:  Bjorn Hubert-Wallander; C Shawn Green; Michael Sugarman; Daphne Bavelier
Journal:  Atten Percept Psychophys       Date:  2011-11       Impact factor: 2.199

6.  Validity and reliability of the Experience-Sampling Method.

Authors:  M Csikszentmihalyi; R Larson
Journal:  J Nerv Ment Dis       Date:  1987-09       Impact factor: 2.254

7.  Social resources and cognitive decline in a population of older African Americans and whites.

Authors:  L L Barnes; C F Mendes de Leon; R S Wilson; J L Bienias; D A Evans
Journal:  Neurology       Date:  2004-12-28       Impact factor: 9.910

8.  The influence of perceptual training on working memory in older adults.

Authors:  Anne S Berry; Theodore P Zanto; Wesley C Clapp; Joseph L Hardy; Peter B Delahunt; Henry W Mahncke; Adam Gazzaley
Journal:  PLoS One       Date:  2010-07-14       Impact factor: 3.240

Review 9.  Critical period revisited: impact on vision.

Authors:  Hirofumi Morishita; Takao K Hensch
Journal:  Curr Opin Neurobiol       Date:  2008-06-03       Impact factor: 6.627

10.  Do action video games improve perception and cognition?

Authors:  Walter R Boot; Daniel P Blakely; Daniel J Simons
Journal:  Front Psychol       Date:  2011-09-13
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  112 in total

Review 1.  On methodological standards in training and transfer experiments.

Authors:  C Shawn Green; Tilo Strobach; Torsten Schubert
Journal:  Psychol Res       Date:  2013-12-18

2.  Amount of lifetime video gaming is positively associated with entorhinal, hippocampal and occipital volume.

Authors:  S Kühn; J Gallinat
Journal:  Mol Psychiatry       Date:  2013-08-20       Impact factor: 15.992

3.  An action video game for the treatment of amblyopia in children: A feasibility study.

Authors:  Christina Gambacorta; Mor Nahum; Indu Vedamurthy; Jessica Bayliss; Josh Jordan; Daphne Bavelier; Dennis M Levi
Journal:  Vision Res       Date:  2018-05-12       Impact factor: 1.886

Review 4.  How to Assess Gaming-Induced Benefits on Attention and Working Memory.

Authors:  Jyoti Mishra; Daphne Bavelier; Adam Gazzaley
Journal:  Games Health J       Date:  2012-06

Review 5.  Two-stage model in perceptual learning: toward a unified theory.

Authors:  Kazuhisa Shibata; Dov Sagi; Takeo Watanabe
Journal:  Ann N Y Acad Sci       Date:  2014-04-23       Impact factor: 5.691

6.  Action video game play facilitates the development of better perceptual templates.

Authors:  Vikranth R Bejjanki; Ruyuan Zhang; Renjie Li; Alexandre Pouget; C Shawn Green; Zhong-Lin Lu; Daphne Bavelier
Journal:  Proc Natl Acad Sci U S A       Date:  2014-11-10       Impact factor: 11.205

7.  Far transfer effect associated with video game balance training in multiple sclerosis: from balance to cognition?

Authors:  Luca Prosperini; Nikolaos Petsas; Emilia Sbardella; Carlo Pozzilli; Patrizia Pantano
Journal:  J Neurol       Date:  2015-01-13       Impact factor: 4.849

8.  Exergaming in Youth: Effects on Physical and Cognitive Health.

Authors:  John R Best
Journal:  Z Psychol       Date:  2013-04-01

9.  A dichoptic custom-made action video game as a treatment for adult amblyopia.

Authors:  Indu Vedamurthy; Mor Nahum; Samuel J Huang; Frank Zheng; Jessica Bayliss; Daphne Bavelier; Dennis M Levi
Journal:  Vision Res       Date:  2015-04-24       Impact factor: 1.886

10.  Action video games do not improve the speed of information processing in simple perceptual tasks.

Authors:  Don van Ravenzwaaij; Wouter Boekel; Birte U Forstmann; Roger Ratcliff; Eric-Jan Wagenmakers
Journal:  J Exp Psychol Gen       Date:  2014-06-16
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