2010
DOI: 10.1016/j.cub.2010.07.040
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Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games

Abstract: SUMMARY Action video game play benefits performance in an array of sensory, perceptual and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable as the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related tasks [10, but see also 11-13]. Here we ask whether improved probabilistic inference may explain such broad transfer.… Show more

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Cited by 307 publications
(313 citation statements)
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References 43 publications
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“…In parallel, the performance in the same tasks showed improvements due to the use of AVG (see [168]; but see also [169] for a different result). Crucially, an AVG training has been recently found to improve the ability in real and illusory motion discrimination in children with DD [57•].…”
Section: Neural Substrates Of the Action Video Games Trainingmentioning
confidence: 93%
“…In parallel, the performance in the same tasks showed improvements due to the use of AVG (see [168]; but see also [169] for a different result). Crucially, an AVG training has been recently found to improve the ability in real and illusory motion discrimination in children with DD [57•].…”
Section: Neural Substrates Of the Action Video Games Trainingmentioning
confidence: 93%
“…This includes improvements in visual sensitivity [24,29], basic perimetry [20], perceptual decision making [30], speed of processing [31,32], perceptual simultaneity and temporal order judgments [21], in the capacity to select task relevant information across space [23,33 ,34-36,37 ,38] and time [23,33 ,39,40], to overcome attentional capture [41,42] and utilize cognitive control [25], in the ability to track multiple moving objects [23,43,44], to mentally rotate complex shapes [36], to remember visually presented information [45,46], and to either rapidly switch between tasks [47 , [48][49][50][51][52] or to perform multiple tasks concurrently [51,53] (although see [54][55][56][57] for failures to find such effects). The available research also strongly contradicts the popular conception of the 'triggerhappy' video game player who is willing to trade reductions in accuracy for increased speed.…”
Section: Changes In Perceptual Attentional and Cognitive Skillsmentioning
confidence: 99%
“…Here, in the case of the UFOV task, this is true not only a few days after the last video game training session (2+ days), as the effects persist for at least 5 months. *Data replotted from [28,30].…”
Section: What Are Action Video Games?mentioning
confidence: 99%
“…Specifically, action video game play has been shown to result in enhanced allocation of visual attention across space (Green & Bavelier, 2003, 2006a, greater temporal resolution of visual attention (Green & Bavelier, 2003), reduced attentional capture (Chisholm, Hickey, Theeuwes, & Kingstone, 2010;Chisholm & Kingstone, 2012), greater dual-task and task-switching performance (Colzato, van Leeuwen, van den Wildenberg, & Hommel, 2010;Strobach, Frensch, & Schubert, 2012; but see also Donohue, James, Eslick, & Mitroff, 2012), overall greater attentional capacity (Green & Bavelier, 2003), superior selective attention (Bavelier, Achtman, Mani, & Focker, 2012), and enhanced visual processing speed (Dye, Green, & Bavelier, 2009b). Notably, training studies have also provided evidence consistent with a causal link between action video game play and these benefits to visual attention (Dye et al, 2009b;Feng, Spence, & Pratt, 2007;Green & Bavelier, 2003, 2006a, 2007Green, Pouget, & Bavelier, 2010; but see also Boot et al, 2008). In addition, AVGPs also demonstrate a compelling processing speed advantage: Dye et al (2009b) reported significantly reduced response times among AVGPs in the context of a variety of perceptual and attentional tasks.…”
mentioning
confidence: 96%