Are videogame training gains specific or general?

Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptua...

Full description

Saved in:
Bibliographic Details
Main Authors: Oei, Adam C, Patterson, Michael D
Other Authors: School of Humanities and Social Sciences
Format: Article
Language:English
Published: 2014
Subjects:
Online Access:https://hdl.handle.net/10356/104123
http://hdl.handle.net/10220/19505
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-104123
record_format dspace
spelling sg-ntu-dr.10356-1041232022-02-16T16:28:45Z Are videogame training gains specific or general? Oei, Adam C Patterson, Michael D School of Humanities and Social Sciences DRNTU::Science Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the "common demands" hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements. Published version 2014-06-02T04:49:51Z 2019-12-06T21:26:56Z 2014-06-02T04:49:51Z 2019-12-06T21:26:56Z 2014 2014 Journal Article Oei, A. C., & Patterson, M. D. (2014). Are videogame training gains specific or general?. Frontiers in Systems Neuroscience, 8, 54-. 1662-5137 https://hdl.handle.net/10356/104123 http://hdl.handle.net/10220/19505 10.3389/fnsys.2014.00054 24782722 en Frontiers in systems neuroscience © 2014 Oei and Patterson. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CCBY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Science
spellingShingle DRNTU::Science
Oei, Adam C
Patterson, Michael D
Are videogame training gains specific or general?
description Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the "common demands" hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements.
author2 School of Humanities and Social Sciences
author_facet School of Humanities and Social Sciences
Oei, Adam C
Patterson, Michael D
format Article
author Oei, Adam C
Patterson, Michael D
author_sort Oei, Adam C
title Are videogame training gains specific or general?
title_short Are videogame training gains specific or general?
title_full Are videogame training gains specific or general?
title_fullStr Are videogame training gains specific or general?
title_full_unstemmed Are videogame training gains specific or general?
title_sort are videogame training gains specific or general?
publishDate 2014
url https://hdl.handle.net/10356/104123
http://hdl.handle.net/10220/19505
_version_ 1725985654843637760