Action video game play facilitates "learning to learn" (vol 4, 1154, 2021)

被引:4
作者
Zhang, Ru-Yuan
Chopin, Adrien
Shibata, Kengo
Lu, Zhong-Lin
Jaeggi, Susanne M.
Buschkuehl, Martin
Green, C. Shawn
Bavelier, Daphne
机构
[1] Institute of Psychology and Behavioral Science, Shanghai Jiao Tong University, Shanghai
[2] Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, Shanghai
[3] Department of Brain and Cognitive Sciences and Center for Visual Sciences, University of Rochester, Rochester, 14628, NY
[4] Faculté de Psychologie et Science de l’Éducation, University of Geneva, Geneva
[5] Campus Biotech, Geneva
[6] Sorbonne Université, INSERM, CNRS, Institut de la Vision, Paris
[7] Division of Arts and Sciences, NYU Shanghai, Shanghai
[8] Center for Neural Science and Department of Psychology, New York University, New York, 10003, NY
[9] NYU-ECNU Institute of Brain and Cognitive Science at NYU Shanghai, Shanghai
[10] School of Education and School of Social Sciences (Department of Cognitive Sciences), University of California, Irvine, Irvine, 92697, CA
[11] MIND Research Institute, Irvine, 92617, CA
[12] Department of Psychology, University of Wisconsin-Madison, Madison, 53706, WI
基金
瑞士国家科学基金会; 上海市自然科学基金; 中国国家自然科学基金;
关键词
D O I
10.1038/s42003-021-02913-5
中图分类号
Q [生物科学];
学科分类号
07 ; 0710 ; 09 ;
摘要
Previous work has demonstrated that action video game training produces enhancements in a wide range of cognitive abilities. Here we evaluate a possible mechanism by which such breadth of enhancement could be attained: that action game training enhances learning rates in new tasks (i.e., “learning to learn”). In an initial controlled intervention study, we show that individuals who were trained on action video games subsequently exhibited faster learning in the two cognitive domains that we tested, perception and working memory, as compared to individuals who trained on non-action games. We further confirmed the causal effect of action video game play on learning ability in a pre-registered follow-up study that included a larger number of participants, blinding, and measurements of participant expectations. Together, this work highlights enhanced learning speed for novel tasks as a mechanism through which action video game interventions may broadly improve task performance in the cognitive domain. © 2021, The Author(s).
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页数:1
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  • [1] Zhang RY, 2021, COMMUN BIOL, V4, DOI 10.1038/s42003-021-02652-7