Abstract

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.

Zhang et al. present evidence that action video games facilitate learning to learn, the logic being that the rate of learning in new tasks can be increased via certain activities. Compared to a control group, action video game players exhibit a faster learning rate in both perceptual and working memory tasks.

Details

Title
Action video game play facilitates “learning to learn”
Author
Ru-Yuan, Zhang 1 ; Chopin Adrien 2 ; Shibata Kengo 3 ; Zhong-Lin, Lu 4   VIAFID ORCID Logo  ; Jaeggi, Susanne M 5 ; Buschkuehl Martin 6 ; Shawn, Green C 7   VIAFID ORCID Logo  ; Bavelier Daphne 3 

 Shanghai Jiao Tong University, Institute of Psychology and Behavioral Science, Shanghai, China (GRID:grid.16821.3c) (ISNI:0000 0004 0368 8293); Shanghai Jiao Tong University School of Medicine, Shanghai Mental Health Center, Shanghai, China (GRID:grid.16821.3c) (ISNI:0000 0004 0368 8293); University of Rochester, Department of Brain and Cognitive Sciences and Center for Visual Sciences, Rochester, USA (GRID:grid.16416.34) (ISNI:0000 0004 1936 9174) 
 University of Geneva, Faculté de Psychologie et Science de l’Éducation, Geneva, Switzerland (GRID:grid.8591.5) (ISNI:0000 0001 2322 4988); Campus Biotech, Geneva, Switzerland (GRID:grid.8591.5) (ISNI:0000 0001 2322 4988); Sorbonne Université, INSERM, CNRS, Institut de la Vision, Paris, France (GRID:grid.418241.a) (ISNI:0000 0000 9373 1902) 
 University of Geneva, Faculté de Psychologie et Science de l’Éducation, Geneva, Switzerland (GRID:grid.8591.5) (ISNI:0000 0001 2322 4988); Campus Biotech, Geneva, Switzerland (GRID:grid.8591.5) (ISNI:0000 0001 2322 4988) 
 Division of Arts and Sciences, NYU Shanghai, Shanghai, China (GRID:grid.449457.f) (ISNI:0000 0004 5376 0118); New York University, Center for Neural Science and Department of Psychology, New York, USA (GRID:grid.137628.9) (ISNI:0000 0004 1936 8753); NYU-ECNU Institute of Brain and Cognitive Science at NYU Shanghai, Shanghai, China (GRID:grid.449457.f) (ISNI:0000 0004 5376 0118) 
 University of California, Irvine, School of Education and School of Social Sciences (Department of Cognitive Sciences), Irvine, USA (GRID:grid.266093.8) (ISNI:0000 0001 0668 7243) 
 MIND Research Institute, Irvine, USA (GRID:grid.429635.f) (ISNI:0000 0004 6023 2129) 
 University of Wisconsin-Madison, Department of Psychology, Madison, USA (GRID:grid.14003.36) (ISNI:0000 0001 2167 3675) 
Publication year
2021
Publication date
2021
Publisher
Nature Publishing Group
e-ISSN
23993642
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2581958788
Copyright
© The Author(s) 2021. corrected publication 2021. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.