Learning, attentional control, and action video games.

Learning, attentional control, and action video games.
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DOI:
10.1016/j.cub.2012.02.012
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发表时间:
2012-03-20
期刊:
Current biology : CB
影响因子:
--
通讯作者:
Bavelier D
Bavelier D
中科院分区:
其他
文献类型:
--
作者:
Green CS;Bavelier D

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虽然人类有惊人的能力获得新技能,并根据经验改变自己的行为,但性能的增强通常仅限于训练环境的参数,几乎没有证据表明可以推广到不同的任务,甚至看起来高度相关的任务。这种特殊性是许多现实世界的训练或康复范例的发展的主要障碍,这些范例必然寻求促进更普遍的学习。与这些典型的发现相反,过去十年的研究表明,“动作视频游戏”的培训产生的学习远远超出了培训任务。这引起了那些对康复感兴趣的人的极大兴趣,例如中风后或治疗弱视,或为各种精确要求的工作进行培训,例如内窥镜手术或驾驶无人驾驶飞机。虽然该领域的主要焦点是概述可能的动作游戏相关增强的广度,但最近的工作集中在揭示这些变化的基础机制上,这是朝着设计和使用视频游戏的目标迈出的重要的第一步。玩游戏可能不会在新任务上表现出直接的优势(从第一次试验开始就提高了性能),但玩动作视频游戏的真正效果可能是提高学习新任务的能力。这种机制可以作为可能产生学习转移的训练方案的标志。
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.
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