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Are videogame training gains specific or general?

Overview of attention for article published in Frontiers in Systems Neuroscience, April 2014
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  • Good Attention Score compared to outputs of the same age (74th percentile)
  • Above-average Attention Score compared to outputs of the same age and source (59th percentile)

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Title
Are videogame training gains specific or general?
Published in
Frontiers in Systems Neuroscience, April 2014
DOI 10.3389/fnsys.2014.00054
Pubmed ID
Authors

Adam C. Oei, Michael D. Patterson

Abstract

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.

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 220 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 4 2%
Italy 2 <1%
United Kingdom 2 <1%
Germany 1 <1%
Cuba 1 <1%
France 1 <1%
India 1 <1%
Sweden 1 <1%
Brazil 1 <1%
Other 4 2%
Unknown 202 92%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 50 23%
Student > Master 31 14%
Researcher 28 13%
Student > Bachelor 25 11%
Student > Postgraduate 11 5%
Other 37 17%
Unknown 38 17%
Readers by discipline Count As %
Psychology 79 36%
Medicine and Dentistry 16 7%
Neuroscience 14 6%
Computer Science 13 6%
Social Sciences 9 4%
Other 35 16%
Unknown 54 25%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 5. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 29 September 2014.
All research outputs
#6,576,351
of 24,323,543 outputs
Outputs from Frontiers in Systems Neuroscience
#506
of 1,395 outputs
Outputs of similar age
#59,935
of 232,600 outputs
Outputs of similar age from Frontiers in Systems Neuroscience
#22
of 52 outputs
Altmetric has tracked 24,323,543 research outputs across all sources so far. This one has received more attention than most of these and is in the 72nd percentile.
So far Altmetric has tracked 1,395 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 11.1. This one has gotten more attention than average, scoring higher than 63% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 232,600 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 74% of its contemporaries.
We're also able to compare this research output to 52 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 59% of its contemporaries.