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Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres
Past experience with video games and cognitive abilities have been hypothesized to independently facilitate a greater ability to learn new video games and other complex tasks. The present study was conducted to examine this “learning to learn” hypothesis. We examined the predictive effects of gaming...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7264749/ https://www.ncbi.nlm.nih.gov/pubmed/32528339 http://dx.doi.org/10.3389/fpsyg.2020.00786 |
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author | Smith, Evan T. Bhaskar, Bhargavi Hinerman, Alex Basak, Chandramallika |
author_facet | Smith, Evan T. Bhaskar, Bhargavi Hinerman, Alex Basak, Chandramallika |
author_sort | Smith, Evan T. |
collection | PubMed |
description | Past experience with video games and cognitive abilities have been hypothesized to independently facilitate a greater ability to learn new video games and other complex tasks. The present study was conducted to examine this “learning to learn” hypothesis. We examined the predictive effects of gaming habits (e.g., self-identification as a “gamer,” hours spent gaming per week, weekly gaming frequency, relative preference for strategy over action games) and cognitive abilities (short-term memory, working memory, and processing speed) on learning of two novel video games in 107 participants (aged 18–77 years). One video game was from the action genre, and the other was from the strategy genre. Hours spent gaming per week and working memory were found to specifically predict learning of the novel strategy video game, after controlling for the effects of age, gender, and action game learning. In contrast, self-identification as a “gamer” was the only specific significant predictor of action game learning, after controlling for the effects of age, gender, and strategy game learning. Age of the participant negatively impacted learning of both games; however, the pattern of the predictive relationships on both action and strategy game learning was not moderated by age. Importantly, a preference for the action versus the strategy game genre had no differential effects on learning of the two novel games, nor were there any gender differences in identification as a gamer or genre preference. Findings from this study suggest that while past gaming experience and cognition do appear to influence the learning of novel video games, these effects are selective to the game genre studied and are not as broad as the “learning to learn” model suggests. |
format | Online Article Text |
id | pubmed-7264749 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-72647492020-06-10 Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres Smith, Evan T. Bhaskar, Bhargavi Hinerman, Alex Basak, Chandramallika Front Psychol Psychology Past experience with video games and cognitive abilities have been hypothesized to independently facilitate a greater ability to learn new video games and other complex tasks. The present study was conducted to examine this “learning to learn” hypothesis. We examined the predictive effects of gaming habits (e.g., self-identification as a “gamer,” hours spent gaming per week, weekly gaming frequency, relative preference for strategy over action games) and cognitive abilities (short-term memory, working memory, and processing speed) on learning of two novel video games in 107 participants (aged 18–77 years). One video game was from the action genre, and the other was from the strategy genre. Hours spent gaming per week and working memory were found to specifically predict learning of the novel strategy video game, after controlling for the effects of age, gender, and action game learning. In contrast, self-identification as a “gamer” was the only specific significant predictor of action game learning, after controlling for the effects of age, gender, and strategy game learning. Age of the participant negatively impacted learning of both games; however, the pattern of the predictive relationships on both action and strategy game learning was not moderated by age. Importantly, a preference for the action versus the strategy game genre had no differential effects on learning of the two novel games, nor were there any gender differences in identification as a gamer or genre preference. Findings from this study suggest that while past gaming experience and cognition do appear to influence the learning of novel video games, these effects are selective to the game genre studied and are not as broad as the “learning to learn” model suggests. Frontiers Media S.A. 2020-05-26 /pmc/articles/PMC7264749/ /pubmed/32528339 http://dx.doi.org/10.3389/fpsyg.2020.00786 Text en Copyright © 2020 Smith, Bhaskar, Hinerman and Basak. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) 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. |
spellingShingle | Psychology Smith, Evan T. Bhaskar, Bhargavi Hinerman, Alex Basak, Chandramallika Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres |
title | Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres |
title_full | Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres |
title_fullStr | Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres |
title_full_unstemmed | Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres |
title_short | Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres |
title_sort | past gaming experience and cognition as selective predictors of novel game learning across different gaming genres |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7264749/ https://www.ncbi.nlm.nih.gov/pubmed/32528339 http://dx.doi.org/10.3389/fpsyg.2020.00786 |
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