Article
Reference
Action video game training for cognitive enhancement
GREEN, C. Shawn, BAVELIER, Daphné
Abstract
Here we review the literature examining the perceptual, attentional, and cognitive benefits of playing one sub-type of video games known as ‘action video games,' as well as the mechanistic underpinnings of these behavioral effects. We then outline evidence indicating the potential usefulness of these commercial off-the-shelf games for practical, real-world applications such as rehabilitation or the training of job-related skills. Finally, we discuss potential core characteristics of action video games that allow for wide learning generalization.
GREEN, C. Shawn, BAVELIER, Daphné. Action video game training for cognitive enhancement.
Current Opinion in Behavioral Sciences , 2015, vol. 4, p. 103-108
DOI : 10.1016/j.cobeha.2015.04.012
Available at:
http://archive-ouverte.unige.ch/unige:85052
Disclaimer: layout of this document may differ from the published version.
Action video game training for cognitive enhancement C. Shawn Green1 and Daphne Bavelier
2,3
Herewereviewtheliteratureexaminingtheperceptual, attentional,andcognitivebenefitsofplayingonesub-typeof videogamesknownas‘actionvideogames,’aswellasthe mechanisticunderpinningsofthesebehavioraleffects.Wethen outlineevidenceindicatingthepotentialusefulnessofthese commercialoff-the-shelfgamesforpractical,real-world applicationssuchasrehabilitationorthetrainingofjob-related skills.Finally,wediscusspotentialcorecharacteristicsof actionvideogamesthatallowforwidelearninggeneralization.
Addresses
1DepartmentofPsychology,UniversityofWisconsin-Madison,Madison, WI53706,USA
2Universite´ deGene`ve,Faculte´ dePsychologieetSciencesde l’Education(FPSE),Gene`ve,Switzerland
3DepartmentofBrainandCognitiveSciences,UniversityofRochester, Rochester,NY14627,USA
Correspondingauthor:Green,C.Shawn([email protected])
CurrentOpinioninBehavioralSciences2015,4:103–108 ThisreviewcomesfromathemedissueonCognitiveenhancement EditedbyBarbaraJSahakianandArthurFKramer
ForacompleteoverviewseetheIssueandtheEditorial Availableonline5thMay2015
http://dx.doi.org/10.1016/j.cobeha.2015.04.012 2352-1546/#2015ElsevierLtd.Allrightsreserved.
Introduction
Foraslongastherehavebeenstudiesofhumanpercep- tualandcognitivecapacities,therehasbeensimultaneous interest in whether these capabilities can be improved [1,2].Andalthoughitistruethatnearlyallhumanswill show clear improvements on an extensively practiced task, it istypically thecase thatlittle to no benefitsof this training are seen on new tasks—even if the new tasks appear on the surface to be quite similar to the highly practiced task [3–5]. This general phenomenon has been observed across domains—from perception (where for instance, training to identifya targetin one partof thescreenmaynottransfertoadifferentpartof the screen [6]), to cognition (where training on one working memory task may not transfer to a different workingmemorytask[7]),tomotorcontrol(wherelearn- ingtoovercomeonetypeofmotorperturbationmaynot transfertoadifferenttypeofperturbation[8]).Suchlack of generalization across tasks represents a significant
obstacle to the goal of producing real-world training benefits.
Overthepastdecadethough,instancesofmuchbroader trainingeffects,oftenengenderedby‘real-lifeactivities’
such as aerobic activity,participation in sports,medita- tion,musictraining,or, thefocusofthisreview,playing certaintypesofvideogames,havebeguntopermeatethe literature [9–12]. Indeed, there is now substantial evi- dence showing that playing one sub-genre of video games,so-called‘action videogames’,leadstoimprove- ments in abroad set of behavioralabilities that extend well beyond the confines of the games themselves [13,14].Hereweprovideabriefreviewofthisliterature withaparticularemphasisonthebreadthofthebenefits, thepossiblemechanisticunderpinningsof theobserved enhancements,thepotential forsuchvideogamestobe usedin practicalapplications, andthecriticalcharacter- isticsofactionvideogamesthatallowforsuchfar-reach- ingeffects toberealized.
What are action video games?
The superordinate category label ‘video game’ encom- passes an incredibly wide variety of experiences—so muchsothattosomeextent,thetermhasnopredictive valueatall.Littletonothingcanbeinferredbymerely knowingthatanindividualplays‘videogames,’as‘video games’ can mean anythingfrom simplistic matching of coloredblocksonamobiledeviceupthroughnavigating highly complex, laboriously designed virtual worlds on thenewestconsoles[15].Researchersacrosspsychology have thus typically focused their investigations at the levelofspecificgamegenres,whereingamesaregrouped by,amongotherthings,commonalitiesinformat,content, dynamics, and mechanics. In terms of the potential to alterbasicperceptual,attentional,andcognitiveabilities, themajorityoftheresearch hascenteredonthe‘action videogame’genre. Gameswithinthisgenreare charac- terized bycomplex 3Dsettings, quickly moving and/or highly transient targets, strong peripheral processing demands, substantial amounts of clutter, and the need toconsistentlyswitchbetweenhighlyfocusedandhighly distributedattentionallwhilemakingrapid,butaccurate actions[16].
Studying the effects of action video games
Beforeoutliningtheactualeffectsofplayingactionvideo games,itisworthquicklydiscussinghowstudiesinthis domainareconducted andconclusionsarereached[17].As is true of the literature on music, aerobic activity, meditation and sports training—because it is the case thatsomeindividuals,aspartoftheirdailylife,chooseto
engageinsubstantialamountsofactionvideogameplay, whileotherstotallyrefrainfromvideogameplay—itis thus possible for researchers to conduct cross-sectional
‘experiments of nature’ wherein the perceptual, atten- tional,or cognitiveskillsof avidaction gamersarecom- pared against those of their non-action game playing peers.However,whilesuchstudiescandemonstratean association between choosing to play action games and enhanced performance, they cannot establish that the relationship is causal. For this, intervention studies are conductedwhereinindividualswhodonotnaturallyplay videogamesare firstpre-testedonmeasuresof interest beforebeingrandomlyassignedto playeither anaction videogameoracontrolvideogame(acommercialgame matchedforgeneralinterest,flow,arousal,amongothers, butlackingallactioncomponents—seeFigure1).Par- ticipantsthenplaytheirassignedgameforasetperiodof time;workinthefieldhasutilizedtrainingdurationsfrom 10 to 50hours spaced over the course of weeks to months—as video game training, like all other forms oflearningisfarmoreeffectivewhenpracticeisdistrib- utedratherthanmassed[18,19].Finally,atleast24hours after the final play session (the delay ensures that any transienteffectsofgameplayareeliminatedaspotential
concerns),theindividualsarepost-testedonthemeasures of interestwith the criticalquestionbeingwhether the actiontrainedgroupimprovesmorefrompre-testtopost- testthanthecontrolvideogametrainedgroup.
There are of course many challengesin evaluating the efficacy of any intervention where it is necessarily the case that the participants cannot be kept blind to the contentoftheintervention—somethingthatistrueofall behavioral interventions, whether the intervention is basedonvideogames,aerobicexercise,meditation,ath- letics,or music. For instance,there isalwaysthe possi- bility thatit is notthe content oftheintervention that leads to improvements per se, but it is instead the participants’ expectation that they should improve that causesimprovements.Andalthoughinthecaseofaction videogames,thepreponderanceoftheevidencetodate hassuggested thatthese confoundscannot explainthe effectsobserved in thefield (e.g.studies wherepartici- pantsarerecruitedin suchawaythattheydonotknow theirgamingisofrelevancetendtoshowthesameeffects asstudieswhereparticipantsareovertlyrecruitedbased ontheir gaming [20–25]), there is nonetheless always virtue in improving methodology to minimize the
104 Cognitiveenhancement
Figure1
(a) (b)
Control Game Action Game 10, 30, 50 hours
training
Time Time
Control Action
% Improvement
10 20
2+
Days
5+
Months 0
Post-testing Pre-testing
Current Opinion in Behavioral Sciences
Interventionstudiestoassessacausalrelationshipbetweenactionvideogamingandimprovedbehavioralabilities.(a)Participantswithlittletono actionvideogameexperience,andlittleoverallvideogameexperience,arefirstpre-testedonthepsychologicalmeasuresofinterest(herethe UsefulFieldofViewtask—left).Theparticipantsarethenrandomlyassignedtoplayeitheranactionentertainmentvideogame(middle,top)ora controlentertainmentvideogame(middle,bottom)foraspecifiedperiodoftime(typicallybetween10and50hours,withsessionsproperly spacedtoavoidthedeleteriouseffectsofmassedpractice).Finally,atleast24hoursafterthelastgamingsession,individualstakethesame psychologicalmeasuresagain.(b)Thecriticalmeasureiswhetherindividualsintheactiongroupimprovedmorefrompre-testtopost-testthan individualsinthecontrolgroup.Here,inthecaseoftheUFOVtask,thisistruenotonlyafewdaysafterthelastvideogametrainingsession(2+
days),astheeffectspersistforatleast5months.*Datareplottedfrom[28,30].
potentialforconfounds.Thelimitationsassociatedwith the current methodological approaches and potential avenues for improving the status quo have been the topic ofa numberof recent publications[26–28], and havebeeninfluentialinfosteringdialogrelatedtobest practicesinbehavioralinterventions.Afullerdiscussion ofsomeoftheissuesraisedcanbefoundin[17],buta general consensus is emerging around the need for behavioral training studies to be designed such that participantsarerandomlyassignedtotheexperimental group andto controlgroups, with atleast one control groupbeinganactivegroupfollowingthesametraining schedule,degreeofexperimentercontact,and(asmuch as possible) expectations, as the experimental group.
The use ofmeasuresthat arenot just basedonfaster reactiontimesorhigheraccuracyisalsohighlyvaluable.
Forexample,someoftheconclusionsaboutattentional control in the action video game literature rest on differences in performance between conditions (i.e.
interactions)andnotjustinmaineffects.Suchinterac- tionswouldbeextremelydifficult,ifnotimpossible,for participants to intuit based on their expectations of performing betterandthusconcernsrelatedtoexpec- tation effects are minimized. A fascinating question remains, however, given that participants cannot be kept blind to the content of their intervention. That questionconcernstheextenttowhichleading partici- pantstobelievethatthetrainingtheywillundergowill makethemexcelwillindeedresultinenhancedperfor- manceandwhichcognitivedomainsare/arenotsuscep- tible to such effects. Experiments that address the amount of variance explained solely by expectation effects would movethe field forward by allowing the properevidence-basedassessmentforplaceboeffectsin the contextofbehavioralinterventions.
Changes in perceptual, attentional, and cognitive skills
The enhancementsassociatedwithplayingactionvideo gamesrangeallthewayfromlow-levelperceptualskills up through high-levelcognitive flexibility.This includes improvementsinvisualsensitivity[24,29],basicperimetry [20],perceptualdecisionmaking[30],speedofprocessing [31,32], perceptual simultaneityandtemporalorder judg- ments[21],inthecapacitytoselecttaskrelevantinformation acrossspace[23,33,34–36,37,38]andtime[23,33,39,40], toovercomeattentionalcapture[41,42]andutilizecognitive control[25],intheabilitytotrackmultiplemovingobjects [23,43,44], tomentally rotate complexshapes [36], to re- member visually presented information [45,46], and to eitherrapidlyswitchbetweentasks[47,48–52]ortoperform multipletasksconcurrently[51,53](althoughsee[54–57]for failures to find such effects).The available researchalso stronglycontradictsthepopularconceptionofthe‘trigger- happy’videogameplayerwhoiswillingtotradereductions inaccuracyforincreasedspeed.Instead,intasksthatmea- surebothreactiontimeandaccuracy,actiongamerstendto
showdecreasedreactiontimesascomparedtonon-gamers, butwithequivalentlevelsofaccuracy(andhigherlevelsof accuracyintasksthatmeasureonlypercentcorrect—[31]).
Finally,andcritically,thesterile,lab-basedtasksthathave beenutilizedtoassessbehavioralfunctionshavebornlittle resemblance to action videogames thus demonstrating a significantdegreeoflearningtransfer.
Mechanistic underpinnings of action video games: ‘learning to learn’
The enhanced performance observed on various tasks following action video game experience has typically been framed in the literature as reflecting ‘transfer effects,’whereintrainingononetaskconveysanimme- diatebenefitwhenconfrontedwithanewtask.However, recent work has suggested an alternative viewpoint wherein action videogameexperience,ratherthan pro- ducing immediate benefitsonnewtasks,conveysupon userstheabilitytomorequicklyandeffectivelylearnto perform new tasks. In other words, action video game playershave‘learnedtolearn.’Dataconsistentwiththis alternative frameworkhasbeenobserved inthepercep- tual and the motor domain [58,59]. In both cases, no advantage was noted between avid action gamers and non-action gamers on the earliest trials of a new task (gaboridentificationormotortrackinglearning).Howev- er, in both cases, action game player performance im- proved significantlymore rapidly thannon-action game player performance and also reached better asymptotic levels. Underthis viewpoint,‘learningto learn’abilities emerge as a result of enhanced attentional control en- abling more efficient suppression of sources of noise or distractionand,thus,fasterandmorefaithfulextractionof task-relevant information[60,61,62].
Potential practical applications
Given thescopeand scaleof theobservedaction video gamebenefits,severalresearchgroupshaveexaminedthe possibilityofutilizingoff-the-shelfactionvideogamesfor practicalpurposes—either inrehabilitationorforjob- relatedtraining. Forexample,intheareaofrehabilita- tion,actionvideogameshavebeenshowntobenefitboth visualcapabilitiesinadultswithamblyopia(insomeless severecasesevenresultinginareturntonormalacuity) [63] andreading capabilities inchildren withdyslexia (presumably mediatedbychangesinvisual attentional abilities, rather thanchanges inphonological or ortho- graphicprocessing)[64].Andintheareaofjob-related training,therenowexistsaburgeoningliteratureexam- ining the potential of utilizing action video games as trainingtoolsforlaparoscopicsurgeons[65–67]orpilots [68].
Critical features of video games to produce wide benefits
One significant disadvantage of studying the effect of media consumption on behavioral abilities is that the
formsofmediaconsumeddonotremainstaticovertime.
Thisiscertainlytrueofvideogames,wheregenresthat previously were quite distinct in terms of content and mechanicsnowhaveconsiderableoverlap.Forinstance, althoughadecadeagofantasyvideogamesweretypically ratherslowandturn-based(i.e.theplayerhadanunlim- itedamount of time to choose and execute acourse of action),todaygamesinthefantasygenreareoften,atleast atfirstglance,relativelyindistinguishablefromfirst-per- son shooter action games (the differences betweenthe genres today having to dowith storyline or player pro- gression factors). This state of affairs calls strongly for replacing the genre-based approach to studying video game effects (e.g. action, real time strategy, among others) with an approach that focuses on thestructural characteristicsthatdrivebehavioralenhancements(struc- turalcharacteristicsthatmightbepresentingamesacross manygenres)[69,70].
Inthis endeavorit maybevaluable to differentiate be- tweenthosestructuralcharacteristicsofvideogamesthat arecommontonearlyalleffectivelearningplatformsand those that may be uniquely responsible for the broad learning generalization discussed above. For example, allsuccessfulvideogamesengenderhighlevelsofmotiva- tionandarousal,provideimmediateinformativefeedback, areintrinsicallyrewarding,andutilizedifficultylevelsthat areincreasedinamannercommensuratewithplayerskill, witheach ofthese characteristicsbeing knownto foster time-on-taskandpromotemore effective learning[71].
Becausenotallvideogamesleadtothedegreeoflearning generalizationdescribedabovethough,thissuggeststhat theremust be additionalgamefeatures thatfoster such breadth and whichare found onlyin a sub-setof video games.Onepossibilityisthemannerin whichvarietyis incorporated into some games. In particular, while researchers have long noted the relationship between training variety and transfer [4], endless variety would actually dissuade learning (in that if every situation is brandnew,thereislittlethatcanbelearned).Instead,it ispossiblethatthereisacriticalblendofvarietyatthelevel of stimuli, actions, and inferences, which will prevent automaticityandthusspecificity[72],andstructuralregu- larities in the game, which will ensure there is always something to learn and that which can be learned is reasonablytaskindependent[73,74].Anotherprospectis the need to utilize attention in a highly flexible, but controlledmanner. Inparticular, certainclassesof video gamesrequire aheightened abilityto adaptively switch attentiontodifferenttaskcharacteristicsastheybecome goalrelevantortoswitchbetweenahighlyfocusedatten- tional state (e.g. as is essential when engaged with a particularlydifficultenemy)andamorediffuseattentional state(e.g.whengatheringinformation).Bydemandingthat players’employattentioninthisflexiblemanneracrossa wide variety of levels of resolution, the games may, in essence,teachthemeta-skillofattentionalcontrol.
Conclusions
While standard perceptual or cognitive training para- digms often produce learning that is highly specific to theexactcontextofthetrainedtask,thebenefitsofaction videogameplayhavebeenshowntoextendwellbeyond theconfines ofthegames.Clearenhancementsinbasic perceptualskills,intheabilitytoutilizeselectiveatten- tion, and in cognitive flexibility have been noted as a resultofactionvideogameplay.Althoughmoreworkon thereallifeimplications of theseeffects isneeded,the extentandsizeoftheeffectsalreadyappearsufficientfor somereal-worldapplications. Recentworksuggeststhat this breadthis aresult of ‘learningto learn’—wherein actiongamesteachskillsandknowledgethatallownew tasks to be more quickly learned. Current hypotheses suggestthatthecriticalgamecharacteristicsdrivingthis learning outcome include variety (of stimuli, actions, inferences,amongothers)andtheneedtoflexiblyutilize attention (either to switch betweendifferent character- isticsastheybecometaskrelevant,ortoswitchbetween differentstatesofattention).Animportantlineoffuture workwillbetotestandfurthercharacterizethosegame characteristicsthatfosterlearningto learn.
Conflict of interest statement
DB is on the advisory board and a co-founder of Akili Interactive, and holds the following pending patents:
PatentonMethod and System for Treating Amblyopia (USPat.Appln.No.61/403585);PatentonMethodand SystemforTraining‘NumberSense’(USPat.Appln.No.
13/301392).
Acknowledgements
ThisworkwassupportedbyanOfficeofNavalResearchgrant#N00014- 14-1-0512.
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