Evidence map›Paper›PMID 39215348›Full record

ArticleBMC psychology2024

Enhanced "learning to learn" through a hierarchical dual-learning system: the case of action video game players.

Yu-Yan Gao, Zeming Fang, Qiang Zhou, Ru-Yuan Zhang

Abstract read
In one paragraph

Article in BMC psychology, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

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2 · The registry

The trial behind it

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3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Yu-Yan GaoSchool of Psychology, Shanghai Jiao Tong University, Shanghai, 200030, China.ORCID http://orcid.org/0000-0002-9410-8922
Zeming FangShanghai Mental Health Center, School of Medicine, Shanghai Jiao Tong University, Shanghai, 200030, China.ORCID http://orcid.org/0000-0002-8091-4413
Qiang Zhou *Department of Psychology, Wenzhou Medical University, Wenzhou, 325035, China. zq@wmu.edu.cn.ORCID http://orcid.org/0000-0002-3045-0198
Ru-Yuan Zhang *School of Psychology, Shanghai Jiao Tong University, Shanghai, 200030, China. ruyuanzhang@sjtu.edu.cn.ORCID http://orcid.org/0000-0002-0654-715X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

In contrast to conventional cognitive training paradigms, where learning effects are specific to trained parameters, playing action video games has been shown to produce broad enhancements in many cognitive functions. These remarkable generalizations challenge the conventional theory of generalization that learned knowledge can be immediately applied to novel situations (i.e., immediate generalization). Instead, a new "learning to learn" theory has recently been proposed, suggesting that these broad generalizations are attained because action video game players (AVGPs) can quickly acquire the statistical regularities of novel tasks in order to increase the learning rate and ultimately achieve better performance. Although enhanced learning rate has been found for several tasks, it remains unclear whether AVGPs efficiently learn task statistics and use learned task knowledge to guide learning. To address this question, we tested 34 AVGPs and 36 non-video game players (NVGPs) on a cue-response associative learning task. Importantly, unlike conventional cognitive tasks with fixed task statistics, in this task, cue-response associations either remain stable or change rapidly (i.e., are volatile) in different blocks. To complete the task, participants should not only learn the lower-level cue-response associations through explicit feedback but also actively estimate the high-level task statistics (i.e., volatility) to dynamically guide lower-level learning. Such a dual learning system is modelled using a hierarchical Bayesian learning framework, and we found that AVGPs indeed quickly extract the volatility information and use the estimated higher volatility to accelerate learning of the cue-response associations. These results provide strong evidence for the "learning to learn" theory of generalization in AVGPs. Taken together, our work highlights enhanced hierarchical learning of both task statistics and cognitive abilities as a mechanism underlying the broad enhancements associated with action video game play.

Indexed as

Video GamesAdultAssociation LearningCuesFemaleGeneralization, PsychologicalHumansLearningMaleYoung AdultAction video gameGeneralizationHierarchical Gaussian FilterLearning to learn

Identifiers

PMID39215348
PMCPMC11365284

What OpenQuestion holds

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LicenceCC BY-NC-ND
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.