Evidence map›Paper›PMID 42518038›Full record

ArticlePsychological research2026

Video game practice is associated with enhanced value-guided exploitation under probabilistic uncertainty.

Luis A Llamas-Alonso, Andrea J Quevedo-Calderon, Sandra L Quiñones-Beltran, Ana Lucía Jiménez-Pérez, Arturo Arvizu-Oviedo, Armando Q Angulo-Chavira

Abstract read
In one paragraph

Article in Psychological research, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

6 authors.

Luis A Llamas-AlonsoFacultad de Ciencias Administrativas y Sociales, Universidad Autónoma de Baja California, Ensenada, Baja California, México.ORCID http://orcid.org/0000-0002-4736-769X
Andrea J Quevedo-CalderonFacultad de Ciencias Administrativas y Sociales, Universidad Autónoma de Baja California, Ensenada, Baja California, México.ORCID http://orcid.org/0009-0007-6917-9394
Sandra L Quiñones-BeltranFacultad de Ciencias Administrativas y Sociales, Universidad Autónoma de Baja California, Ensenada, Baja California, México.ORCID http://orcid.org/0009-0007-0685-396X
Ana Lucía Jiménez-PérezFacultad de Ciencias Administrativas y Sociales, Universidad Autónoma de Baja California, Ensenada, Baja California, México.ORCID http://orcid.org/0000-0002-8539-4074
Arturo Arvizu-OviedoFacultad de Ciencias Administrativas y Sociales, Universidad Autónoma de Baja California, Ensenada, Baja California, México.ORCID http://orcid.org/0009-0004-2847-9137
Armando Q Angulo-ChaviraFacultad de Psicología, Universidad Nacional Autónoma de México, Ciudad de México, México. angulo_chavira@comunidad.unam.mx.ORCID http://orcid.org/0000-0002-6756-6717

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

This study examined whether habitual video game play influences reinforcement learning dynamics, feedback adaptation, consolidation, and motivational biases. Two groups of participants (gamers and controls) completed a Probabilistic Selection Task that assessed learning from positive and negative feedback across three phases: Learning, Test, and Transfer. Mixed-effects modeling revealed that gamers showed enhanced learning trajectories, particularly under high-uncertainty conditions; however, computational modeling indicated no differences in learning rate (α), suggesting comparable value updating across groups. Gamers exhibited a higher tendency toward model-based exploitative (value-consistent) choices during learning compared to controls. In the Test phase, gamers demonstrated higher accuracy, especially on difficult stimulus pairs, suggesting more effective use of learned value representations under no-feedback conditions. This was further supported by greater model-based exploitative choices for challenging pairs. However, while no group differences emerged in transfer-phase approach/avoidance biases (VLBI), gamers showed greater decision consistency (higher inverse temperature, β) and increased exploitative choices in high-value (A-present) trials, indicating more deterministic value-guided behavior during generalization. These findings suggest that habitual video game play improves how efficiently learned values are translated into action under uncertainty, highlighting the potential of game-like environments to enhance value-guided decision-making and adaptive behavior in educational and clinical settings.

Indexed as

Choice BehaviorPractice, PsychologicalReinforcement, PsychologyVideo GamesAdultFemaleHumansMaleMotivationReinforcement Machine LearningTransfer, PsychologyUncertaintyYoung Adult

Identifiers

PMID42518038
PMCPMC13415654

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.