School of Psychology, Shanghai Jiao Tong University, Shanghai, 200030, China.
Shanghai Mental Health Center, School of Medicine, Shanghai Jiao Tong University, Shanghai, 200030, China.
BMC Psychol. 2024 Aug 30;12(1):460. doi: 10.1186/s40359-024-01952-x.
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.
与传统的认知训练范式不同,传统认知训练范式中学习效果是针对训练参数的,而玩动作视频游戏已被证明可以在许多认知功能上产生广泛的增强。这些显著的泛化挑战了传统的泛化理论,即所学知识可以立即应用于新情况(即立即泛化)。相反,最近提出了一种新的“学习如何学习”理论,该理论表明,这些广泛的泛化是因为动作视频游戏玩家(AVGPs)可以快速掌握新任务的统计规律,以提高学习速度并最终获得更好的表现。尽管已经发现几个任务的学习速度有所提高,但尚不清楚 AVGPs 是否有效地学习任务统计信息并利用所学的任务知识来指导学习。为了解决这个问题,我们在一个线索-反应联想学习任务上测试了 34 名 AVGPs 和 36 名非视频游戏玩家(NVGPs)。重要的是,与具有固定任务统计信息的传统认知任务不同,在这个任务中,线索-反应关联在不同的块中要么保持稳定,要么快速变化(即不稳定)。为了完成任务,参与者不仅要通过明确的反馈来学习低级别的线索-反应关联,还要主动估计高级别的任务统计信息(即不稳定性),以动态指导低级别的学习。使用分层贝叶斯学习框架对这种双重学习系统进行建模,我们发现 AVGPs 确实可以快速提取不稳定性信息,并利用估计的较高不稳定性来加速线索-反应关联的学习。这些结果为 AVGPs 中的“学习如何学习”泛化理论提供了有力的证据。总的来说,我们的工作强调了任务统计信息和认知能力的增强层次学习,这是与动作视频游戏相关的广泛增强的基础机制。