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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.
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http://dx.doi.org/10.3389/fpsyg.2020.00786 | DOI Listing |
Front Sports Act Living
August 2025
School of Sport, Exercise, and Health Sciences, Loughborough University, Loughborough, United Kingdom.
The climate crisis necessitates innovative approaches to foster ecological emotions and motivate pro-environmental action, particularly among young people. This conceptual paper explores how the Sport for Development and Peace (SDP) sector can more effectively address this challenge by drawing insights from game design theories. We propose the Mechanics-Dynamics-Aesthetics (MDA) framework, as a heuristic tool for intentionally designing SDP interventions.
View Article and Find Full Text PDFJ Exp Anal Behav
September 2025
Department of Psychological and Brain Sciences, Washington University in St. Louis, St. Louis, MO, USA.
Cooperation involves an individual's choice that benefits both themself and others -in contrast to selfishness, which benefits the individual only-and has been suggested to be more likely when the benefit to others, discounted as a function of their social distance (i.e., social discounting), exceeds the undiscounted cost to the cooperator.
View Article and Find Full Text PDFActa Psychol (Amst)
September 2025
Pampanga State University, Pampanga, Philippines. Electronic address:
This study investigated the effects of using the intelligent and non-intelligent versions of Ibigkas! Math-a mobile-based, computer-supported collaborative learning platform for Grade 5 mathematics on the mathematics performance of Grade 5 students. Out of 155 Grade 5 students from four universities, only 119 participated in the five consecutive-day experiment. Ethical approval was granted before data collection.
View Article and Find Full Text PDFViolence Against Women
September 2025
Wisconsin Center for Education Research, Educational Sciences, University of Wisconsin-Madison, Madison, WI, USA.
Women in college experience alarming rates of sexual violence, despite universities' attempts to teach consent. Students often find the teaching unrealistic, believing it violates everyday sexual narratives. This case study of 27 students at a large American university playing and discussing , considers the possibilities for narrative-based card games to provide authentic consent learning.
View Article and Find Full Text PDFFront Artif Intell
August 2025
CCN Group, Pattern Recognition Lab, Erlangen, Germany.
This study explores the potential for artificial agents to develop core consciousness, as proposed by Antonio Damasio's theory of consciousness. According to Damasio, the emergence of core consciousness relies on the integration of a self model, informed by representations of emotions and feelings, and a world model. We hypothesize that an artificial agent, trained via reinforcement learning (RL) in a virtual environment, can develop preliminary forms of these models as a byproduct of its primary task.
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