Green, C.S, Bavelier, D. (20 March. 2012). Learning, Attention Control, and Action Video Games


Green and Bavelier's Learning, Attentional Control, and Action Video Games discuss video games and the study on how action video games especially and the learning that is produced can train tasks. They suggested that game play may not have an immediate advantage rather a true effect of enhancing the ability to learn new tasks. This article focuses on a review on factors in learning and the connection to video games

The review mentions ‘brain fitness’ and studies an approach where an individual goes through a practice of tasks and shows it is less clear that training can benefit, but a gamified version promotes more of an increase in memory and planning. This could increase performance and benefit in other learning situations. Throughout the article, it began to discuss how learning in school focuses on content , and a task for school is to remain focused and still. They brought up games like a statue game where students remain frozen and the young students learn from that and remain still while in class. Once the article goes into action video games, they propose that it enhances attentional control because action games tend to question the player and wonder what will happen next keeping the player on their toes.

The authors bring up methodological issues from other cognitive training studies. Some studies employ two types of design, cross sectional and intervention. In cross sectional designs, people who either do or do not fit the cognitive training profile are recruited- so recruiting people who do play action video games and people who do not. They mention blind recruitment and whether or not they would prefer it, but does not clarify which one is better.

This article focuses more on the outcome of playing and how it would increase memory and somehow connected to learning. Action video games show benefits, but what else in the games help benefit players? This article briefly talks about action video games, but would benefit from the direct outcomes that video games cause and its effect cognitively.


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