Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres

Frontiers in Psychology 11 (2020)
  Copy   BIBTEX

Abstract

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 and cognitive abilities on learning of two novel video games in 107 participants. 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.

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 91,672

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Electronic gaming and the ethics of information ownership.Dan Burk - 2005 - International Review of Information Ethics 4:39-45.
Why Physicians Ought to Lie for Their Patients.Nicolas Tavaglione & Samia A. Hurst - 2012 - American Journal of Bioethics 12 (3):4-12.
Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
Value, violence, and the ethics of gaming.Michael Goerger - 2017 - Ethics and Information Technology 19 (2):95-105.
ITS for health problems related to addiction of video game playing.Mohran Bayed - 2017 - International Journal of Advanced Scientific Research 1 (2):4-10.
eSport Gaming: The Rise of a New Sports Practice.Llorens Mariona Rosell - 2017 - Sport, Ethics and Philosophy 11 (4):464-476.
Online playgrounds and transnational gaming cultures.Jeffrey Wimmer - 2011 - Cultural Studies Review 17 (1):394-397.
Le patrimoine culturel au service du jeu occasionnel.Brigitte Munier - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].

Analytics

Added to PP
2020-05-27

Downloads
11 (#1,132,055)

6 months
9 (#300,433)

Historical graph of downloads
How can I increase my downloads?

Citations of this work

No citations found.

Add more citations

References found in this work

Add more references