Based on the findings that video games appear to teach gamers how to perform statistical inference more accurately, leading them to quickly find the accurate statistic for a new task, we have compared the performance of the action video games players (VGP) and non-gamers (NVGP) on statistical learning tasks. First, in an artificial grammar learning (AGL) task (adapted from Reeder, Newport, & Aslin, 2013), we have assessed whether the VGP were better at extracting regularities in the input and better in the learning of exceptions than the NVGP. Globally, we have not found any differences between groups on the extraction of regularities and in the learning of exceptions. Secondly, we have led an exploratory analysis on the visual statistical ...
Previous research suggests that playing action video games improves performance on sensory, perceptu...
The benefits of training rarely extend beyond the learnt task. We investigate whether action video g...
Serious games are games used for non-entertainment purposes, e.g. in education and training. As most...
Playing action video games leads to improvements in a number of sensory, perceptual, and attentional...
SummaryAction video game play benefits performance in an array of sensory, perceptual, and attention...
Action video game play benefits performance in an array of sensory, perceptual, and attentional task...
Studies suggest that action video game play improves top-down attentional control. A current learnin...
Abstract Well-designed digital games can deliver pow-erful experiences that are difficult to provide...
In the last decade, the use of serious games as a teaching and learning tool has steadily increased ...
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are assoc...
This article presents three empirical studies on the effectiveness of serious games for learning and...
Here, we demonstrate that action video game play enhances subjects ’ ability in two tasks thought to...
Recent research revealed that action video game players outperform non-players in a wide range of at...
In order to develop game-based learning environments (GBLE’s) that accommodate to learners’ needs an...
Research on the impact of action video game playing has revealed performance advantages on a wide ra...
Previous research suggests that playing action video games improves performance on sensory, perceptu...
The benefits of training rarely extend beyond the learnt task. We investigate whether action video g...
Serious games are games used for non-entertainment purposes, e.g. in education and training. As most...
Playing action video games leads to improvements in a number of sensory, perceptual, and attentional...
SummaryAction video game play benefits performance in an array of sensory, perceptual, and attention...
Action video game play benefits performance in an array of sensory, perceptual, and attentional task...
Studies suggest that action video game play improves top-down attentional control. A current learnin...
Abstract Well-designed digital games can deliver pow-erful experiences that are difficult to provide...
In the last decade, the use of serious games as a teaching and learning tool has steadily increased ...
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are assoc...
This article presents three empirical studies on the effectiveness of serious games for learning and...
Here, we demonstrate that action video game play enhances subjects ’ ability in two tasks thought to...
Recent research revealed that action video game players outperform non-players in a wide range of at...
In order to develop game-based learning environments (GBLE’s) that accommodate to learners’ needs an...
Research on the impact of action video game playing has revealed performance advantages on a wide ra...
Previous research suggests that playing action video games improves performance on sensory, perceptu...
The benefits of training rarely extend beyond the learnt task. We investigate whether action video g...
Serious games are games used for non-entertainment purposes, e.g. in education and training. As most...