TY - GEN
T1 - Visual-motor sequence learning by competitive fighting game experts
AU - Ikeda, Hanako
AU - Tanaka, Satoshi
AU - Kato, Ryo
AU - Kasahara, Kazumi
AU - Hanakawa, Takashi
AU - Honda, Manabu
AU - Watanabe, Katsumi
N1 - Funding Information:
ACKNOWLEDGMENT This research was partly supported by the Japan Science and Technology Agency (CREST), MEXT’s Grant-in-Aid for Scientific Research, and Hayao Nakayama Foundation
Publisher Copyright:
© 2013 IEEE. All rights reserved.
PY - 2013
Y1 - 2013
N2 - Playing action video games has been reported to modify some cognitive functions. However, no study has investigated whether the explicit learning of arbitrary visualmotor sequences would differ between video game expert and non-expert groups. The present study compared the explicit learning of visual-motor sequences in 12 expert players of a competitive fighting video game with 20 non-expert control participants. The participants were required to determine a sequence of button presses by trial and error and elaborate the learned sequence. The results showed that the expert game players were generally faster in visual-motor responses and kept improving at the later stage of learning compared with the control group. These results suggest that competitive fighting game experts have enhanced ability in sequence learning and imply that this can be generalized to the learning of arbitrary spatiotemporal structures of visual-motor behaviors.
AB - Playing action video games has been reported to modify some cognitive functions. However, no study has investigated whether the explicit learning of arbitrary visualmotor sequences would differ between video game expert and non-expert groups. The present study compared the explicit learning of visual-motor sequences in 12 expert players of a competitive fighting video game with 20 non-expert control participants. The participants were required to determine a sequence of button presses by trial and error and elaborate the learned sequence. The results showed that the expert game players were generally faster in visual-motor responses and kept improving at the later stage of learning compared with the control group. These results suggest that competitive fighting game experts have enhanced ability in sequence learning and imply that this can be generalized to the learning of arbitrary spatiotemporal structures of visual-motor behaviors.
KW - Component
KW - Expert
KW - Sequential motor learning
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U2 - 10.1109/KST.2013.6512812
DO - 10.1109/KST.2013.6512812
M3 - Conference contribution
AN - SCOPUS:84908009292
T3 - Proceedings of the 2013 5th International Conference on Knowledge and Smart Technology, KST 2013
SP - 178
EP - 181
BT - Proceedings of the 2013 5th International Conference on Knowledge and Smart Technology, KST 2013
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 5th International Conference on Knowledge and Smart Technology, KST 2013
Y2 - 31 January 2013 through 1 February 2013
ER -