Visual-motor sequence learning by competitive fighting game experts

Hanako Ikeda, Satoshi Tanaka, Ryo Kato, Kazumi Kasahara, Takashi Hanakawa, Manabu Honda, Katsumi Watanabe

研究成果: Conference contribution

2 被引用数 (Scopus)

抄録

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.

本文言語English
ホスト出版物のタイトルProceedings of the 2013 5th International Conference on Knowledge and Smart Technology, KST 2013
出版社Institute of Electrical and Electronics Engineers Inc.
ページ178-181
ページ数4
ISBN(電子版)9781467348508
DOI
出版ステータスPublished - 2013
外部発表はい
イベント5th International Conference on Knowledge and Smart Technology, KST 2013 - Chonburi, Thailand
継続期間: 2013 1 312013 2 1

出版物シリーズ

名前Proceedings of the 2013 5th International Conference on Knowledge and Smart Technology, KST 2013

Conference

Conference5th International Conference on Knowledge and Smart Technology, KST 2013
国/地域Thailand
CityChonburi
Period13/1/3113/2/1

ASJC Scopus subject areas

  • 人工知能
  • コンピュータ サイエンスの応用
  • コンピュータ ビジョンおよびパターン認識
  • 産業および生産工学

引用スタイル