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

Frontiers in psychology

How Past Gaming Experience and Thinking Skills Predict Learning New Games in Different Genres

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Abstract

In a study of 107 participants aged 18-77, hours spent gaming per week and working memory predicted learning of a novel strategy video game.

  • Self-identification as a 'gamer' was the only significant predictor of learning a novel action video game.
  • Age negatively impacted learning for both action and strategy games, but did not change the predictive relationships.
  • Preference for action versus strategy games did not have different effects on learning outcomes.
  • No gender differences were found in gamer identification or genre preference.
  • Findings indicate that the influence of gaming experience and cognition on learning is selective to the game genre.

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Key numbers

18–77
Participants Age Range
Age range of participants involved in the study.
107
107 Participants
Total number of adults who participated in the study.

Full Text

What this is

  • This research investigates how past gaming experience and influence learning new video games.
  • It focuses on two genres: action and strategy games, assessing their impact on learning rates.
  • 107 participants aged 18-77 were evaluated for their gaming habits and cognitive skills.

Essence

  • Past gaming experience and selectively predict learning of new video games based on genre. Working memory and hours spent gaming predicted strategy game learning, while self-identification as a gamer predicted action game learning.

Key takeaways

  • Working memory and hours spent gaming predicted learning of the strategy game. This finding indicates that cognitive skills and gaming experience are crucial for mastering games that require strategic thinking.
  • Self-identification as a gamer was the sole significant predictor for learning the action game. This suggests that personal engagement with gaming may enhance performance in fast-paced, action-oriented games.
  • Age negatively impacted learning for both games, but the predictive relationships were stable across age groups. This finding underscores the need to consider age when evaluating game learning capabilities.

Caveats

  • The study's sample was limited to 107 participants, which may affect the generalizability of the findings. A larger, more diverse sample could provide more robust conclusions.
  • The reliance on self-reported gaming habits may introduce bias. Objective measures of gaming experience could strengthen the validity of the results.

Definitions

  • cognitive abilities: Mental capacities such as memory, attention, and processing speed that influence learning.
  • learning composite (LC): A measure combining different learning metrics to assess overall game learning performance.

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