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BRAIN PLASTICITY THROUGH THE LIFE SPAN: LEARNING TO LEARN AND ACTION VIDEO GAMES DAPHNE BAVELIER, C. SHAWN GREEN, ALEXANDRE POUGET AND PAUL SCHRATER Rishav.

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Presentation on theme: "BRAIN PLASTICITY THROUGH THE LIFE SPAN: LEARNING TO LEARN AND ACTION VIDEO GAMES DAPHNE BAVELIER, C. SHAWN GREEN, ALEXANDRE POUGET AND PAUL SCHRATER Rishav."— Presentation transcript:

1 BRAIN PLASTICITY THROUGH THE LIFE SPAN: LEARNING TO LEARN AND ACTION VIDEO GAMES DAPHNE BAVELIER, C. SHAWN GREEN, ALEXANDRE POUGET AND PAUL SCHRATER Rishav Raj Agarwal Arpit Agarwal

2 BENEFITS OF ACTION GAME REALLY?

3 VISION  Action videogame play enhances  spatial resolution  temporal resolution  sensitivity.  Crowding acuity

4 COGNITIVE FUNCTIONS  Benefits social cognition  Enhanced task-switching abilities  Enhance mental rotation abilities

5 DECISION MAKING  Speeds up reaction time  Young laparoscopic surgeons who are gamers outperform more seasoned surgeons  Game play does not result in trading speed for accuracy

6 CAUSALITY  Hawthorne effect  Effects of action video game play are causal or are instead reflective of population bias

7 LEARNING TO LEARN

8 RESOURCES  All tasks require subjects to make a decision based on a limited amount of noisy data  Enhanced resources: Benefit from greater attentional resources  Divided attention: The ability to divide attention between tasks or locations  Sustained attention and impulsivity.  Flexible resourse allocation

9 LEARNING RULE  Action game play leads to more accurate probabilistic inference  Action game playing may act by enabling more generalizable knowledge through various abstractions  VGPs show greater suppression of distractors under extremely high load conditions  Development of more generalizable knowledge as one is faced with new tasks or new environments.

10 CONCLUSION

11  Action game play does not teach any one particular skill  Increases the ability to extract patterns or regularities in the environment  Learning to learn  Changes in knowledge produce benefits only to the extent to which new tasks share structure with action video games.

12 REFERENCES

13  Bavelier D, Achtman RA, Mani M, Foecker J Neural bases of selective attention in action video game players. Vis. Res. doi: /j.visres  Bavelier D, Levi DM, Li RW, Dan Y, Hensch TK Removing brakes on adult brain plasticity: from molecular to behavioral interventions. J. Neurosci. 30:14964–71

14 Thank You Questions?


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