Cited by 660Cognitive Functions and MemoryNeuroscience, Education and Cognitive FunctionNeurogenesis and neuroplasticity mechanisms

Exercising your brain: A review of human brain plasticity and training-induced learning.

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Green, C. S., Bavelier, D.·2008·Psychology and Aging

Abstract

Human beings have an amazing capacity to learn new skills and adapt to new environments. However, several obstacles remain to be overcome in designing paradigms to broadly improve quality of life. Arguably, the most notable impediment to this goal is that learning tends to be quite specific to the trained regimen and does not transfer to even qualitatively similar tasks. This severely limits the potential benefits of learning to daily life. This review discusses training regimens that lead to the acquisition of new knowledge and strategies that can be used flexibly across a range of tasks and contexts. Possible characteristics of training regimens are proposed that may be responsible for augmented learning, including the manner in which task difficulty is progressed, the motivational state of the learner, and the type of feedback the training provides. When maximally implemented in rehabilitative paradigms, these characteristics may greatly increase the efficacy of training.

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  • Some recent evidence suggests that playing commercial video games can lead to cognitive engagement and improve perceptual and cognitive abilities, such as memory, reasoning ability, and multitasking performance.

    “Some recent evidence suggests that playing commercial video games can lead to cognitive engagement and improve perceptual and cognitive abilities, such as memory, reasoning ability, and multi tasking performance (e.g., Basak, Boot, Voss, & Kramer, 2008 ;Green & Bavelier, 2008 ).”

    From Toward a Psychological Science of Advanced Technology Design for Older Adults (2010) · cites this paper as Green & Bavelier, 2008

    In “Training Regimens and General Learning” (page unavailable), the review reports that action-video-game training can improve perceptual and attentional performance and cites reports of improved general cognitive function in older adults. It does not establish improvements in memory, reasoning ability, or multitasking performance specifically, and cautions that other types of video games do not have similar effects. (LLM, conf=0.86)

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Research works printed but not linked: 3

  1. Fahle M Poggio T Perceptual learning 2002 Cambridge MIT Press
  2. Onnis L Monaghan P Christiansen MH Chater N Variability is the spice of learning, and a crucial ingredient for detecting and generalizing in nonadjacent dependencies 2004 August Paper presented at the annual conference of the Cognitive Science Society Chicago
  3. Stacey C Kourma A Stones M Simple cognitive and behavioral changes resulting from improved physical exercise in persons over 50 years of age Canadian Journal of Aging 1985 4 67 72

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Authors
Green, C. S., & Bavelier, D.
Affiliations
  • University of Minnesota (US)
  • University of Rochester (US)
Venue
Psychology and Aging
Published
2008
Volume
23
Issue
4
Pages
692-701
ISSN
  • 0882-7974 (ISSN-L)
  • 1939-1498
OpenAlex
W2136145120
Cited by
660
References
128
Citations by year
2026: 13 · 2025: 40 · 2024: 22 · 2023: 24 · 2022: 27 · 2021: 37 · 2020: 31 · 2019: 75 · 2018: 44 · 2017: 49 · 2016: 44 · 2015: 47 · 2014: 50 · 2013: 45 · 2012: 41
FWCI
32.66
Type
journal article
Language
en
Open access
Locations
  • Psychology and Aging (publishedVersion)
  • PubMed (publishedVersion)
  • Archive ouverte UNIGE (University of Geneva) (publishedVersion)
  • PubMed Central (acceptedVersion)
  • Archive ouverte UNIGE (University of Geneva) (submittedVersion, cc-by)
Funders
  • National Institutes of Health (EYO16880)
  • Office of Naval Research (N00014-07-1-0937)
Topics
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Functions and Memory
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Neuroscience, Education and Cognitive Function
  • Life Sciences › Neuroscience › Developmental Neuroscience › Neurogenesis and neuroplasticity mechanisms
Keywords
neuroplasticity, transfer of learning, skill acquisition, student motivation, training feedback, rehabilitation, augmented learning, cognitive training
MeSH terms
Aged, Aging, Arousal, Attention, Brain, Humans, Intelligence, Motivation, Music, Neuronal Plasticity, Practice, Psychological, Sports, Transfer, Psychology, Video Games, Feedback, Psychological

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