Exercising your brain: A review of human brain plasticity and training-induced learning.
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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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Flagged first, then by citations
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“However, research shows that some forms of training, such as practice on action video games, can improve performance on untrained attention tasks, suggesting that training may lead to the transfer of learned skills to new situations (for a review, see Green & Bavelier, 2008).”
BackgroundWorking memory training revisited: A multi-level meta-analysis of n-back training studies
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“Meta-analysis Working memory (WM) training has stirred considerable interest amongst researchers and public at large during the past decade (von Bastian & Oberauer, 2014; Green & Bavelier, 2008; Klingberg, 2010; Lövdén, Bäckman, Lindenberger, Schaefer, & Schmiedek, 2010; Morrison & Chein, 2011).”
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Children, wired: for better and for worse
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Self-citationComputerized working memory training: Can it lead to gains in cognitive skills in students?
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Brain Modularity: A Biomarker of Intervention-related Plasticity
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Perceptual learning during action video game playing
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Designing sensory-substitution devices: Principles, pitfalls and potential1
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“An example of this is the recent trend for brain-training games (Green & Bavelier, 2008).”
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Use it and boost it with physical and mental activity.
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Pattern of Near Transfer Effects Following Working Memory Training With a Dual <i>N</i>-Back Task
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What does It take to Show that a Cognitive Training Procedure is Useful?
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Casual video games as training tools for attentional processes in everyday life
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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
- PMC
- PMC2896818
- 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
- green
- www.ncbi.nlm.nih.gov
- 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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