scholarly journals Cognitive & motor skill transfer across speeds: A video game study

PLoS ONE ◽  
2021 ◽  
Vol 16 (10) ◽  
pp. e0258242
Author(s):  
Pierre Giovanni Gianferrara ◽  
Shawn Betts ◽  
John Robert Anderson

We examined the detailed behavioral characteristics of transfer of skill and the ability of the adaptive control of thought rational (ACT-R) architecture to account for this with its new Controller module. We employed a simple action video game called Auto Orbit and investigated the control tuning of timing skills across speed perturbations of the environment. In Auto Orbit, players needed to learn to alternate turn and shot actions to blow and burst balloons under time constraints imposed by balloon resets and deflations. Cognitive and motor skill transfer was assessed both in terms of game performance and in terms of the details of their motor actions. We found that skill transfer across speeds necessitated the recalibration of action timing skills. In addition, we found that acquiring skill in Auto Orbit involved a progressive decrease in variability of behavior. Finally, we found that players with higher skill levels tended to be less variable in terms of action chunking and action timing. These findings further shed light on the complex cognitive and motor mechanisms of skill transfer across speeds in complex task environments.

2008 ◽  
Author(s):  
Richard J. Tafalla ◽  
Sarah Wood ◽  
Sarah Albers ◽  
Stephanie Irwin ◽  
Eric Mann

2021 ◽  
Vol 18 (3) ◽  
pp. 318-324
Author(s):  
Elnaz Emadirad ◽  
Brad W.N. Temple ◽  
Stephanie C. Field ◽  
Patti-Jean Naylor ◽  
Viviene A. Temple

Background: Beyond the often examined perceptions of competence and motor skill proficiency, perceived value and children’s expectations for success are thought to affect engagement in physical activities. We used parallel mediation models to examine the direct effect of motor skill proficiency on participation in physical activities, as well as whether children’s beliefs and value for physical activities mediated this relationship. Methods: The participants in this cross-sectional study were a total of 398 grade 3 children (201 girls) from 8 schools. Motor skills were assessed using the Test of Gross Motor Development-2, the Value Expectancy Questionnaire measured the psychological variables, and the Children’s Assessment of Participation and Enjoyment measured physical activities. Results: Motor skill proficiency predicted all 3 psychological constructs for the boys and the girls, and boys’ participation in physical activities. However, the psychological variables did not mediate the relationship between motor skills and participation among the boys. For the girls, task value mediated the relationship between motor skills and physical activity participation. Conclusion: It is possible that the girls are further along in their ability to reflect on their competence, successes, and failures; it is also possible that the lower motor skill levels of girls had a deleterious effect on their feelings about participating.


2016 ◽  
Vol 22 ◽  
Author(s):  
Jan Švelch ◽  
Tereza Krobová

In this article, we argue that fannish histories should not be dismissed as mere nostalgia over past experiences of one's own media fandom. Instead they should be understood as complex narratives which combine various historical layers (personal, productional, fictional) and influence the future reception of and anticipation for sequels. They also shed light on the personal histories of fans, which are often juxtaposed with extratextual and fictional histories of a video game series. The subjective nature of these historical discourses is not to be seen as a constraint but as a feature of everyday history which points to the prominence of historicizing in fan cultures of video game series. These topics are examined in the selected multimodal material from the site DeviantArt consisting of fan art pieces, authorial captions, and respective comments inspired by two single-player video game series: Tomb Raider and Mass Effect.


2015 ◽  
Vol 279 ◽  
pp. 202-210 ◽  
Author(s):  
Fumiaki Yokoi ◽  
Mai T. Dang ◽  
Jun Liu ◽  
Jason R. Gandre ◽  
Kelly Kwon ◽  
...  

2021 ◽  
Vol 12 (2) ◽  
pp. 47-62
Author(s):  
Garimidi Siva Sree ◽  
P. Ramlal

The contemporary unstable job market is challenging the “traditional” skilling practices adopted by vocational education training (VET) institutions, in favor of demand-driven skill transfer which is characterized by preparing students industry-ready. In this light, student satisfaction plays a pivotal role in assessing the course quality that aids in efficient skill transfer. Despite the relevance of the student satisfaction concept, empirical research has provided little evidence on its predictors in VET. The purpose of the study is to shed light on the quality indicators that predict student satisfaction. Data were collected on students from industrial training institutes (ITIs) of India.


1987 ◽  
Vol 7 (1) ◽  
pp. 22-37 ◽  
Author(s):  
Kathy C. Graham

This article describes the movement tasks (Rink, 1985) in which students engaged during a 14-lesson volleyball unit in an eighth-grade physical education class, and the differential motor skill responses of high- and low-skilled target students during the practice of these tasks. Audio and videotaped records were made of each lesson. Analysis focused on the identification of the movement tasks that were verbally presented by the teacher during the lessons, the determination of students’ level of engagement in these tasks, and the frequency and rate of motor skill responses/successful motor skill responses during task practice for three high- and three low-skilled students. Thirteen major movement tasks were identified that formed a simple to complex progression of activities. A high level of consistent student engagement in tasks was observed, as well as differential performance outcomes for students of high/low skill levels. The results reveal the complexity of providing appropriate instruction for different skill levels in a class. Implications for research and teacher education programs are discussed.


2019 ◽  
Vol 5 (2) ◽  
pp. 85-102
Author(s):  
Bonnie Ruberg ◽  
Amanda L. L. Cullen

Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.


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