Fifty hours of action video-game training causally improves probabilistic inference in non-gamers, with better use of evidence only in the action-trained group¶
Claim · All claims
Evidence · 1 study · causalr?·q3
Currency · newest study 2010 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q3 i? NVGPs trained 50 hours on action or control games showed better use of the evidence at post-test only in the action group (log odds 16% higher on the motion task, 31% on the auditory task). → Green 2010
Evidence¶
Green 2010¶
Green, C.S., Pouget, A., & Bavelier, D. (2010). Improved probabilistic inference as a general learning mechanism with action video games. Current Biology. https://doi.org/10.1016/j.cub.2010.07.040
q3 · i? · causal · r?
Training study (Experiment 3): NVGPs underwent 50 hours of action or control video-game training. The article states the results were "nearly identical to the results of Experiments 1 and 2" and that better use of evidence was noted only in the action group; no effect size is printed.
"The log odds for the motion task were 16% (respectively 31% for auditory) higher on average across all levels of coherence (respectively SNR) at post-test as compared to pre-test for the action group"
Discussion¶
Related Claims¶
- Action video-game players show greater integration rate (sensitivity) than non-players in a visual motion direction discrimination task — related
- According to a probabilistic population neural model, VGPs make better use of the evidence, with log odds 19% higher than NVGPs in the motion task — related
- The improved probabilistic inference of VGPs generalizes to a novel auditory tone-location discrimination task — related
- A single-parameter change in feed-forward connection strength in a neural decision model captures VGP behavior, including faster RTs with stable accuracy — related
- VGPs respond faster than NVGPs with equivalent accuracy, and the RT advantage is larger at low motion coherence — related
- Action video game training causally improves cognitive skills relative to active control training (small effect, g = 0.30) — a broader claim this one bears on
- In fixed-duration conditions, accuracy rises faster with presentation duration in VGPs, confirming greater sensory integration and ruling out non-decision-time accounts — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
action-training-causal-probabilistic-inference |
title |
Fifty hours of action video-game training causally improves probabilistic inference in non-gamers, with better use of evidence only in the action-trained group |
description |
Fifty hours of action video-game training causally improves probabilistic inference in non-gamers, with better use of evidence only in the action-trained group |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2010 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — green-2010 |
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