6 ms·
https://www.phind.com/search?cache=ef2ftkexs44l8t5u5vzmgkg1 https://www.phind.com/search?cache=ef2ftkexs44l8t5u5vzmgkg1 Learning, attentional control and actio
by sitkack 2y ago
https://www.phind.com/search?cache=ef2ftkexs44l8t5u5vzmgkg1 https://www.phind.com/search?cache=ef2ftkexs44l8t5u5vzmgkg1
Learning, attentional control and action video games
https://pmc.ncbi.nlm.nih.gov/articles/PMC3461277/ https://pmc.ncbi.nlm.nih.gov/articles/PMC3461277/
Not nerd sniped at all.
> in other words, an end in and of itself — we have recently considered the possibility that enhanced attention is instead a means to an end, with that end being better probabilistic inference [54]
Improved probabilistic inference as a general learning mechanism with action video games
[54] https://pubmed.ncbi.nlm.nih.gov/20833324/ https://pubmed.ncbi.nlm.nih.gov/20833324/
- taeric 2y agoReminds me of the "running on cars!" video that went over some of the teaching tricks in older video games. How it would show a new enemy or mechanic in a way that is safe, but then drop you in on it with changes such that they feel different. The final "climb" of Super Mario Brothers is a great example. Just taking out the lower parts of the tower adds to the tension, when it should have no impact.