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

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  • Pierre Giovanni Gianferrara
  • Shawn Betts
  • John Robert Anderson

Abstract

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.

Suggested Citation

  • Pierre Giovanni Gianferrara & Shawn Betts & John Robert Anderson, 2021. "Cognitive & motor skill transfer across speeds: A video game study," PLOS ONE, Public Library of Science, vol. 16(10), pages 1-31, October.
  • Handle: RePEc:plo:pone00:0258242
    DOI: 10.1371/journal.pone.0258242
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