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The Space Fortress videogame is used as a platform for investigating skill learning. The game was originally developed by cognitive psychologists at the University of Illinois, as a tool to study learning and training strategies. Notably, it is one of the few cognitive training tools that has shown transfer of training to real-world performance. Flight students that trained on Space Fortress performed better on a battery of real-world flight tests, and were more likely to be selected to pursue pilot training compared to a no-training control group. Studies have also found that learning Space Fortress with a strategy that involves flexibly shifting attention to different aspects of the game results in improved learning. Thus, the Space Fortress game serves as a great tool for studying how the brain acquires new, complex skills, and how the trained ability can extend to new contexts. (http://fcon_1000.projects.nitrc.org/indi/retro/Train-39.html)

Another version of the task involved performing an oddball task while simultaneouly playing Space Fortress.

Definition contributed by Anonymous
Space Fortress has been asserted to measure the following CONCEPTS
No concepts assertions have been added.

Phenotypes associated with Space Fortress

Disorders

No associations have been added.

Traits

No associations have been added.

Behaviors

No associations have been added.


IMPLEMENTATIONS of Space Fortress
No implementations have been added.
EXTERNAL DATASETS for Space Fortress
CONDITIONS

Experimental conditions are the subsets of an experiment that define the relevant experimental manipulation.

CONTRASTS

In the Cognitive Atlas, we define a contrast as any function over experimental conditions. The simplest contrast is the indicator value for a specific condition; more complex contrasts include linear or nonlinear functions of the indicator across different experimental conditions.

INDICATORS

No indicators have yet been associated.

An indicator is a specific quantitative or qualitative variable that is recorded for analysis. These may include behavioral variables (such as response time, accuracy, or other measures of performance) or physiological variables (including genetics, psychophysiology, or brain imaging data).

Term BIBLIOGRAPHY

Transfer of skill engendered by complex task training under conditions of variable priority.
Boot WR, Basak C, Erickson KI, Neider M, Simons DJ, Fabiani M, Gratton G, Voss MW, Prakash R, Lee H, Low KA, Kramer AF
Acta psychologica (Acta Psychol (Amst))
2010 Nov

Striatal volume predicts level of video game skill acquisition.
Erickson KI, Boot WR, Basak C, Neider MB, Prakash RS, Voss MW, Graybiel AM, Simons DJ, Fabiani M, Gratton G, Kramer AF
Cerebral cortex (New York, N.Y. : 1991) (Cereb Cortex)
2010 Nov

Predicting individuals' learning success from patterns of pre-learning MRI activity.
Vo LT, Walther DB, Kramer AF, Erickson KI, Boot WR, Voss MW, Prakash RS, Lee H, Fabiani M, Gratton G, Simons DJ, Sutton BP, Wang MY
PloS one (PLoS One)
2011 Jan 14

Effects of training strategies implemented in a complex videogame on functional connectivity of attentional networks.
Voss MW, Prakash RS, Erickson KI, Boot WR, Basak C, Neider MB, Simons DJ, Fabiani M, Gratton G, Kramer AF
NeuroImage (Neuroimage)
2012 Jan 2