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Loock K, Schwabe L. Cognitive Training Prevents Stress-Induced Working Memory Deficits. BIOLOGICAL PSYCHIATRY. COGNITIVE NEUROSCIENCE AND NEUROIMAGING 2024; 9:1039-1047. [PMID: 38909897 DOI: 10.1016/j.bpsc.2024.06.006] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/29/2024] [Revised: 06/10/2024] [Accepted: 06/14/2024] [Indexed: 06/25/2024]
Abstract
BACKGROUND Working memory is a fundamental cognitive process that is critically involved in planning, comprehension, reasoning, and problem solving. Acute stress has been shown to impair working memory. This stress-induced working memory deficit has profound implications for cognitive functioning in everyday life as well as for stress-related mental disorders. Here, we tested whether a cognitive training intervention would make working memory more resistant to disruptive effects of acute stress. METHODS In a preregistered, fully crossed between-subjects design with the factors stress (vs. control) and cognitive training (vs. sham), 123 healthy men and women (ages 18-35 years) completed a daily cognitive training program targeting working memory-related processes or a sham training over a period of 6 weeks. After this 6-week training intervention, participants underwent a standardized stress or control manipulation shortly before their working memory performance was tested. RESULTS As expected, the exposure to acute stress led to a significant working memory impairment in the sham training group. Critically, although the subjective, autonomic, and endocrine stress responses were comparable in the 2 training groups, this stress-induced working memory impairment was abolished in the intervention training group. CONCLUSIONS These results are the first to show that a cognitive training intervention directed at prefrontal and hippocampal functioning can prevent the detrimental effects of stressful events on working memory performance.
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Affiliation(s)
- Kaja Loock
- Institute of Psychology, University of Hamburg, Hamburg, Germany
| | - Lars Schwabe
- Institute of Psychology, University of Hamburg, Hamburg, Germany.
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2
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Hernández-Rodríguez CJ, Ferrer-Soldevila P, Artola-Roig A, Piñero DP. Rehabilitation of amblyopia using a digital platform for visual training combined with patching in children: a prospective study. Graefes Arch Clin Exp Ophthalmol 2024; 262:3007-3020. [PMID: 38578335 PMCID: PMC11377642 DOI: 10.1007/s00417-024-06475-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2023] [Revised: 03/25/2024] [Accepted: 03/28/2024] [Indexed: 04/06/2024] Open
Abstract
PURPOSE To assess the possible benefits of the use of perceptual learning and dichoptic therapy combined with patching in children with amblyopia over the use of only patching. METHODS Quasi-experimental multicentric study including 52 amblyopic children. Patients who improved their visual acuity (VA) by combining spectacles and patching were included in patching group (PG: 20 subjects), whereas those that did not improved with patching performed visual training (perceptual learning + dichoptic therapy) combined with patching, being assigned to the visual treatment group (VT: 32 subjects). Changes in VA, contrast sensitivity (CS), and stereopsis were monitored during a 6-month follow-up in each group. RESULTS Significant improvements in VA were found in both groups at 1 month (p < 0.01). The total improvement of VA was 0.18 ± 0.16 and 0.31 ± 0.35 logMAR in PG and VT groups, respectively (p = 0.317). The Wilcoxon effect size was slightly higher in VT (0.48 vs. 0.54) at 6 months. An enhancement in CS was observed in the amblyopic eye of the VT group for all spatial frequencies at 1 month (p < 0.001). Likewise, the binocular function score also increased significantly in VT group (p = 0.002). A prediction equation of VA improvement at 1 month in VT group was obtained by multiple linear regression analysis (p < 0.001, R2 = 0.747). CONCLUSIONS A combined treatment of visual training and patching is effective for obtaining a predictable improvement of VA, CS, and binocularity in patching-resistant amblyopic children.
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Affiliation(s)
- Carlos J Hernández-Rodríguez
- Group of Optics and Visual Perception, Department of Optics, Pharmacology and Anatomy, University of Alicante, Crta San Vicente del Raspeig S/N 03016, San Vicente del Raspeig, Alicante, Spain
- Clinical Optometry Unit, Department of Ophthalmology, Ribera Virgen de La Caridad Hospital, Cartagena, Spain
| | | | - Alberto Artola-Roig
- Department of Ophthalmology, Vithas Medimar International Hospital, Alicante, Spain
| | - David P Piñero
- Group of Optics and Visual Perception, Department of Optics, Pharmacology and Anatomy, University of Alicante, Crta San Vicente del Raspeig S/N 03016, San Vicente del Raspeig, Alicante, Spain.
- Clinical Optometry Unit, Department of Ophthalmology, Vithas Medimar International Hospital, Alicante, Spain.
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3
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Gao YY, Fang Z, Zhou Q, Zhang RY. Enhanced "learning to learn" through a hierarchical dual-learning system: the case of action video game players. BMC Psychol 2024; 12:460. [PMID: 39215348 PMCID: PMC11365284 DOI: 10.1186/s40359-024-01952-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/23/2024] [Accepted: 08/14/2024] [Indexed: 09/04/2024] Open
Abstract
In contrast to conventional cognitive training paradigms, where learning effects are specific to trained parameters, playing action video games has been shown to produce broad enhancements in many cognitive functions. These remarkable generalizations challenge the conventional theory of generalization that learned knowledge can be immediately applied to novel situations (i.e., immediate generalization). Instead, a new "learning to learn" theory has recently been proposed, suggesting that these broad generalizations are attained because action video game players (AVGPs) can quickly acquire the statistical regularities of novel tasks in order to increase the learning rate and ultimately achieve better performance. Although enhanced learning rate has been found for several tasks, it remains unclear whether AVGPs efficiently learn task statistics and use learned task knowledge to guide learning. To address this question, we tested 34 AVGPs and 36 non-video game players (NVGPs) on a cue-response associative learning task. Importantly, unlike conventional cognitive tasks with fixed task statistics, in this task, cue-response associations either remain stable or change rapidly (i.e., are volatile) in different blocks. To complete the task, participants should not only learn the lower-level cue-response associations through explicit feedback but also actively estimate the high-level task statistics (i.e., volatility) to dynamically guide lower-level learning. Such a dual learning system is modelled using a hierarchical Bayesian learning framework, and we found that AVGPs indeed quickly extract the volatility information and use the estimated higher volatility to accelerate learning of the cue-response associations. These results provide strong evidence for the "learning to learn" theory of generalization in AVGPs. Taken together, our work highlights enhanced hierarchical learning of both task statistics and cognitive abilities as a mechanism underlying the broad enhancements associated with action video game play.
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Affiliation(s)
- Yu-Yan Gao
- School of Psychology, Shanghai Jiao Tong University, Shanghai, 200030, China
- Shanghai Mental Health Center, School of Medicine, Shanghai Jiao Tong University, Shanghai, 200030, China
- Cixi Biomedical Research Institute, Wenzhou Medical University, Zhejiang, 315302, China
- Department of Psychology, Wenzhou Medical University, Wenzhou, 325035, China
| | - Zeming Fang
- Shanghai Mental Health Center, School of Medicine, Shanghai Jiao Tong University, Shanghai, 200030, China
| | - Qiang Zhou
- Department of Psychology, Wenzhou Medical University, Wenzhou, 325035, China.
| | - Ru-Yuan Zhang
- School of Psychology, Shanghai Jiao Tong University, Shanghai, 200030, China.
- Shanghai Mental Health Center, School of Medicine, Shanghai Jiao Tong University, Shanghai, 200030, China.
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Skrzatek A, Nuic D, Cherif S, Beranger B, Gallea C, Bardinet E, Welter ML. Brain modulation after exergaming training in advanced forms of Parkinson's disease: a randomized controlled study. J Neuroeng Rehabil 2024; 21:133. [PMID: 39103924 DOI: 10.1186/s12984-024-01430-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/25/2024] [Accepted: 07/22/2024] [Indexed: 08/07/2024] Open
Abstract
BACKGROUND Physical activity combined with virtual reality and exergaming has emerged as a new technique to improve engagement and provide clinical benefit for gait and balance disorders in people with Parkinson's disease (PD). OBJECTIVE To investigate the effects of a training protocol using a home-based exergaming system on brain volume and resting-state functional connectivity (rs-FC) in persons with PD. METHODS A single blind randomized controlled trial was conducted in people with PD with gait and/or balance disorders. The experimental (active) group performed 18 training sessions at home by playing a custom-designed exergame with full body movements, standing in front of a RGB-D Kinect® motion sensor, while the control group played using the computer keyboard. Both groups received the same training program. Clinical scales, gait recordings, and brain MRI were performed before and after training. We assessed the effects of both training on both the grey matter volumes (GVM) and rs-FC, within and between groups. RESULTS Twenty-three patients were enrolled and randomly assigned to either the active (n = 11) or control (n = 12) training groups. Comparing pre- to post-training, the active group showed significant improvements in gait and balance disorders, with decreased rs-FC between the sensorimotor, attentional and basal ganglia networks, but with an increase between the cerebellar and basal ganglia networks. In contrast, the control group showed no significant changes, and rs-FC significantly decreased in the mesolimbic and visuospatial cerebellar and basal ganglia networks. Post-training, the rs-FC was greater in the active relative to the control group between the basal ganglia, motor cortical and cerebellar areas, and bilaterally between the insula and the inferior temporal lobe. Conversely, rs FC was lower in the active relative to the control group between the pedunculopontine nucleus and cerebellar areas, between the temporal inferior lobes and the right thalamus, between the left putamen and dorsolateral prefrontal cortex, and within the default mode network. CONCLUSIONS Full-body movement training using a customized exergame induced brain rs-FC changes within the sensorimotor, attentional and cerebellar networks in people with PD. Further research is needed to comprehensively understand the neurophysiological effects of such training approaches. Trial registration ClinicalTrials.gov NCT03560089.
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Affiliation(s)
- Anna Skrzatek
- Institut du Cerveau - Paris Brain Institute - ICM, Sorbonne Université, Inserm, CNRS, 47 bd de l'Hôpital, 75013, Paris, France
| | - Dijana Nuic
- Institut du Cerveau - Paris Brain Institute - ICM, Sorbonne Université, Inserm, CNRS, 47 bd de l'Hôpital, 75013, Paris, France
| | - Saoussen Cherif
- Institut du Cerveau - Paris Brain Institute - ICM, Sorbonne Université, Inserm, CNRS, 47 bd de l'Hôpital, 75013, Paris, France
- Genious Healthcare France, Paris, France
| | - Benoit Beranger
- Institut du Cerveau - Paris Brain Institute - ICM, Sorbonne Université, Inserm, CNRS, 47 bd de l'Hôpital, 75013, Paris, France
- CENIR core facility, Paris Brain Institute, Paris, France
| | - Cecile Gallea
- Institut du Cerveau - Paris Brain Institute - ICM, Sorbonne Université, Inserm, CNRS, 47 bd de l'Hôpital, 75013, Paris, France
- CENIR core facility, Paris Brain Institute, Paris, France
| | - Eric Bardinet
- Institut du Cerveau - Paris Brain Institute - ICM, Sorbonne Université, Inserm, CNRS, 47 bd de l'Hôpital, 75013, Paris, France
- CENIR core facility, Paris Brain Institute, Paris, France
| | - Marie-Laure Welter
- Institut du Cerveau - Paris Brain Institute - ICM, Sorbonne Université, Inserm, CNRS, 47 bd de l'Hôpital, 75013, Paris, France.
- PANAM core facility, Paris Brain Institute, Paris, France.
- Neurophysiology Department, CHU Rouen, Rouen University, Rouen, France.
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Lobato-Camacho FJ, Vargas JP, López JC. Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory. Games Health J 2024. [PMID: 39093833 DOI: 10.1089/g4h.2023.0210] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 08/04/2024] Open
Abstract
Introduction: The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. Objectives: This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus. Method: In this study, we assessed 48 young adults, including both video game players and non-players. We utilized virtual reality and cognitive tasks such as the Lobato Virtual Water Maze and the Mnemonic Similarity Task to evaluate their cognitive abilities. Results: Our key findings highlight that gamers exhibit heightened pattern separation abilities and demonstrate quicker and more accurate spatial learning, attributed to the cognitive stimulation induced by video games. Additionally, we uncovered a significant relationship between spatial memory, guided by environmental cues, and pattern separation, which serves as the foundation for more efficient spatial navigation. Conclusions: These results provide valuable insights into the cognitive impact of video games and offer potential for monitoring changes in rehabilitation processes and early signs of cognitive decline through virtual reality-based assessments. Ultimately, we propose that examining the relationships between cognitive processes represents an effective method for evaluating neurodegenerative conditions, offering new possibilities for early diagnosis and intervention.
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Affiliation(s)
| | - Juan Pedro Vargas
- Departamento de Psicología Experimental, Facultad de Psicología, Universidad de Sevilla, Sevilla, Spain
| | - Juan Carlos López
- Departamento de Psicología Experimental, Facultad de Psicología, Universidad de Sevilla, Sevilla, Spain
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Becker M, Fischer DJ, Kühn S, Gallinat J. Videogame training increases clinical well-being, attention and hippocampal-prefrontal functional connectivity in patients with schizophrenia. Transl Psychiatry 2024; 14:218. [PMID: 38806461 PMCID: PMC11133354 DOI: 10.1038/s41398-024-02945-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/13/2023] [Revised: 05/14/2024] [Accepted: 05/17/2024] [Indexed: 05/30/2024] Open
Abstract
Recent research shows that videogame training enhances neuronal plasticity and cognitive improvements in healthy individuals. As patients with schizophrenia exhibit reduced neuronal plasticity linked to cognitive deficits and symptoms, we investigated whether videogame-related cognitive improvements and plasticity changes extend to this population. In a training study, patients with schizophrenia and healthy controls were randomly assigned to 3D or 2D platformer videogame training or E-book reading (active control) for 8 weeks, 30 min daily. After training, both videogame conditions showed significant increases in sustained attention compared to the control condition, correlated with increased functional connectivity in a hippocampal-prefrontal network. Notably, patients trained with videogames mostly improved in negative symptoms, general psychopathology, and perceived mental health recovery. Videogames, incorporating initiative, goal setting and gratification, offer a training approach closer to real life than current psychiatric treatments. Our results provide initial evidence that they may represent a possible adjunct therapeutic intervention for complex mental disorders.
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Affiliation(s)
- Maxi Becker
- University Medical Center Hamburg-Eppendorf, Clinic and Policlinic for Psychiatry and Psychotherapy, Martinistrasse 52, 20246, Hamburg, Germany.
- Humboldt-University Berlin, Department of Psychology, Berlin, Germany.
| | - Djo J Fischer
- University Medical Center Hamburg-Eppendorf, Clinic and Policlinic for Psychiatry and Psychotherapy, Martinistrasse 52, 20246, Hamburg, Germany
| | - Simone Kühn
- University Medical Center Hamburg-Eppendorf, Clinic and Policlinic for Psychiatry and Psychotherapy, Martinistrasse 52, 20246, Hamburg, Germany.
- Lise Meitner Group for Environmental Neuroscience, Max Planck Institute for Human Development, Berlin, Germany.
- Max Planck-UCL Center for Computational Psychiatry and Ageing Research, Berlin, Germany.
| | - Jürgen Gallinat
- University Medical Center Hamburg-Eppendorf, Clinic and Policlinic for Psychiatry and Psychotherapy, Martinistrasse 52, 20246, Hamburg, Germany
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Solé Puig M, Bustos Valenzuela P, Romeo A, Supèr H. A Pilot Study to Improve Cognitive Performance and Pupil Responses in Mild Cognitive Impaired Patients Using Gaze-Controlled Gaming. Vision (Basel) 2024; 8:25. [PMID: 38804346 PMCID: PMC11130921 DOI: 10.3390/vision8020025] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2023] [Revised: 03/12/2024] [Accepted: 04/18/2024] [Indexed: 05/29/2024] Open
Abstract
Mild cognitive impairment (MCI) may progress to severe forms of dementia, so therapy is needed to maintain cognitive abilities. The neural circuitry for oculomotor control is closely linked to that which controls cognitive behavior. In this study, we tested whether training the oculomotor system with gaze-controlled video games could improve cognitive behavior in MCI patients. Patients played a simple game for 2-3 weeks while a control group played the same game using a mouse. Cognitive improvement was assessed using the MoCA screening test and CANTAB. We also measured eye pupil and vergence responses in an oddball paradigm. The results showed an increased score on the MoCA test specifically for the visuospatial domain and on the Rapid Visual Information Processing test of the CANTAB battery. Pupil responses also increased to target stimuli. Patients in the control group did not show significant improvements. This pilot study provides evidence for the potential cognitive benefits of gaze-controlled gaming in MCI patients.
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Affiliation(s)
- Maria Solé Puig
- Unitat d’Avaluació de la Cognició, l’Atenció i l’Aprenentatge (ACAP), 08035 Barcelona, Spain;
| | - Patricia Bustos Valenzuela
- Vision and Control of Action Group, Department of Cognition, Development and Educational Psychology, University of Barcelona, 08035 Barcelona, Spain; (P.B.V.)
| | - August Romeo
- Vision and Control of Action Group, Department of Cognition, Development and Educational Psychology, University of Barcelona, 08035 Barcelona, Spain; (P.B.V.)
| | - Hans Supèr
- Unitat d’Avaluació de la Cognició, l’Atenció i l’Aprenentatge (ACAP), 08035 Barcelona, Spain;
- Vision and Control of Action Group, Department of Cognition, Development and Educational Psychology, University of Barcelona, 08035 Barcelona, Spain; (P.B.V.)
- Institute of Neurosciences, University of Barcelona (UBNeuro), 08035 Barcelona, Spain
- Research Institute Sant Joan de Déu (IRSJD), 08950 Barcelona, Spain
- Braingaze SL, 08302 Mataró, Spain
- Catalan Institution for Research and Advanced Studies (ICREA), 08010 Barcelona, Spain
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Seymour J, Mathers N. Placebo stimulates neuroplasticity in depression: implications for clinical practice and research. Front Psychiatry 2024; 14:1301143. [PMID: 38268561 PMCID: PMC10806142 DOI: 10.3389/fpsyt.2023.1301143] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/24/2023] [Accepted: 12/26/2023] [Indexed: 01/26/2024] Open
Abstract
Neither psychological nor neuroscientific investigations have been able to fully explain the paradox that placebo is designed to be inert in randomized controlled trials (RCTs), yet appears to be effective in evaluations of clinical interventions in all fields of medicine and alternative medicine. This article develops the Neuroplasticity Placebo Theory, which posits that neuroplasticity in fronto-limbic areas is the unifying factor in placebo response (seen in RCTs) and placebo effect (seen in clinical interventions) where it is not intended to be inert. Depression is the disorder that has the highest placebo response of any medical condition and has the greatest potential for understanding how placebos work: recent developments in understanding of the pathophysiology of depression suggest that fronto-limbic areas are sensitized in depression which is associated with a particularly strong placebo phenomenon. An innovative linkage is made between diverse areas of the psychology and the translational psychiatry literature to provide supportive evidence for the Neuroplasticity Placebo Theory. This is underpinned by neuro-radiological evidence of fronto-limbic change in the placebo arm of antidepressant trials. If placebo stimulates neuroplasticity in fronto-limbic areas in conditions other than depression - and results in a partially active treatment in other areas of medicine - there are far reaching consequences for the day-to-day use of placebo in clinical practice, the future design of RCTs in all clinical conditions, and existing unwarranted assertions about the efficacy of antidepressant medications. If fronto-limbic neuroplasticity is the common denominator in designating placebo as a partially active treatment, the terms placebo effect and placebo response should be replaced by the single term "placebo treatment."
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Affiliation(s)
- Jeremy Seymour
- Retired Consultant Psychiatrist, Rotherham Doncaster and South Humber NHS Trust, Rotherham, United Kingdom
| | - Nigel Mathers
- Emeritus Professor, Clinical Medicine, School of Medicine and Population Health, University of Sheffield, Sheffield, United Kingdom
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Ganter-Argast C, Schipper M, Shamsrizi M, Stein C, Khalil R. The light side of gaming: creativity and brain plasticity. Front Hum Neurosci 2024; 17:1280989. [PMID: 38249576 PMCID: PMC10796710 DOI: 10.3389/fnhum.2023.1280989] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2023] [Accepted: 12/08/2023] [Indexed: 01/23/2024] Open
Abstract
Could gaming enhance brain plasticity and executive functions (EFs) by fostering creativity? We identify vital benefits from further research exploring the relationship between games, brain plasticity, and creativity. The ongoing progress in neuroscience research in these three disciplines offers many possibilities and prospects for impactful therapy. Therefore, we emphasize the significance of investigating the untapped potentials of using games in creative therapy-our perspective on the often-overlooked neuroscientific aspect of creativity concerning health and wellbeing. One of these potentials is examining games as a therapeutic tool, focusing on their capacity to inspire and engage the imagination and other mental operators shared with creativity. Using a game as a therapeutic approach may boost brain plasticity, which may help them reduce their cognitive impairments by improving their EFs. This review offers a comprehensive outline of the latest advancements in the literature on games that tie to creativity through enhancing brain plasticity and EFs. Communicating this knowledge can furnish countless possibilities to improve our overall health and wellbeing and foster a positive perspective in individuals affected by anxiety.
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Affiliation(s)
- Christiane Ganter-Argast
- Department of Psychosomatic Medicine and Psychotherapy, University Hospital and Faculty of Medicine, University of Tübingen, Tübingen, Germany
- University of Applied Sciences, Nürtingen-Geislingen, Nürtingen, Germany
| | - Marc Schipper
- University of Applied Sciences and Arts, Ottersberg, Germany
- Institute for Psychology, Arts, and Society, Bremen, Germany
| | - Manouchehr Shamsrizi
- IFA – Institut für Auslandsbeziehungen, Stuttgart, Germany
- Excellence Cluster Matters of Activity / Gamelab.Berlin, Humboldt-Universität zu Berlin, Berlin, Germany
| | - Christian Stein
- Excellence Cluster Matters of Activity / Gamelab.Berlin, Humboldt-Universität zu Berlin, Berlin, Germany
| | - Radwa Khalil
- School of Business, Social, and Decision Sciences, Constructor University, Bremen, Germany
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Nuic D, van de Weijer S, Cherif S, Skrzatek A, Zeeboer E, Olivier C, Corvol J, Foulon P, Pastor JZ, Mercier G, Lau B, Bloem BR, De Vries NM, Welter M. Home-based exergaming to treat gait and balance disorders in patients with Parkinson's disease: A phase II randomized controlled trial. Eur J Neurol 2024; 31:e16055. [PMID: 37691341 PMCID: PMC11236010 DOI: 10.1111/ene.16055] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/25/2023] [Revised: 07/26/2023] [Accepted: 08/21/2023] [Indexed: 09/12/2023]
Abstract
BACKGROUND Exergaming has been proposed to improve gait and balance disorders in Parkinson's disease (PD) patients. We aimed to assess the efficacy of a home-based, tailored, exergaming training system designed for PD patients with dopa-resistant gait and/or balance disorders in a controlled randomized trial. METHODS We recruited PD patients with dopa-resistant gait and/or balance disorders. Patients were randomly assigned (1:1 ratio) to receive 18 training sessions at home by playing a tailored exergame with full-body movements using a motion capture system (Active group), or by playing the same game with the computer's keyboard (Control group). The primary endpoint was the between-group difference in the Stand-Walk-Sit Test (SWST) duration change after training. Secondary outcomes included parkinsonian clinical scales, gait recordings, and safety. RESULTS Fifty PD patients were enrolled and randomized. After training, no significant difference in SWST change was found between groups (mean change SWST duration [SD] -3.71 [18.06] s after Active versus -0.71 [3.41] s after Control training, p = 0.61). Some 32% of patients in the Active and 8% in the Control group were considered responders to the training program (e.g., SWST duration change ≥2 s, p = 0.03). The clinical severity of gait and balance disorders also significantly decreased after Active training, with a between-group difference in favor of the Active training (p = 0.0082). Home-based training induced no serious adverse events. CONCLUSIONS Home-based training using a tailored exergame can be performed safely by PD patients and could improve gait and balance disorders. Future research is needed to investigate the potential of exergaming.
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Affiliation(s)
- Dijana Nuic
- Paris Brain InstituteCNRS UMR 7225INSERM 1127Sorbonne UniversityParisFrance
- LabCom Brain e‐NovationParis Brain InstituteParisFrance
| | - Sjors van de Weijer
- Donders Institute for Brain, Cognition, and Behavior and Department of NeurologyCenter of Expertise for Parkinson and MovementRadboud University Medical CenterNijmegenThe Netherlands
- Department of NeurologyMaastricht University Medical CenterMaastrichtThe Netherlands
| | - Saoussen Cherif
- Paris Brain InstituteCNRS UMR 7225INSERM 1127Sorbonne UniversityParisFrance
- LabCom Brain e‐NovationParis Brain InstituteParisFrance
| | - Anna Skrzatek
- Paris Brain InstituteCNRS UMR 7225INSERM 1127Sorbonne UniversityParisFrance
| | - Eline Zeeboer
- Donders Institute for Brain, Cognition, and Behavior and Department of NeurologyCenter of Expertise for Parkinson and MovementRadboud University Medical CenterNijmegenThe Netherlands
| | - Claire Olivier
- Paris Brain InstituteCNRS UMR 7225INSERM 1127Sorbonne UniversityParisFrance
- PANAM core facilityINSERM 1127Paris Brain InstituteParisFrance
| | - Jean‐Christophe Corvol
- Paris Brain InstituteCNRS UMR 7225INSERM 1127Sorbonne UniversityParisFrance
- Clinical Investigation CenterAssistance Publique Hôpitaux de ParisParisFrance
| | - Pierre Foulon
- LabCom Brain e‐NovationParis Brain InstituteParisFrance
- GENIOUS HealthcareMontpellierFrance
| | | | - Gregoire Mercier
- Biostatistics DepartmentCHU de MontpellierMontpellierFrance
- IDESP UA11Université de MontpellierINSERMMontpellierFrance
| | - Brian Lau
- Paris Brain InstituteCNRS UMR 7225INSERM 1127Sorbonne UniversityParisFrance
| | - Bastiaan R. Bloem
- Donders Institute for Brain, Cognition, and Behavior and Department of NeurologyCenter of Expertise for Parkinson and MovementRadboud University Medical CenterNijmegenThe Netherlands
| | - Nienke M. De Vries
- Donders Institute for Brain, Cognition, and Behavior and Department of NeurologyCenter of Expertise for Parkinson and MovementRadboud University Medical CenterNijmegenThe Netherlands
| | - Marie‐Laure Welter
- Paris Brain InstituteCNRS UMR 7225INSERM 1127Sorbonne UniversityParisFrance
- LabCom Brain e‐NovationParis Brain InstituteParisFrance
- PANAM core facilityINSERM 1127Paris Brain InstituteParisFrance
- CHU RouenNeurophysiology DepartmentRouen UniversityRouenFrance
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11
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Hanakawa T, Hotta F, Nakamura T, Shindo K, Ushiba N, Hirosawa M, Yamazaki Y, Moriyama Y, Takagi S, Mizuno K, Liu M. Macrostructural Cerebellar Neuroplasticity Correlates With Motor Recovery After Stroke. Neurorehabil Neural Repair 2023; 37:775-785. [PMID: 37882368 DOI: 10.1177/15459683231207356] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2023]
Abstract
BACKGROUND Motor recovery varies across post-stroke individuals, some of whom require a better rehabilitation strategy. We hypothesized that macrostructural neuroplasticity of the motor control network including the cerebellum might underlie individual differences in motor recovery. Objectives. To gain insight into the macrostructural neuroplasticity after stroke, we examined 52 post-stroke individuals using both the Fugl-Meyer assessment and structural magnetic resonance imaging. METHODS We performed voxel-based lesion symptom mapping and cross-sectional voxel-based morphometry to correlate the motor scores with the lesion location and the gray matter volume (GMV), respectively. Longitudinal data were available at ~8 and/or 15 weeks after admission from 43 individuals with supratentorial lesions. We performed a longitudinal VBM analysis followed by a multiple regression analysis to correlate between the changes of the motor assessment scores and those of GMV overtime. RESULTS We found a cross-sectional correlation of residual motor functioning with GMV in the ipsilesional cerebellum and contralesional parietal cortex. Longitudinally, we found increases in GMV in the ipsilesional supplementary motor area, and the ipsilesional superior and inferior cerebellar zones, along with a GMV decrease in the ipsilesional thalamus. The motor recovery was correlated with the GMV changes in the superior and inferior cerebellar zones. The regaining of upper-limb motor functioning was correlated with the GMV changes of both superior and inferior cerebellum while that of lower-limb motor functioning with the GMV increase of the inferior cerebellum only. CONCLUSIONS The present findings support the hypothesis that macrostructural cerebellar neuroplasticity is correlated with individual differences in motor recovery after stroke.
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Affiliation(s)
- Takashi Hanakawa
- Department of Integrated Neuroanatomy and Neuroimaging, Kyoto University Graduate School of Medicine, Kyoto, Japan
- Department of Advanced Neuroimaging, Integrative Brain Imaging Center, National Center of Neurology and Psychiatry, Kodaira, Japan
- Tokyo Metropolitan Rehabilitation Hospital, Tokyo, Japan
| | - Fujiko Hotta
- Tokyo Metropolitan Rehabilitation Hospital, Tokyo, Japan
| | - Tatsuhiro Nakamura
- Department of Integrated Neuroanatomy and Neuroimaging, Kyoto University Graduate School of Medicine, Kyoto, Japan
- Department of Advanced Neuroimaging, Integrative Brain Imaging Center, National Center of Neurology and Psychiatry, Kodaira, Japan
| | - Keiichiro Shindo
- Tokyo Metropolitan Rehabilitation Hospital, Tokyo, Japan
- Department of Rehabilitation Medicine, Hikarigaoka Hospital, Takaoka, Japan
| | - Naoko Ushiba
- Tokyo Metropolitan Rehabilitation Hospital, Tokyo, Japan
- Department of Rehabilitation Medicine, Setagaya Memorial Hospital, Tokyo, Japan
| | | | | | | | - Syota Takagi
- Tokyo Metropolitan Rehabilitation Hospital, Tokyo, Japan
| | - Katsuhiro Mizuno
- Department of Rehabilitation Medicine, Keio University School of Medicine, Tokyo, Japan
- Department of Physical Rehabilitation, National Center Hospital, National Center of Neurology and Psychiatry Hospital, Kodaira, Japan
| | - Meigen Liu
- Department of Rehabilitation Medicine, Keio University School of Medicine, Tokyo, Japan
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12
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Wang B, Jiang J, Guo W. Effects of a single bout of mobile action video game play on attentional networks. PeerJ 2023; 11:e16409. [PMID: 37965289 PMCID: PMC10642364 DOI: 10.7717/peerj.16409] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2023] [Accepted: 10/15/2023] [Indexed: 11/16/2023] Open
Abstract
Background Video game play has been linked to a range of cognitive advantages, and investigations in this domain have predominantly utilized cross-sectional designs or long-term training paradigms. Nevertheless, the specific effects of engaging in a single bout of video game play remain poorly understood. Consequently, the objective of this study is to examine the influence of a single session of mobile action video game (MAVG) play on attentional networks among college students. Methods Seventy-two nonvideo game players were assigned randomly into an MAVG and a control game group. Participants in the MAVG group engaged in a 60-minute session of an action video game played on mobile phones, while the control group played a mobile card game for the same duration. All participants completed the attentional network test (ANT), which assesses alerting, orienting, and executive control network efficiencies, before and after the intervention. Results The MAVG group had significantly improved alerting network efficiency following the intervention, compared to before (p < 0.05); the control game group did not. Neither executive control network efficiency nor orienting network efficiency were found to be improved by the intervention. Conclusion The present data demonstrated that a single bout of MAVG play can improve alerting network efficiency selectively in young-adult college students. MAVGs may be useful for promoting attentional function with the advantages of being accessible virtually any time and anywhere.
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Affiliation(s)
- Biye Wang
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
- Institute of Sports, Exercise and Brain, Yangzhou University, Yangzhou, Jiangsu, China
| | - Jiahui Jiang
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
| | - Wei Guo
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
- Institute of Sports, Exercise and Brain, Yangzhou University, Yangzhou, Jiangsu, China
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13
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Ngetich R, Burleigh TL, Czakó A, Vékony T, Németh D, Demetrovics Z. Working memory performance in disordered gambling and gaming: A systematic review. Compr Psychiatry 2023; 126:152408. [PMID: 37573802 DOI: 10.1016/j.comppsych.2023.152408] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/21/2023] [Revised: 06/21/2023] [Accepted: 07/21/2023] [Indexed: 08/15/2023] Open
Abstract
BACKGROUND Converging evidence supports that gaming and gambling disorders are associated with executive dysfunction. The involvement of different components of executive functions (EF) in these forms of behavioural addiction is unclear. AIM In a systematic review, we aim to uncover the association between working memory (WM), a crucial component of EF, and disordered gaming and gambling. Note that, in the context of this review, gaming has been used synonymously with video gaming. METHODS Adhering to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA), we systematically searched for studies published from 2012 onwards. RESULTS The search yielded 6081 records after removing duplicates, from which 17 peer-reviewed journal articles were eligible for inclusion. The association between WM and problem or disordered gaming and gambling have been categorized separately to observe possible differences. Essentially, problem gaming or gambling, compared to disorder, presents lesser severity and clinical significance. The results demonstrate reduced auditory-verbal WM in individuals with gambling disorder. Decreased WM capacity was also associated with problem gambling, with a correlation between problem gambling severity and decreased WM capacity. Similarly, gaming disorder was associated with decreased WM. Specifically, gaming disorder patients had lower WM capacity than the healthy controls. CONCLUSION Working memory seems to be a significant predictor of gambling and gaming disorders. Therefore, holistic treatment approaches that incorporate cognitive techniques that could enhance working memory may significantly boost gambling and gaming disorders treatment success.
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Affiliation(s)
- Ronald Ngetich
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
| | - Tyrone L Burleigh
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
| | - Andrea Czakó
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar; Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Teodóra Vékony
- INSERM, Université Claude Bernard Lyon 1, CNRS, Centre de Recherche en Neurosciences de Lyon CRNL U1028 UMR5292, Bron, France
| | - Dezso Németh
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; INSERM, Université Claude Bernard Lyon 1, CNRS, Centre de Recherche en Neurosciences de Lyon CRNL U1028 UMR5292, Bron, France; Brain, Memory and Language Research Group, Institute of Cognitive Neuroscience and Psychology, Research Centre for Natural Sciences, Budapest, Hungary
| | - Zsolt Demetrovics
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar; Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
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14
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Bergmann M, Wollbrandt I, Gittel L, Halbe E, Mackert S, Philipsen A, Lux S. Effects of a video game intervention on symptoms, training motivation, and visuo-spatial memory in depression. Front Psychiatry 2023; 14:1173652. [PMID: 37692312 PMCID: PMC10484510 DOI: 10.3389/fpsyt.2023.1173652] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/24/2023] [Accepted: 08/07/2023] [Indexed: 09/12/2023] Open
Abstract
Background People with Major Depressive Disorder (MDD) often experience reduced affect, mood, and cognitive impairments such as memory problems. Although there are various treatments for MDD, many of them do not address the cognitive deficits associated with the disorder. Playing 3D video games has been found to improve cognitive functioning in healthy people, but it is not clear how they may affect depressed mood and motivation in people with MDD. The aim of this study was to investigate whether a six-week video game intervention leads to improvements in depressed mood, training motivation, and visuo-spatial (working) memory functions in patients with MDD. Methods A total of 46 clinically depressed individuals were randomly assigned to one of three groups: an experimental "3D video gaming" group (n = 14) which played a video game, an active control group (n = 16) which trained with a computer program "CogPack," and a treatment-as-usual group (n = 16) which received a standard clinical treatment including psychotherapy and/or pharmacotherapy. Participants performed a neuropsychological assessment, including self-report questionnaires asking for depressive symptoms, training motivation, and visuo-spatial (working) memory functions before and after the training intervention. Results Regarding depressive symptoms, a significant decrease in the proportion of participants who showed clinical levels of depressive symptoms as measured by the Beck Depression Inventory was only found in the 3D video gaming group. Additionally, mean motivational levels of performing the training were significantly higher in the 3D video gaming group when compared with the active control group. Moreover, whereas the 3D Video Gaming group only significantly improved on one visuo-spatial memory test, the active control group improved in all visuo-spatial memory functions. The 3D video gaming group did not perform significantly better than the CogPack group, and the TAU group. Conclusion Besides a standalone cognitive training, the current findings suggest that cognitive trainings using a video game have potential to increase subjective well-being, show higher levels of training motivation, and lead to improvements in visuo-spatial (working) memory functions in MDD. However, given the mixed and unblinded nature of this study, the results should be interpreted with caution. Further research with larger samples and follow-up measurements is needed.
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Affiliation(s)
- Moritz Bergmann
- Department of Psychiatry and Psychotherapy, University of Bonn, Bonn, Germany
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15
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Smith ET, Basak C. A game-factors approach to cognitive benefits from video-game training: A meta-analysis. PLoS One 2023; 18:e0285925. [PMID: 37531408 PMCID: PMC10395941 DOI: 10.1371/journal.pone.0285925] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2022] [Accepted: 05/04/2023] [Indexed: 08/04/2023] Open
Abstract
This current study is a meta-analysis conducted on 63 studies on video-game based cognitive interventions (118 investigations, N = 2,079), which demonstrated a moderate and significant training effect on overall gains in cognition, g = 0.25, p < .001. Significant evidence of transfer was found to overall cognition, as well as to attention/perception and higher-order cognition constructs. Examination of specific gameplay features however showed selective and differential transfer to these outcome measures, whereas the genre labels of "action", "strategy", "casual", and "non-casual" were not similarly predictive of outcomes. We therefore recommend that future video-game interventions targeting cognitive enhancements should consider gameplay feature classification approach over existing genre classification, which may provide more fruitful training-related benefits to cognition.
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Affiliation(s)
- Evan T. Smith
- Center for Vital Longevity, University of Texas at Dallas, Dallas, Texas, United States of America
- Department of Psychology, University of Texas at Dallas, Richardson, Texas, United States of America
| | - Chandramallika Basak
- Center for Vital Longevity, University of Texas at Dallas, Dallas, Texas, United States of America
- Department of Psychology, University of Texas at Dallas, Richardson, Texas, United States of America
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16
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De Nicolò M, Kanatschnig T, Hons M, Wood G, Kiili K, Moeller K, Greipl S, Ninaus M, Kober SE. Engaging learners with games-Insights from functional near-infrared spectroscopy. PLoS One 2023; 18:e0286450. [PMID: 37279251 PMCID: PMC10243642 DOI: 10.1371/journal.pone.0286450] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2023] [Accepted: 05/16/2023] [Indexed: 06/08/2023] Open
Abstract
The use of game elements in learning tasks is thought to facilitate emotional and behavioral responses as well as learner engagement. So far, however, little is known about the underlying neural mechanisms of game-based learning. In the current study, we added game elements to a number line estimation task assessing fraction understanding and compared brain activation patterns to a non-game-based task version. Forty-one participants performed both task versions in counterbalanced order while frontal brain activation patterns were assessed using near-infrared spectroscopy (within-subject, cross-sectional study design). Additionally, heart rate, subjective user experience, and task performance were recorded. Task performance, mood, flow experience, as well as heart rate did not differ between task versions. However, the game-based task-version was rated as more attractive, stimulating and novel compared to the non-game-based task version. Additionally, completing the game-based task version was associated with stronger activation in frontal brain areas generally involved in emotional and reward processing as well as attentional processes. These results provide new neurofunctional evidence substantiating that game elements in learning tasks seem to facilitate learning through emotional and cognitive engagement.
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Affiliation(s)
| | | | - Manuel Hons
- Institute of Psychology, University of Graz, Graz, Austria
| | - Guilherme Wood
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
| | - Kristian Kiili
- Faculty of Education and Culture, Tampere University, Tampere, Finland
| | - Korbinian Moeller
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
- LEAD Graduate School & Research Network, University of Tübingen, Tübingen, Germany
| | - Simon Greipl
- Department of Media and Communication, Ludwig Maximilian University of Munich, Munich, Germany
| | - Manuel Ninaus
- Institute of Psychology, University of Graz, Graz, Austria
- LEAD Graduate School & Research Network, University of Tübingen, Tübingen, Germany
| | - Silvia Erika Kober
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
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17
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Quiles C, Verdoux H. Benefits of video games for people with schizophrenia: a literature review. Curr Opin Psychiatry 2023; 36:184-193. [PMID: 36939366 DOI: 10.1097/yco.0000000000000867] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 03/21/2023]
Abstract
PURPOSE OF REVIEW In spite of the overwhelming concerns about the deleterious impact of exposure to video games, a growing body of evidence suggests that it may be of potential interest for therapeutic purposes, particularly in schizophrenia. As literature is rapidly evolving, we carried out a systematic review of recent articles on this issue. RECENT FINDINGS We identified seven studies published from 2017 to 2022 exploring the benefits of commercial video games in people with schizophrenia and related disorders regarding symptoms, cognition and functional outcome. Six studies used an RCT design. Associations between gaming and better outcomes were found in three main areas: physical condition (walking speed, aerobic fitness), neurocognition (processing speed, memory and executive functions), and social functioning, self-efficacy in daily life activities and quality of life. SUMMARY Active use of video games is associated with better aerobic fitness and cognitive performances. Video gaming may contribute to better functional outcome and quality of life in patients suffering from cognitive impairments and difficulties in social functioning. Persons with schizophrenia may benefit from using commercial video games because of their potential therapeutic impact on functioning and cognition.
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Affiliation(s)
- Clélia Quiles
- Charles Perrens Hospital Center
- University Bordeaux, Inserm, Bordeaux Population Health Research Center, Team Pharmacoepidemiology, UMR 1219, Bordeaux, France
| | - Hélène Verdoux
- University Bordeaux, Inserm, Bordeaux Population Health Research Center, Team Pharmacoepidemiology, UMR 1219, Bordeaux, France
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18
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Vanbilsen N, Pergher V, Van Hulle MM. Effects of task-specific strategy on attentional control game training: preliminary data from healthy adults. CURRENT PSYCHOLOGY 2023. [DOI: 10.1007/s12144-023-04347-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/06/2023]
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19
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Cheng X, Yan Y, Hu T, Lv Y, Zeng Y. A review of the effect of the light environment of the VDT workspace on the "learning to learn" effect of video game training. Front Neurosci 2023; 17:1093602. [PMID: 36908803 PMCID: PMC9998512 DOI: 10.3389/fnins.2023.1093602] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/09/2022] [Accepted: 01/30/2023] [Indexed: 03/14/2023] Open
Abstract
In recent years, the role of video games in enhancing brain plasticity and learning ability has been verified, and this learning transfer is known as the "learning to learn" effect of video game training. At the same time, against the background of healthy lighting, the influence of non-visual effects of light environment on the human rhythmic system has been gradually confirmed. As a special operation form of Visual Display Terminal (VDT) operation, video game training has a high dependence on VDT equipment and the VDT screen, and the background usually has a huge difference in brightness. Compared with the light environment of ordinary operation space, the light environment of VDT operation space is more complex. This complex light environment's non-visual effects cause human emotions, alertness, fatigue, cognitive ability, and other changes, which may affect the efficiency of the "learning to learn" effect of video game training. This article focuses on the impact of the light environment in the VDT workspace on the "learning to learn" effect of video game training. It first traces the factors that trigger the "learning to learn" effect of video game training, that is, the improvement of people's attention, perception, and cognitive ability. Then, the influencing mechanism and the evaluation method of the VDT workspace space light environment on the human rhythm system are discussed based on the basic theory of photobiological effect. In addition, the VDT display lighting light time pattern, photophysical properties, regulation, and protection mechanism on the human rhythm system are studied to demonstrate the VDT workspace light environment's special characteristics. Finally, combined with the progress of artificial lighting technology and the research results of health lighting, given the "learning to learn" effect of video game training, some thoughts on the design of the light environment of the workplace and future research directions are presented.
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Affiliation(s)
- Xiang Cheng
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
| | - Yonghong Yan
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
| | - Tao Hu
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
| | - Yinghui Lv
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
| | - Yue Zeng
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
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20
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Steen I, Münchow M, Jensen S, Kjaer TW, Waehrens SS, Bredie WLP. Evaluation of a sensory and cognitive online training tool for odor recognition in professional coffee tasters. J SENS STUD 2023. [DOI: 10.1111/joss.12819] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/16/2023]
Affiliation(s)
- Ida Steen
- Section for Food Design and Consumer Behaviour, Department of Food Science University of Copenhagen Copenhagen Denmark
- CoffeeMind Academy, CoffeeMind Aps Copenhagen Denmark
| | - Morten Münchow
- Section for Food Design and Consumer Behaviour, Department of Food Science University of Copenhagen Copenhagen Denmark
- CoffeeMind Academy, CoffeeMind Aps Copenhagen Denmark
| | | | - Troels W. Kjaer
- Department of Clinical Medicine University of Copenhagen Copenhagen Denmark
| | - Sandra S. Waehrens
- Section for Food Design and Consumer Behaviour, Department of Food Science University of Copenhagen Copenhagen Denmark
| | - Wender L. P. Bredie
- Section for Food Design and Consumer Behaviour, Department of Food Science University of Copenhagen Copenhagen Denmark
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21
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Reggente N. VR for Cognition and Memory. Curr Top Behav Neurosci 2023; 65:189-232. [PMID: 37440126 DOI: 10.1007/7854_2023_425] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 07/14/2023]
Abstract
This chapter will provide a review of research into human cognition through the lens of VR-based paradigms for studying memory. Emphasis is placed on why VR increases the ecological validity of memory research and the implications of such enhancements.
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Affiliation(s)
- Nicco Reggente
- Institute for Advanced Consciousness Studies, Santa Monica, CA, USA.
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22
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Association between real-time strategy video game learning outcomes and pre-training brain white matter structure: preliminary study. Sci Rep 2022; 12:20741. [PMID: 36456870 PMCID: PMC9715544 DOI: 10.1038/s41598-022-25099-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2022] [Accepted: 11/24/2022] [Indexed: 12/03/2022] Open
Abstract
In recent years the association between video games, cognition, and the brain has been actively investigated. However, it is still unclear how individual predispositions, such as brain structure characteristics, play a role in the process of acquiring new skills, such as video games. The aim of this preliminary study was to investigate whether acquisition of cognitive-motor skills from the real-time strategy video game (StarCraft II) is associated with pre-training measures of brain white matter integrity. Results show that higher white matter integrity in regions (anterior limb of internal capsule, cingulum/hippocampus) and tracts (inferior longitudinal fasciculus) related with motoric functions, set shifting and visual decision making was associated with better Star Craft II performance. The presented findings inline with previous results and suggest that structural brain predispositions of individuals are related to the video game skill acquisition. Our study highlights the importance of neuroimaging studies that focus on white matter in predicting the outcomes of intervention studies and has implications for understanding the neural basis of the skill learning process.
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23
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Yoo HJ, Nashiro K, Min J, Cho C, Bachman SL, Nasseri P, Porat S, Dutt S, Grigoryan V, Choi P, Thayer JF, Lehrer PM, Chang C, Mather M. Heart rate variability (HRV) changes and cortical volume changes in a randomized trial of five weeks of daily HRV biofeedback in younger and older adults. Int J Psychophysiol 2022; 181:50-63. [PMID: 36030986 PMCID: PMC11195601 DOI: 10.1016/j.ijpsycho.2022.08.006] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/24/2022] [Revised: 07/02/2022] [Accepted: 08/19/2022] [Indexed: 11/15/2022]
Abstract
Previous studies indicate that the structure and function of medial prefrontal cortex (PFC) and lateral orbitofrontal cortex (OFC) are associated with heart rate variability (HRV). Typically, this association is assumed to reflect the PFC's role in controlling HRV and emotion regulation, with better prefrontal structural integrity supporting greater HRV and better emotion regulation. However, as a control system, the PFC must monitor and respond to heart rate oscillatory activity. Thus, engaging in regulatory feedback during heart rate oscillatory activity may over time help shape PFC structure, as relevant circuits and connections are modified. In the current study with younger and older adults, we tested whether 5 weeks of daily sessions of biofeedback to increase heart rate oscillations (Osc+ condition) vs. to decrease heart rate oscillations (Osc- condition) affected cortical volume in left OFC and right OFC, two regions particularly associated with HRV in prior studies. The left OFC showed significant differences in volume change across conditions, with Osc+ increasing volume relative to Osc-. The volume changes in left OFC were significantly correlated with changes in mood disturbance. In addition, resting low frequency HRV increased more in the Osc+ than in the Osc- condition. These findings indicate that daily biofeedback sessions regulating heart rate oscillatory activity can shape both resting HRV and the brain circuits that help control HRV and regulate emotion.
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Affiliation(s)
- Hyun Joo Yoo
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Kaoru Nashiro
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Jungwon Min
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Christine Cho
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Shelby L Bachman
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Padideh Nasseri
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Shai Porat
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Shubir Dutt
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Vardui Grigoryan
- University of California, Los Angeles, Los Angeles, CA 90095, United States of America
| | - Paul Choi
- University of Southern California, Los Angeles, CA 90089, United States of America
| | - Julian F Thayer
- University of California, Irvine, Irvine, CA 92697, United States of America
| | - Paul M Lehrer
- Rutgers University, Piscataway, NJ 08854, United States of America
| | - Catie Chang
- Vanderbilt University, TN 37235, United States of America
| | - Mara Mather
- University of Southern California, Los Angeles, CA 90089, United States of America.
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Yu J, Zhang X, Yang J, Wang Z, Zhao H, Yuan X, Fan Z, Liu H. A functional near-infrared spectroscopy study of the effects of video game-based bilateral upper limb training on brain cortical activation and functional connectivity. Exp Gerontol 2022; 169:111962. [PMID: 36162532 DOI: 10.1016/j.exger.2022.111962] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/24/2022] [Revised: 09/18/2022] [Accepted: 09/20/2022] [Indexed: 12/15/2022]
Abstract
Video game-based therapies are widely used in rehabilitation. Compared with conventional bilateral upper limb training (CBULT), the effects of video game-based bilateral upper limb training (VGBULT) on brain cortical activation and functional connectivity, still not fully clear. We have developed a VGBULT system, and measured the brain activity of 20 elderly subjects (10 male, mean age = 62.4 ± 5.8) while performing CBULT and VGBULT tasks by using functional near infrared spectroscopy (fNIRS). The results showed that the cerebral cortex of the two groups both showed significant activation (p < 0.05), compared with the baseline; In the VGBLUT group, the activation of motor cortex (MC) and prefrontal cortex (PFC) was stronger, and the functional connectivity between PFC and MC was also enhanced. This study showed that VGBULT is potentially more beneficial for the elderly neural activities and cognitive control, and provides a theoretical basis for future research and development of such rehabilitation products. Moreover, fNIRS is a reliable tool for tracking brain activation in the evaluation of retraining regimens.
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Affiliation(s)
- Jiulong Yu
- School of Mechanical Engineering, Shandong University, Jinan 250061, People's Republic of China
| | - Xin Zhang
- Institute of Medical Biology, Chinese Academy of Medical Science and Peking Union Medical College, Kunming 650118, People's Republic of China
| | - Jie Yang
- School of Mechanical Engineering, Shandong University, Jinan 250061, People's Republic of China
| | - Zilin Wang
- School of Mechanical Engineering, Shandong University, Jinan 250061, People's Republic of China
| | - HuaChao Zhao
- School of Mechanical Engineering, Shandong University, Jinan 250061, People's Republic of China
| | - Xin Yuan
- School of Mechanical Engineering, Shandong University, Jinan 250061, People's Republic of China
| | - Zhijun Fan
- School of Mechanical Engineering, Shandong University, Jinan 250061, People's Republic of China
| | - Heshan Liu
- School of Mechanical Engineering, Shandong University, Jinan 250061, People's Republic of China.
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Kovbasiuk A, Lewandowska P, Brzezicka A, Kowalczyk-Grębska N. Neuroanatomical predictors of complex skill acquisition during video game training. Front Neurosci 2022; 16:834954. [PMID: 35937888 PMCID: PMC9354597 DOI: 10.3389/fnins.2022.834954] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2021] [Accepted: 06/27/2022] [Indexed: 11/17/2022] Open
Abstract
It is known that the outcomes of complex video game (VG) skill acquisition are correlated with individual differences in demographic and behavioral variables, such as age, intelligence and visual attention. However, empirical studies of the relationship between neuroanatomical features and success in VG training have been few and far between. The present review summarizes existing literature on gray matter (GM) and white matter correlates of complex VG skill acquisition as well as explores its relationship with neuroplasticity. In particular, since age can be an important factor in the acquisition of new cognitive skills, we present studies that compare different age groups (young and old adults). Our review reveals that GM in subcortical brain areas predicts complex VG learning outcomes in young subjects, whereas in older subjects the same is true of cortical frontal areas. This may be linked to age-related compensatory mechanisms in the frontal areas, as proposed by The Scaffolding Theory of Aging and Cognition. In the case of plasticity, there is no such relationship - in the group of younger and older adults there are changes after training in both cortical and subcortical areas. We also summarize best practices in research on predictors of VG training performance and outline promising areas of research in the study of complex video game skill acquisition.
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Affiliation(s)
- Anna Kovbasiuk
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
- Department of Management in Networked and Digital Societies, Kozminski University, Warsaw, Poland
| | - Paulina Lewandowska
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
- Institute of Psychology, Jagiellonian University, Kraków, Poland
| | - Aneta Brzezicka
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Natalia Kowalczyk-Grębska
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
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EEG based stress analysis using rhythm specific spectral feature for video game play. Comput Biol Med 2022; 148:105849. [PMID: 35870317 DOI: 10.1016/j.compbiomed.2022.105849] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/26/2021] [Revised: 05/10/2022] [Accepted: 05/12/2022] [Indexed: 11/20/2022]
Abstract
BACKGROUND AND OBJECTIVE For the emerging significance of mental stress, various research directives have been established over time to understand better the causes of stress and how to deal with it. In recent years, the rise of video gameplay has been unprecedented, further triggered by the lockdown imposed due to the COVID-19 pandemic. Several researchers and organizations have contributed to the practical analysis of the impacts of such extended periods of gameplay, which lacks coordinated studies to underline the outcomes and reflect those in future game designing and public awareness about video gameplay. Investigations have mainly focused on the "gameplay stress" based on physical syndromes. Some studies have analyzed the effects of video gameplay with Electroencephalogram (EEG), Magnetic resonance imaging (MRI), etc., without concentrating on the relaxation procedure after video gameplay. METHODS This paper presents an end-to-end stress analysis for video gaming stimuli using EEG. The power spectral density (PSD) of the Alpha and Beta bands is computed to calculate the Beta-to-Alpha ratio (BAR). The Alpha and Beta band power is computed, and the Beta-to-Alpha band power ratio (BAR) has been determined. In this article, BAR is used to denote mental stress. Subjects are chosen based on various factors such as gender, gameplay experience, age, and Body mass index (BMI). EEG is recorded using Scan SynAmps2 Express equipment. There are three types of video gameplay: strategic, puzzle, and combinational. Relaxation is accomplished in this study by using music of various pitches. Two types of regression analysis are done to mathematically model stress and relaxation curve. Brain topography is rendered to indicate the stressed and relaxed region of the brain. RESULTS In the relaxed state, the subjects have BAR 0.701, which is considered the baseline value. Non-gamer subjects have an average BAR of 2.403 for 1 h of strategic video gameplay, whereas gamers have 2.218 BAR concurrently. After 12 minutes of listening to low-pitch music, gamers achieved 0.709 BAR, which is nearly the baseline value. In comparison to Quartic regression, the 4PL symmetrical sigmoid function performs regression analysis with fewer parameters and computational power. CONCLUSION Non-gamers experience more stress than gamers, whereas strategic games stress the human brain more. During gameplay, the beta band in the frontal region is mostly activated. For relaxation, low pitch music is the most useful medium. Residual stress is evident in the frontal lobe when the subjects have listened to high pitch music. Quartic regression and 4PL symmetrical sigmoid function have been employed to find the model parameters of the relaxation curve. Among them, quartic regression performs better in terms of Akaike information criterion (AIC) and R2 measure.
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The Benefits of Video Games on Brain Cognitive Function: A Systematic Review of Functional Magnetic Resonance Imaging Studies. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12115561] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Benefits of video games on cognitive function have been proved by increasing evidence. However, reasons for game-induced changes in cognitive function are still elusive. Therefore, this study conducted a systematic review of brain function activation changes in association with video games. We retrieved publications from three electronic databases (PubMed, Web of Science, and PsycInfo), with publication dates before 8 February 2021. After screening the study with fMRI data, 13 studies were included in this work, including 9 cross-sectional studies and 4 types of research. In this review, we summarized the potential benefits of video games on cognitive function and discussed the effects of different types of video games on cognitive function. In particular, we highlighted the effect of video games on attention ability and visuospatial ability and addressed the functional brain activation changes in frontal and parietal lobes and other related brain regions induced by games. Finally, we pointed out that when discussing the effect of video games on brain function, types of video games should be carefully categorized.
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Hou HY, Li HJ. Effects of exergame and video game training on cognitive and physical function in older adults: A randomized controlled trial. APPLIED ERGONOMICS 2022; 101:103690. [PMID: 35066398 DOI: 10.1016/j.apergo.2022.103690] [Citation(s) in RCA: 18] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/02/2021] [Revised: 12/12/2021] [Accepted: 01/14/2022] [Indexed: 06/14/2023]
Abstract
Few studies have simultaneously explored the training effects of exergame and video game. The purpose of this study was to investigate the effects of exergame and video game training on cognitive and physical function in healthy older adults. Eighty-four healthy older adults were randomly assigned to exergame training group, video game training group, and control group. Cognitive and physical function was measured before and after the training. Both training groups improved in verbal memory and aerobic endurance, but the training effects were greater in the exergame training group. The exergame training group also showed significant improvement in lower limb strength and balance. The current study provides evidence that exergame training, incorporating both cognitive engagement and physical activity, exerts greater benefits than cognitively engaging video game training alone. The findings shed lights into the future use of exergame in preventing cognitive and physical function decline in older adults.
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Affiliation(s)
- Hai-Yan Hou
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, 100101, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China
| | - Hui-Jie Li
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, 100101, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China.
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Alho K, Moisala M, Salmela-Aro K. Effects of Media Multitasking and Video Gaming on Cognitive Functions and Their Neural Bases in Adolescents and Young Adults. EUROPEAN PSYCHOLOGIST 2022. [DOI: 10.1027/1016-9040/a000477] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/02/2023]
Abstract
Abstract. The increasing use of digital technology among adolescents and young adults has led to concerns about possible detrimental effects on cognitive and brain functions. Indeed, as reviewed here, according to behavioral and brain-imaging studies, excessive media multitasking (i.e., using different digital media in parallel) may lead to enhanced distractibility and problems in maintaining attention. However, frequent video gaming may be beneficial for the development of working memory, task switching, and attention skills. All these cognitive skills depend on executive cognitive functions. Still scant but gradually cumulating brain-imaging results suggest that the negative effects of frequent media multitasking and the positive effects of frequent video gaming on cognitive skills in adolescents and young adults are mediated by effects on the frontal lobes, implicated in executive cognitive functions and still developing even through early adulthood.
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Affiliation(s)
- Kimmo Alho
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Finland
- Advanced Magnetic Imaging Centre, Aalto NeuroImaging, Aalto University, Finland
| | - Mona Moisala
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Finland
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Merriman NA, Roudaia E, Ondřej J, Romagnoli M, Orvieto I, O’Sullivan C, Newell FN. “CityQuest,” A Custom-Designed Serious Game, Enhances Spatial Memory Performance in Older Adults. Front Aging Neurosci 2022; 14:806418. [PMID: 35356302 PMCID: PMC8959141 DOI: 10.3389/fnagi.2022.806418] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2021] [Accepted: 02/11/2022] [Indexed: 11/29/2022] Open
Abstract
Spatial cognition is known to decline with aging. However, little is known about whether training can reduce or eliminate age-related deficits in spatial memory. We investigated whether a custom-designed video game involving spatial navigation, obstacle avoidance, and balance control would improve spatial memory in older adults. Specifically, 56 healthy adults aged 65 to 84 years received 10 sessions of multicomponent video game training, based on a virtual cityscape, over 5 weeks. Participants were allocated to one of three training conditions: the main intervention, the “CityQuest” group (n = 19), and two control groups, spatial navigation without obstacle avoidance (“Spatial Navigation-only” group, n = 21) and obstacle avoidance without spatial navigation (“Obstacles-only” group, n = 15). Performance on object recognition, egocentric and allocentric spatial memory (incorporating direction judgment tasks and landmark location tasks, respectively), navigation strategy preference, and executive functioning was assessed in pre- and post-intervention sessions. The results showed an overall benefit on performance in a number of spatial memory measures and executive function for participants who received spatial navigation training, particularly the CityQuest group, who also showed significant improvement on the landmark location task. However, there was no evidence of a shift from egocentric to allocentric strategy preference. We conclude that spatial memory in healthy older participants is amenable to improvement with training over a short term. Moreover, technology based on age-appropriate, multicomponent video games may play a key role in cognitive training in older adults.
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Affiliation(s)
- Niamh A. Merriman
- School of Psychology, Institute of Neuroscience, Trinity College Dublin, Dublin, Ireland
| | - Eugenie Roudaia
- School of Psychology, Institute of Neuroscience, Trinity College Dublin, Dublin, Ireland
| | - Jan Ondřej
- School of Computer Science and Statistics, Trinity College Dublin, Dublin, Ireland
| | | | | | - Carol O’Sullivan
- School of Computer Science and Statistics, Trinity College Dublin, Dublin, Ireland
| | - Fiona N. Newell
- School of Psychology, Institute of Neuroscience, Trinity College Dublin, Dublin, Ireland
- *Correspondence: Fiona N. Newell,
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Argiles M, Quevedo-Junyent L, Erickson G. Topical Review: Optometric Considerations in Sports vs. E-Sports. Percept Mot Skills 2022; 129:731-746. [PMID: 35084253 DOI: 10.1177/00315125211073401] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Electronic sports (e-sports) have recently emerged to become a rapidly growing form of videogame competition, requiring gamers to spend many hours in front of a visual display. The nature of this new modality raises important considerations for ocular health, and visual and perceptual functioning, compared to traditional sports. In general, sports performance has been associated with open spaces, gross motor movement, and balance, while electronic sports require visual and attentional stamina at near distances with fine motor control. From an optometric viewpoint, visual perception is specific to both the sports modality and the environment where sports take place. In this topical review, we consider e-sport optometric factors such as screen time and digital eyestrain, visual skill demands, and perceptual cognitive skills such as visual attention. We compare training considerations for traditional sports and training in gaming platforms, with recommendations for future research in this growing modality. The goal of this review is to raise awareness of the various elements to consider when providing vision care to e-sport participants.
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Affiliation(s)
- Marc Argiles
- Optics and Optometry16767Universitat Politecnica de Catalunya
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Lindenberg K, Holtmann M. [Inclusion of gaming disorder as a behavioral addiction in ICD-11]. ZEITSCHRIFT FUR KINDER-UND JUGENDPSYCHIATRIE UND PSYCHOTHERAPIE 2022; 50:1-7. [PMID: 34974738 DOI: 10.1024/1422-4917/a000837] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Inclusion of gaming disorder as a behavioral addiction in ICD-11 Abstract. With the inclusion of the new category "disorders due to addictive behaviors" in ICD-11, it has been officially recognized by the WHO that highly rewarding behaviors, analogous to psychotropic substances, can become addictive. In addition to gambling disorder, which was already listed in ICD-10, computer gaming disorder was added as a new diagnosis in this category. The phenotype is characterized by loss of control, priority of gaming over other activities, continuation of gaming despite negative consequences, and the condition of significant impairment caused by the symptomatology. Disorder-typical pathomechanisms include consumption-dependent factors, developmental factors, changes in reward sensitivity and processing, and biased reward expectations (cognitions). Psychotherapeutic care for children, adolescents, and young adults with this disorder, who now comprise a substantial proportion of outpatient care, is challenging. In addition to the development of valid diagnostic tools and effective intervention methods, there is a great need for further training in child and adolescent psychiatry and psychotherapy on this new disorder.
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Affiliation(s)
- Katajun Lindenberg
- Institut für Psychologie, Goethe-Universität Frankfurt, Frankfurt am Main
| | - Martin Holtmann
- LWL-Universitätsklinik Hamm der Ruhr-Universität Bochum, Hamm
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33
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Stäb J, Ilg UJ. Video-game play and non-symbolic numerical comparison. Addict Biol 2021; 26:e13065. [PMID: 34036691 DOI: 10.1111/adb.13065] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2020] [Revised: 05/07/2021] [Accepted: 05/12/2021] [Indexed: 11/26/2022]
Abstract
Visual display was used by Stäb and Ilg to examine the abilities of video-game players and non-players to determine simple mathematical abilities.
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Affiliation(s)
- Joana Stäb
- Zentrum für Neurologie Hertie‐Institut für klinische Hirnforschung, Abteilung Kognitive Neurologie Tübingen Germany
| | - Uwe J. Ilg
- Zentrum für Neurologie Hertie‐Institut für klinische Hirnforschung, Abteilung Kognitive Neurologie Tübingen Germany
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Sandry J, Dobryakova E. Global hippocampal and selective thalamic nuclei atrophy differentiate chronic TBI from Non-TBI. Cortex 2021; 145:37-56. [PMID: 34689031 DOI: 10.1016/j.cortex.2021.08.011] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2020] [Revised: 05/04/2021] [Accepted: 08/12/2021] [Indexed: 12/27/2022]
Abstract
Traumatic brain injury (TBI) may increase susceptibility to neurodegenerative diseases later in life. One neurobiological parallel between chronic TBI and neurodegeneration may be accelerated aging and the nature of atrophy across subcortical gray matter structures. The main aim of the present investigation is to evaluate and rank the degree that subcortical gray matter atrophy differentiates chronic moderate-severe TBI from non-TBI participants by evaluating morphometric differences between groups. Forty individuals with moderate-severe chronic TBI (9.23 yrs from injury) and 33 healthy controls (HC) underwent high resolution 3D T1-weighted structural magnetic resonance imaging. Whole brain volume was classified into white matter, cortical and subcortical gray matter structures with hippocampi and thalami further segmented into subfields and nuclei, respectively. Extensive atrophy was observed across nearly all brain regions for chronic TBI participants. A series of multivariate logistic regression models identified subcortical gray matter structures of the hippocampus and thalamus as the most sensitive to differentiating chronic TBI from non-TBI participants (McFadden R2 = .36, p < .001). Further analyses revealed the pattern of hippocampal atrophy to be global, occurring across nearly all subfields. The pattern of thalamic atrophy appeared to be much more selective and non-uniform, with largest between-group differences evident for nuclei bordering the ventricles. Subcortical gray matter was negatively correlated with time since injury (r = -.31, p = .054), while white matter and cortical gray matter were not. Cognitive ability was lower in the chronic TBI group (Cohen's d = .97, p = .003) and correlated with subcortical structures including the pallidum (r2 = .23, p = .038), thalamus (r2 = .36, p = .007) and ventral diencephalon (r2 = .23, p = .036). These data may support an accelerated aging hypothesis in chronic moderate-severe TBI that coincides with a similar neuropathological profile found in neurodegenerative diseases.
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Affiliation(s)
- Joshua Sandry
- Psychology Department, Montclair State University, Montclair, NJ, USA.
| | - Ekaterina Dobryakova
- Center for Traumatic Brain Injury Research, Kessler Foundation, East Hanover, NJ, USA; Department of Physical Medicine and Rehabilitation, Rutgers-New Jersey Medical School Newark, NJ, USA
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35
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Stahn AC, Kühn S. Brains in space: the importance of understanding the impact of long-duration spaceflight on spatial cognition and its neural circuitry. Cogn Process 2021; 22:105-114. [PMID: 34409546 PMCID: PMC8423699 DOI: 10.1007/s10339-021-01050-5] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/16/2021] [Accepted: 07/21/2021] [Indexed: 01/02/2023]
Abstract
Fifty years after the first humans stepped on the Moon, space faring nations have entered a new era of space exploration. NASA’s reference mission to Mars is expected to comprise 1100 days. Deep space exploratory class missions could even span decades. They will be the most challenging and dangerous expeditions in the history of human spaceflight and will expose crew members to unprecedented health and performance risks. The development of adverse cognitive or behavioral conditions and psychiatric disorders during those missions is considered a critical and unmitigated risk factor. Here, we argue that spatial cognition, i.e., the ability to encode representations about self-to-object relations and integrate this information into a spatial map of the environment, and their neural bases will be highly vulnerable during those expeditions. Empirical evidence from animal studies shows that social isolation, immobilization, and altered gravity can have profound effects on brain plasticity associated with spatial navigation. We provide examples from historic spaceflight missions, spaceflight analogs, and extreme environments suggesting that spatial cognition and its neural circuitry could be impaired during long-duration spaceflight, and identify recommendations and future steps to mitigate these risks.
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Affiliation(s)
- Alexander C Stahn
- Department of Psychiatry, Unit of Experimental Psychiatry, Perelman School of Medicine, University of Pennsylvania, 4233 Guardian Dr, 1016 Blockley Hall, Philadelphia, PA, 19104, USA.
- Charité - Universitätsmedizin Berlin, corporate member of Freie Universität Berlin and Humboldt-Universität zu Berlin, Institute of Physiology, Charitéplatz 1, 10117, Berlin, Germany.
| | - Simone Kühn
- Lise Meitner Group for Environmental Neuroscience, Max Planck Institute for Human Development, 14195, Berlin, Germany
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf, 20246, Hamburg, Germany
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Mather M. Noradrenaline in the aging brain: Promoting cognitive reserve or accelerating Alzheimer's disease? Semin Cell Dev Biol 2021; 116:108-124. [PMID: 34099360 PMCID: PMC8292227 DOI: 10.1016/j.semcdb.2021.05.013] [Citation(s) in RCA: 23] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/08/2021] [Revised: 05/04/2021] [Accepted: 05/05/2021] [Indexed: 12/19/2022]
Abstract
Many believe that engaging in novel and mentally challenging activities promotes brain health and prevents Alzheimer's disease in later life. However, mental stimulation may also have risks as well as benefits. As neurons release neurotransmitters, they often also release amyloid peptides and tau proteins into the extracellular space. These by-products of neural activity can aggregate into the tau tangle and amyloid plaque signatures of Alzheimer's disease. Over time, more active brain regions accumulate more pathology. Thus, increasing brain activity can have a cost. But the neuromodulator noradrenaline, released during novel and mentally stimulating events, may have some protective effects-as well as some negative effects. Via its inhibitory and excitatory effects on neurons and microglia, noradrenaline sometimes prevents and sometimes accelerates the production and accumulation of amyloid-β and tau in various brain regions. Both α2A- and β-adrenergic receptors influence amyloid-β production and tau hyperphosphorylation. Adrenergic activity also influences clearance of amyloid-β and tau. Furthermore, some findings suggest that Alzheimer's disease increases noradrenergic activity, at least in its early phases. Because older brains clear the by-products of synaptic activity less effectively, increased synaptic activity in the older brain risks accelerating the accumulation of Alzheimer's pathology more than it does in the younger brain.
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Affiliation(s)
- Mara Mather
- Leonard Davis School of Gerontology, Department of Psychology, & Department of Biomedical Engineering, University of Southern California, 3715 McClintock Ave, Los Angeles, CA 90089, United States.
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Carpita B, Muti D, Nardi B, Benedetti F, Cappelli A, Cremone IM, Carmassi C, Dell’Osso L. Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review. Life (Basel) 2021; 11:775. [PMID: 34440519 PMCID: PMC8401252 DOI: 10.3390/life11080775] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/22/2021] [Revised: 07/24/2021] [Accepted: 07/28/2021] [Indexed: 12/14/2022] Open
Abstract
In the last few decades, video game playing progressively became a widespread activity for many people, in childhood as well in adulthood. An increasing amount of literature has focused on pathological and non-pathological correlates of video game playing, with specific attention towards Internet Gaming Disorder (IGD). While many neurobiological studies in this field were based on neuroimaging, highlighting structural and functional brain changes among video game users, only a limited number of studies investigated the presence of biochemical correlates of video gaming. The present work aims to summarize and review the available literature about biochemical changes linked to video game use in IGD patients as well as non-pathological users, and the differences in between. Results may shed light on risks and benefits of video games, providing directions for further research on IGD treatment and, on other hand, on the potential role of video games in therapeutic or preventive protocols for specific conditions.
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Affiliation(s)
- Barbara Carpita
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy; (B.N.); (F.B.); (A.C.); (I.M.C.); (C.C.); (L.D.)
| | - Dario Muti
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy; (B.N.); (F.B.); (A.C.); (I.M.C.); (C.C.); (L.D.)
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Abstract
Action videogames have been shown to induce modifications in perceptual and cognitive systems, as well as in brain structure and function. Nevertheless, whether such changes are correlated with brain functional connectivity modifications outlasting the training period is not known. Functional magnetic resonance imaging (fMRI) was used in order to quantify acute and long-lasting connectivity changes following a sustained gaming experience on a first-person shooter (FPS) game. Thirty-five healthy participants were assigned to either a gaming or a control group prior to the acquisition of resting state fMRI data and a comprehensive cognitive assessment at baseline (T0), post-gaming (T1) and at a 3 months' follow-up (T2). Seed-based resting-state functional connectivity (rs-FC) analysis revealed a significant greater connectivity between left thalamus and left parahippocampal gyrus in the gamer group, both at T1 and at T2. Furthermore, a positive increase in the rs-FC between the cerebellum, Heschl's gyrus and the middle frontal gyrus paralleled improvements of in-gaming performance. In addition, baseline rs-FC of left supramarginal gyrus, left middle frontal gyrus and right cerebellum were associated with individual changes in videogame performance. Finally, enhancement of perceptual and attentional measures was observed at both T1 and T2, which correlated with a pattern of rs-FC changes in bilateral occipito-temporal regions belonging to the visual and attention fMRI networks. The present findings increase knowledge on functional connectivity changes induced by action videogames, pointing to a greater and long-lasting synchronization between brain regions associated with spatial orientation, visual discrimination and motor learning even after a relatively short multi-day gaming exposure.
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Suárez-Pellicioni M, Soylu F, Booth JR. Gray matter volume in left intraparietal sulcus predicts longitudinal gains in subtraction skill in elementary school. Neuroimage 2021; 235:118021. [PMID: 33836266 PMCID: PMC8268264 DOI: 10.1016/j.neuroimage.2021.118021] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2020] [Revised: 03/01/2021] [Accepted: 03/27/2021] [Indexed: 12/21/2022] Open
Abstract
Although behavioral studies show large improvements in arithmetic skills in elementary school, we do not know how brain structure supports math gains in typically developing children. While some correlational studies have investigated the concurrent association between math performance and brain structure, such as gray matter volume (GMV), longitudinal studies are needed to infer if there is a causal relation. Although discrepancies in the literature on the relation between GMV and math performance have been attributed to the different demands on quantity vs. retrieval mechanisms, no study has experimentally tested this assumption. We defined regions of interests (ROIs) associated with quantity representations in the bilateral intraparietal sulcus (IPS) and associated with the storage of arithmetic facts in long-term memory in the left middle and superior temporal gyri (MTG/STG), and studied associations between GMV in these ROIs and children's performance on operations having greater demands on quantity vs. retrieval mechanisms, namely subtraction vs. multiplication. The aims of this study were threefold: First, to study concurrent associations between GMV and math performance, second, to investigate the role of GMV at the first time-point (T1) in predicting longitudinal gains in math skill to the second time-point (T2), and third, to study whether changes in GMV over time were associated with gains in math skill. Results showed no concurrent association between GMV in IPS and math performance, but a concurrent association between GMV in left MTG/STG and multiplication skill at T1. This association showed that the higher the GMV in this ROI, the higher the children's multiplication skill. Results also revealed that GMV in left IPS and left MTG/STG predicted longitudinal gains in subtraction skill only for younger children (approximately 10 years old). Whereas higher levels of GMV in left IPS at T1 predicted larger subtraction gains, higher levels of GMV in left MTG/STG predicted smaller gains. GMV in left MTG/STG did not predict longitudinal gains in multiplication skill. No significant association was found between changes in GMV over time and longitudinal gains in math. Our findings support the early importance of brain structure in the IPS for mathematical skills that rely on quantity mechanisms.
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Affiliation(s)
- Macarena Suárez-Pellicioni
- Department of Educational Studies in Psychology, Research Methodology, and Counseling, University of Alabama, 270 Kilgore Ln, Tuscaloosa, AL 35401, USA.
| | - Firat Soylu
- Department of Educational Studies in Psychology, Research Methodology, and Counseling, University of Alabama, 270 Kilgore Ln, Tuscaloosa, AL 35401, USA
| | - James R Booth
- Department of Psychology and Human Development, Vanderbilt University, Nashville, TN, USA
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Ferreira CP, González-González CS, Adamatti DF. Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review. SENSORS (BASEL, SWITZERLAND) 2021; 21:4810. [PMID: 34300549 PMCID: PMC8309693 DOI: 10.3390/s21144810] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/07/2021] [Revised: 07/04/2021] [Accepted: 07/09/2021] [Indexed: 11/16/2022]
Abstract
This article performs a Systematic Review of studies to answer the question: What are the researches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elaboration of this study. The 19 references resulting from the critical evaluation initially point to a gap in investigations into using these devices to monitor serious games for learning in organizational environments. An approximation with equivalent sensing studies in serious games for the contribution of skills and competencies indicates that continuous monitoring measures, such as mental state and eye fixation, proved to identify the players' attention levels effectively. Also, these studies showed effectiveness in the flow at different moments of the task, motivating and justifying the replication of these studies as a source of insights for the optimized design of business learning tools. This study is the first systematic review and consolidates the existing literature on user experience analysis of business simulation games supported by human-computer interfaces.
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Affiliation(s)
- Cleiton Pons Ferreira
- Research and Innovation Department, Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul, Rio Grande 96201-460, Brazil
- Computer Engineering and Systems Department, Universidad de La Laguna, Avda. Astrofísico F. Sanchez s/n, 38204 La Laguna, Tenerife, Spain;
- Centro de Ciências Computacionais, Universidade Federal do Rio Grande, Av. Itália, s/n, km 8-Carreiros, Rio Grande 96203-900, Brazil;
| | - Carina Soledad González-González
- Computer Engineering and Systems Department, Universidad de La Laguna, Avda. Astrofísico F. Sanchez s/n, 38204 La Laguna, Tenerife, Spain;
| | - Diana Francisca Adamatti
- Centro de Ciências Computacionais, Universidade Federal do Rio Grande, Av. Itália, s/n, km 8-Carreiros, Rio Grande 96203-900, Brazil;
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Yan H, Li Q, Yu K, Zhao G. Large-scale network dysfunction in youths with Internet gaming disorder: a meta-analysis of resting-state functional connectivity studies. Prog Neuropsychopharmacol Biol Psychiatry 2021; 109:110242. [PMID: 33434637 DOI: 10.1016/j.pnpbp.2021.110242] [Citation(s) in RCA: 22] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/21/2020] [Revised: 11/25/2020] [Accepted: 01/04/2021] [Indexed: 10/22/2022]
Abstract
Internet gaming disorder (IGD) has been defined as a specific behavioral disorder, associated with abnormal interactions among large-scale brain networks. Researchers have sought to identify the network dysfunction in IGD using resting-state functional connectivity (rsFC). However, results across studies have not reached an agreement yet and the mechanism remains unclear. The present research aimed to investigate network dysfunction in IGD through a meta-analysis of rsFC studies. Twenty-two seed-based voxel-wise rsFC studies from 25 publications (594 individuals with IGD and 496 healthy controls) were included. By categorizing seeds into seed-networks based on their location within a prior functional network parcellations, we performed a Multilevel kernel density analysis (MKDA) within each seed-network to identify which brain systems showed abnormal interaction with particular seed-network in individuals with IGD. Compared to healthy control groups, individuals with IGD exhibited significant hypoconnectivity within the default mode network, and enhanced connectivity between the default mode network and insula within the ventral attention network. IGD was also associated with increased connectivity between the ventral attention network and somatomotor regions. Furthermore, the IGD groups showed hyperconnectivity between the limbic network and regions of the frontoparietal network. The results suggest that individuals with IGD show large-scale functional network alteration which underpins their core symptoms including poor emotional competence, cue-reactivity and craving, habitual addictive behaviors and impaired executive control. Whether the compensation mechanism exists in IGD is discussed, and further research is needed. The findings provide a neurocognitive network model of IGD, which may serve as functional biomarkers for IGD and have potentials for development of effective diagnosis and therapeutic interventions.
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Affiliation(s)
- Haijiang Yan
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Qi Li
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, China; Beijing Key Laboratory of Learning and Cognition, Department of Psychology, Capital Normal University, Beijing, China
| | - Kai Yu
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, China
| | - Guozhen Zhao
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, China.
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Koch K, Rodriguez-Manrique D, Rus-Oswald OG, Gürsel DA, Berberich G, Kunz M, Zimmer C. Homogeneous grey matter patterns in patients with obsessive-compulsive disorder. NEUROIMAGE-CLINICAL 2021; 31:102727. [PMID: 34146774 PMCID: PMC8220095 DOI: 10.1016/j.nicl.2021.102727] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/24/2021] [Revised: 05/19/2021] [Accepted: 06/09/2021] [Indexed: 11/16/2022]
Abstract
BACKGROUND Changes in grey matter volume have frequently been reported in patients with obsessive-compulsive disorder (OCD). Most studies performed whole brain or region-of-interest based analyses whereas grey matter volume based on structural covariance networks has barely been investigated up to now. Therefore, the present study investigated grey matter volume within structural covariance networks in a sample of 228 participants (n = 117 OCD patients, n = 111 healthy controls). METHODS First, an independent component analysis (ICA) was performed on all subjects' preprocessed T1 images to derive covariance-dependent morphometric networks. Then, grey matter volume from each of the ICA-derived morphometric networks was extracted and compared between the groups. In addition, we performed logistic regressions and receiver operating characteristic (ROC) analyses to investigate whether network-related grey matter volume could serve as a characteristic that allows to differentiate patients from healthy volunteers. Moreover, we assessed grey matter pattern organization by correlating grey matter volume in all networks across all participants. Finally, we explored a potential association between grey matter volume or whole-brain grey matter pattern organization and clinical characteristics in terms of symptom severity and duration of illness. RESULTS There were only subtle group differences in network-related grey matter volume. Network-related grey matter volume had moreover a very poor discrimination performance. We found, however, significant group differences with regard to grey matter pattern organization. When correlating grey matter volume in all networks across all participants, patients showed a significantly higher homogeneity across all networks and a significantly lower heterogeneity, as assessed by the coefficient of variation across all networks as well as in several single networks. There was no association with clinical characteristics. CONCLUSION The findings of the present study suggest that the pathological mechanisms of OCD reduce interindividual grey matter variability. We assume that common characteristics associated with the disorder may lead to a more uniform, disorder-specific morphometry.
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Affiliation(s)
- Kathrin Koch
- Department of Neuroradiology & TUM-Neuroimaging Center (TUM-NIC), Klinikum rechts der Isar, Technische Universität München, Ismaninger Straße 22, 81675 Munich, Germany; Graduate School of Systemic Neurosciences GSN, Ludwig-Maximilians-Universität, Biocenter, Groβhaderner Strasse 2, 82152 Munich, Germany.
| | - Daniela Rodriguez-Manrique
- Department of Neuroradiology & TUM-Neuroimaging Center (TUM-NIC), Klinikum rechts der Isar, Technische Universität München, Ismaninger Straße 22, 81675 Munich, Germany; Graduate School of Systemic Neurosciences GSN, Ludwig-Maximilians-Universität, Biocenter, Groβhaderner Strasse 2, 82152 Munich, Germany
| | | | - Deniz A Gürsel
- Department of Neuroradiology & TUM-Neuroimaging Center (TUM-NIC), Klinikum rechts der Isar, Technische Universität München, Ismaninger Straße 22, 81675 Munich, Germany
| | - Götz Berberich
- Windach Institute and Hospital of Neurobehavioural Research and Therapy (WINTR), Schützenstr. 100, 86949 Windach, Germany
| | - Miriam Kunz
- Department of Medical Psychology, University of Augsburg, 86156 Augsburg, Germany
| | - Claus Zimmer
- Department of Neuroradiology & TUM-Neuroimaging Center (TUM-NIC), Klinikum rechts der Isar, Technische Universität München, Ismaninger Straße 22, 81675 Munich, Germany
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Kowalczyk‐Grębska N, Skorko M, Dobrowolski P, Kossowski B, Myśliwiec M, Hryniewicz N, Gaca M, Marchewka A, Kossut M, Brzezicka A. Lenticular nucleus volume predicts performance in real-time strategy game: cross-sectional and training approach using voxel-based morphometry. Ann N Y Acad Sci 2021; 1492:42-57. [PMID: 33372699 PMCID: PMC8246877 DOI: 10.1111/nyas.14548] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2020] [Revised: 11/05/2020] [Accepted: 11/18/2020] [Indexed: 01/17/2023]
Abstract
It is unclear why some people learn faster than others. We performed two independent studies in which we investigated the neural basis of real-time strategy (RTS) gaming and neural predictors of RTS game skill acquisition. In the first (cross-sectional) study, we found that experts in the RTS game StarCraft® II (SC2) had a larger lenticular nucleus volume (LNV) than non-RTS players. We followed a cross-validation procedure where we used the volume of regions identified in the first study to predict the quality of learning a new, complex skill (SC2) in a sample of individuals who were naive to RTS games (a second (training) study). Our findings provide new insights into how the LNV, which is associated with motor as well as cognitive functions, can be utilized to predict successful skill learning and be applied to a much broader context than just video games, such as contributing to optimizing cognitive training interventions.
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Affiliation(s)
| | - Maciek Skorko
- Institute of Psychology, Polish Academy of SciencesWarsawPoland
| | | | - Bartosz Kossowski
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Monika Myśliwiec
- Faculty of PsychologySWPS University of Social Sciences and HumanitiesWarsawPoland
| | - Nikodem Hryniewicz
- CNS Lab, Nalecz Institute of Biocybernetics and Biomedical Engineering, Polish Academy of SciencesWarsawPoland
| | - Maciej Gaca
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Artur Marchewka
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Małgorzata Kossut
- Laboratory of Neuroplasticity, Department of Molecular and Cellular NeurobiologyNencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Aneta Brzezicka
- Faculty of PsychologySWPS University of Social Sciences and HumanitiesWarsawPoland
- Department of NeurosurgeryCedars‐Sinai Medical CenterLos AngelesCalifornia
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Structural brain differences associated with extensive massively-multiplayer video gaming. Brain Imaging Behav 2021; 15:364-374. [PMID: 32128717 DOI: 10.1007/s11682-020-00263-0] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022]
Abstract
Video gaming can be associated with inter-individual differences in brain morphology. Much of this literature has focused on non-professional/occasional gamers who barely play, on the one extreme; or Internet Gaming Disorder (IGD) cases who typically play more than 5 h/day, on the other extreme. We sought to extend this literature and focus on extensive gamers, who play about 3 h/day, which is typically more than non-professional gamers, but less than IGD cases. Findings regarding this sector of gamers can inform research on risk factors or markers for IGD development, even before addiction symptoms emerge. We predicted that extensive gamers have smaller prefrontal regions that presumably reflect weaker inhibition abilities, and larger visuomotor regions that presumably reflect stronger motor skills in response to visual stimuli. We tested these assertions with a between-subject brain morphology comparison of 26 extensive League of Legends (LOL) and matched 26 non-gamers, using voxel based morphometry, deformation based morphometry, and cortical thickness and sulcus depth analyses. Findings largely supported our predictions by pointing to morphological alterations in extensive gamers in the bilateral ventromedial prefrontal cortex and left dorsolateral prefrontal cortex, as well is in the left superior parietal lobule. These findings suggest that extensive gamers, at least of Massive-Multiplayer battle arena games, present brain alterations that are consistent with presumed loss of control (as mediated by the prefrontal cortex), but also improved attention and visoumotor skills (as mediated by superior parietal lobule). Implications for research and practice are discussed.
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Chen SC, Lin CH, Su SW, Chang YT, Lai CH. Feasibility and effect of interactive telerehabilitation on balance in individuals with chronic stroke: a pilot study. J Neuroeng Rehabil 2021; 18:71. [PMID: 33902646 PMCID: PMC8077813 DOI: 10.1186/s12984-021-00866-8] [Citation(s) in RCA: 20] [Impact Index Per Article: 6.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/24/2020] [Accepted: 04/14/2021] [Indexed: 11/30/2022] Open
Abstract
Background Stroke survivors need continuing exercise intervention to maintain functional status. This study assessed the feasibility and efficacy of an interactive telerehabilitation exergaming system to improve balance in individuals with chronic stroke, compared to conventional one-on-one rehabilitation. Methods In this prospective case–control pilot study, 30 Taiwanese individuals with chronic stroke were enrolled and randomly allocated to an experimental group and a control group. All participants received intervention 3 times per week for 4 weeks in the study hospital. The experiment group underwent telerehabilitation using a Kinect camera-based interactive telerehabilitation system in an independent room to simulate home environment. In contrast, the control group received conventional one-on-one physiotherapy in a dedicated rehabilitation area. The effectiveness of interactive telerehabilitation in improving balance in stroke survivors was evaluated by comparing outcomes between the two groups. The primary outcome was Berg Balance Scale (BBS) scores. Secondary outcomes were performance of the Timed Up and Go (TUG) test, Modified Falls Efficacy Scale, Motricity Index, and Functional Ambulation Category. Results Comparison of outcomes between experimental and control groups revealed no significant differences between groups at baseline and post-intervention for all outcome measures. However, BBS scores improved significantly in both groups (control group: p = 0.01, effect size = 0.49; experimental group: p = 0.01, effect size = 0.70). Completion times of TUG tests also improved significantly in the experimental group (p = 0.005, effect size = 0.70). Conclusion The Kinect camera-based interactive telerehabilitation system demonstrates superior or equal efficacy compared to conventional one-on-one physiotherapy for improving balance in individuals with chronic stroke. Trial registration ClinicalTrials.gov. NCT03698357. Registered October 4, 2018, retrospectively registered. Supplementary Information The online version contains supplementary material available at 10.1186/s12984-021-00866-8.
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Affiliation(s)
- Shih-Ching Chen
- Department of Physical Medicine and Rehabilitation, School of Medicine, College of Medicine, Taipei Medical University, No. 252, Wu-Hsing St., Taipei City, 110, Taiwan.,Department of Physical Medicine and Rehabilitation, Taipei Medical University Hospital, Taipei, Taiwan.,Taipei Neuroscience Institute, Taipei Medical University, Taipei, Taiwan
| | - Chueh-Ho Lin
- Masters Program in Long-Term Care & School of Gerontology Health Management, College of Nursing, Taipei Medical University, Taipei, Taiwan
| | - Sheng-Wen Su
- Department of Physical Medicine and Rehabilitation, Taipei Medical University Hospital, Taipei, Taiwan
| | - Yu-Tai Chang
- Department of Physical Medicine and Rehabilitation, Taipei Medical University Hospital, Taipei, Taiwan
| | - Chien-Hung Lai
- Department of Physical Medicine and Rehabilitation, School of Medicine, College of Medicine, Taipei Medical University, No. 252, Wu-Hsing St., Taipei City, 110, Taiwan. .,Department of Physical Medicine and Rehabilitation, Taipei Medical University Hospital, Taipei, Taiwan. .,Taipei Neuroscience Institute, Taipei Medical University, Taipei, Taiwan.
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Wu Q, Ripp I, Emch M, Koch K. Cortical and subcortical responsiveness to intensive adaptive working memory training: An MRI surface-based analysis. Hum Brain Mapp 2021; 42:2907-2920. [PMID: 33724600 PMCID: PMC8127158 DOI: 10.1002/hbm.25412] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/11/2020] [Revised: 03/04/2021] [Accepted: 03/05/2021] [Indexed: 12/31/2022] Open
Abstract
Working memory training (WMT) has been shown to have effects on cognitive performance, the precise effects and the underlying neurobiological mechanisms are, however, still a matter of debate. In particular, the impact of WMT on gray matter morphology is still rather unclear. In the present study, 59 healthy middle‐aged participants (age range 50–65 years) were pseudo‐randomly single‐blinded allocated to an 8‐week adaptive WMT or an 8‐week nonadaptive intervention. Before and after the intervention, high resolution magnetic resonance imaging (MRI) was performed and cognitive test performance was assessed in all participants. Vertex‐wise cortical volume, thickness, surface area, and cortical folding was calculated. Seven subcortical volumes of interest and global mean cortical thickness were also measured. Comparisons of symmetrized percent change (SPC) between groups were conducted to identify group by time interactions. Greater increases in cortical gyrification in bilateral parietal regions, including superior parietal cortex and inferior parietal lobule as well as precuneus, greater increases in cortical volume and thickness in bilateral primary motor cortex, and changes in surface area in bilateral occipital cortex (medial and lateral occipital cortex) were detected in WMT group after training compared to active controls. Structural training‐induced changes in WM‐related regions, especially parietal regions, might provide a better brain processing environment for higher WM load.
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Affiliation(s)
- Qiong Wu
- Department of Diagnostic and Interventional Neuroradiology, Klinikum Rechts der Isar, School of MedicineTechnical University of MunichMunichGermany
- TUM‐Neuroimaging Center (TUM‐NIC)Technical University of MunichMunichGermany
- Institute of Medical PsychologyLudwig‐Maximilians‐UniversitätMunichGermany
| | - Isabelle Ripp
- TUM‐Neuroimaging Center (TUM‐NIC)Technical University of MunichMunichGermany
- Department of Nuclear Medicine, School of Medicine, Klinikum Rechts der IsarTechnical University of MunichMunichGermany
- Graduate School of Systemic NeurosciencesLudwig‐Maximilians‐UniversitätMartinsriedGermany
| | - Mónica Emch
- Department of Diagnostic and Interventional Neuroradiology, Klinikum Rechts der Isar, School of MedicineTechnical University of MunichMunichGermany
- TUM‐Neuroimaging Center (TUM‐NIC)Technical University of MunichMunichGermany
- Graduate School of Systemic NeurosciencesLudwig‐Maximilians‐UniversitätMartinsriedGermany
| | - Kathrin Koch
- Department of Diagnostic and Interventional Neuroradiology, Klinikum Rechts der Isar, School of MedicineTechnical University of MunichMunichGermany
- TUM‐Neuroimaging Center (TUM‐NIC)Technical University of MunichMunichGermany
- Graduate School of Systemic NeurosciencesLudwig‐Maximilians‐UniversitätMartinsriedGermany
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Effects of excessive violent video game playing on verbal memory: an event-related brain potentials study. Cogn Process 2021; 22:487-500. [PMID: 33661449 DOI: 10.1007/s10339-021-01018-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/22/2020] [Accepted: 02/04/2021] [Indexed: 10/22/2022]
Abstract
The goal of the study was to investigate temporal dynamics of excessive violent game playing. We compared behavioral data and event-related potentials (ERPs) of excessive video game players (EVGPs, n = 21) and non-players (NPs, n = 21) using a classical learning, cued recall and recognition paradigm, featuring violent and non-violent words. During the recognition phase, EVGPs performed better for violent words, but worse for non-violent words compared to NPs. Also, EVGPs showed slower reaction times than NPs when responding to new violent words. We found significant group differences in parietal P300 and FN400 amplitudes. The EVGP group showed larger P300 amplitudes for violent words, and more negative FN400 amplitudes for new violent words compared to NPs. The results imply that EVGPs differ from NPs in their cognitive and ERP responses to violent and non-violent verbal stimuli. The cognitive processes of EVGPs are consistent with a model of attention and memory bias rather than with desensitization to violence.
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Pandian GSB, Jain A, Raza Q, Sahu KK. Digital health interventions (DHI) for the treatment of attention deficit hyperactivity disorder (ADHD) in children - a comparative review of literature among various treatment and DHI. Psychiatry Res 2021; 297:113742. [PMID: 33515870 DOI: 10.1016/j.psychres.2021.113742] [Citation(s) in RCA: 20] [Impact Index Per Article: 6.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/18/2020] [Accepted: 01/16/2021] [Indexed: 01/21/2023]
Abstract
The objective of this study is to compare game-based digital therapeutic device and other DHI like (smartphone apps, wearable technologies) for ADHD with the current pharmacological and behavior therapy. The FDA has approved a game-based digital therapeutic device - EndeavorRx, for the treatment of ADHD in pediatric patients belonging to the age group of 8-12 years old. This has been primarily recommended for the treatment of inattentive or combined-type ADHD who have demonstrated an attention issue. This is the first game-based therapeutic device to be approved by the FDA for any type of condition. According to the FDA, this has been shown to improve attention which is measured by computer-based testing. Objective: The objective of this study is to compare a game-based digital therapeutic device and other DHI (smartphone apps, wearable technologies) with the current pharmacological and behavior therapy used in the treatment of ADHD.
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Affiliation(s)
| | - Ankit Jain
- Assistant Professor of Psychiatry Penn State College of Medicine, Milton S Hershey Medical Center, Hershey, PA, USA
| | - Qasim Raza
- Assistant Professor of Psychiatry Penn State College of Medicine, Milton S Hershey Medical Center, Hershey, PA, USA
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Kandola A, Owen N, Dunstan DW, Hallgren M. Prospective relationships of adolescents' screen-based sedentary behaviour with depressive symptoms: the Millennium Cohort Study. Psychol Med 2021; 52:1-9. [PMID: 33602369 DOI: 10.1017/s0033291721000258] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
BACKGROUND Frequent use of screen-based devices could be a modifiable risk factor for adolescent depression, but findings have been inconsistent and mostly from cross-sectional studies. We examined prospective associations of video gaming, social media, and internet use with depressive symptoms in adolescents. METHODS A total of 11 341 adolescents from the Millennium Cohort Study, a representative, UK population-based. The main outcome was depressive symptoms from a Moods and Feelings Questionnaire (age 14). Exposures were frequency of video game, social media, and internet use (age 11). Physical activity (effect modifier) was measured by self-report. RESULTS The fully adjusted models indicated that boys playing video games most days, at least once a week, and at least once a month at age 11 had lower depression scores at age 14 by 24.2% (IRR = 0.77, 95% CI 0.66-0.91), 25.1% (IRR = 0.75, 95% CI 0.62-0.90), and 31.2% (IRR = 0.69, 95% CI 0.57-0.83), compared with playing less than once a month/never. In girls, compared with less than once a month/never, using social media most days at age 11 was associated with 13% higher depression scores at age 14 (IRR = 1.13, 95% CI 1.05-1.22). We found some evidence of associations between using the internet most days and depressive symptoms compared with less than once a month/never in boys (IRR = 0.86, 95% CI 0.75-1.00). More frequent video game use was consistently associated with fewer depressive symptoms in boys with low physical activity, but not in those with high physical activity. CONCLUSIONS Different types of screen-time may have contrasting associations with depressive symptoms during adolescence. Initiatives to address adolescents' screen-time may require targeted approaches.
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Affiliation(s)
- A Kandola
- Division of Psychiatry, University College London, London, UK
| | - N Owen
- Behavioural Epidemiology Laboratory, Baker Heart & Diabetes Institute, Melbourne, Australia
- Centre for Urban Transitions, Swinburne University of Technology, Melbourne, Australia
| | - D W Dunstan
- Physical Activity Laboratory, Baker Heart & Diabetes Institute, Melbourne, Australia
- Mary MacKillop Institute for Health Research, Australian Catholic University, Melbourne, Australia
| | - M Hallgren
- Epidemiology of Psychiatric Conditions, Substance Use and Social Environment (EPiCSS), Department of Public Health Sciences, Karolinska Institutet, Solna, Sweden
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Wenger E, Papadaki E, Werner A, Kühn S, Lindenberger U. Observing Plasticity of the Auditory System: Volumetric Decreases Along with Increased Functional Connectivity in Aspiring Professional Musicians. Cereb Cortex Commun 2021; 2:tgab008. [PMID: 34296157 PMCID: PMC8152844 DOI: 10.1093/texcom/tgab008] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/25/2020] [Revised: 01/26/2021] [Accepted: 01/29/2021] [Indexed: 11/19/2022] Open
Abstract
Playing music relies on several sensory systems and the motor system, and poses strong demands on control processes, hence, offering an excellent model to study how experience can mold brain structure and function. Although most studies on neural correlates of music expertise rely on cross-sectional comparisons, here we compared within-person changes over time in aspiring professionals intensely preparing for an entrance exam at a University of the Arts to skilled amateur musicians not preparing for a music exam. In the group of aspiring professionals, we observed gray-matter volume decrements in left planum polare, posterior insula, and left inferior frontal orbital gyrus over a period of about 6 months that were absent among the amateur musicians. At the same time, the left planum polare, the largest cluster of structural change, showed increasing functional connectivity with left and right auditory cortex, left precentral gyrus, left supplementary motor cortex, left and right postcentral gyrus, and left cingulate cortex, all regions previously identified to relate to music expertise. In line with the expansion-renormalization pattern of brain plasticity (Wenger et al., 2017a. Expansion and renormalization of human brain structure during skill acquisition. Trends Cogn Sci. 21:930-939.), the aspiring professionals might have been in the selection and refinement period of plastic change.
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Affiliation(s)
- Elisabeth Wenger
- Center for Lifespan Psychology, Max Planck Institute for Human Development, 14195 Berlin, Germany
| | - Eleftheria Papadaki
- Center for Lifespan Psychology, Max Planck Institute for Human Development, 14195 Berlin, Germany
| | - André Werner
- Center for Lifespan Psychology, Max Planck Institute for Human Development, 14195 Berlin, Germany
| | - Simone Kühn
- Lise Meitner Group for Environmental Neuroscience, Max Planck Institute for Human Development, 14195 Berlin, Germany
- Department of Psychiatry and Psychotherapy, University Clinic Hamburg-Eppendorf, 20246 Hamburg, Germany
| | - Ulman Lindenberger
- Center for Lifespan Psychology, Max Planck Institute for Human Development, 14195 Berlin, Germany
- Max Planck UCL Centre for Computational Psychiatry and Ageing Research, 14195 Berlin, Germany, and WC1B 5EH London, UK
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