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“Shall We Play a Game?”: Improving Reading Through Action Video Games in Developmental Dyslexia. CURRENT DEVELOPMENTAL DISORDERS REPORTS 2015. [DOI: 10.1007/s40474-015-0064-4] [Citation(s) in RCA: 33] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/21/2022]
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Abstract
Navigators rely on many different types of cues to build representations of large-scale spaces. Sloped terrain is an important cue that has received recent attention in comparative and human spatial research. However, the studies to date have been unable to determine how directional slope information leads to more accurate spatial representations. Moreover, whereas some studies have shown that the inclusion of slope cues improves performance on spatial tasks across participants (Kelly, 2011; Restat, Steck, Mochnatzki, & Mallot, 2004), other research has suggested individual differences in the benefits of slope cues (Chai & Jacobs, 2010; Nardi, Newcombe, & Shipley, 2011). We sought to clarify the role of sloped terrain in improving the representation of large-scale environments. In Experiment 1, participants learned the layout of buildings in one of two desktop virtual environments: either a directionally sloped terrain or a completely flat one. Participants in the sloped environment outperformed those in the flat environment. However, participants used slope information as an additional cue, rather than as a preferred reference direction. In Experiment 2, the two virtual environments were again either flat or sloped, but we increased the complexity of the relations between the slope and the path. In this experiment, better performance in the sloped environment was only seen for participants with good self-reported senses of direction. Taken together, the studies show that slope provides useful information for building environmental representations in simple cases, but that individual differences emerge in more complex situations. We suggest that good and bad navigators use different navigational strategies.
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204
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Mobile collaborative learning: The role of individual learning in groups through text and video content delivery in tablets. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.04.019] [Citation(s) in RCA: 52] [Impact Index Per Article: 5.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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205
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Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings. Behav Sci (Basel) 2015; 5:372-83. [PMID: 26274977 PMCID: PMC4600142 DOI: 10.3390/bs5030372] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2015] [Accepted: 08/06/2015] [Indexed: 11/17/2022] Open
Abstract
Problematic or addictive digital gaming (including all types of electronic devices) can and has had extremely adverse impacts on the lives of many individuals across the world. The understanding of this phenomenon, and the effectiveness of treatment design and monitoring, can be improved considerably by continuing refinement of assessment tools. The present article briefly overviews tools designed to measure problematic or addictive use of digital gaming, the vast majority of which are founded on the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for other addictive disorders, such as pathological gambling. Although adapting DSM content and strategies for measuring problematic digital gaming has proven valuable, there are some potential issues with this approach. We discuss the strengths and limitations of current methods for measuring problematic or addictive gaming and provide various recommendations that might help in enhancing or supplementing existing tools, or in developing new and even more effective tools.
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206
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Comparison of children’s gaming scores to NEPSY-II scores: Validation of computer games as cognitive tools. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.03.039] [Citation(s) in RCA: 18] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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207
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208
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Boot WR, Simons DJ, Stothart C, Stutts C. The Pervasive Problem With Placebos in Psychology: Why Active Control Groups Are Not Sufficient to Rule Out Placebo Effects. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2015; 8:445-54. [PMID: 26173122 DOI: 10.1177/1745691613491271] [Citation(s) in RCA: 357] [Impact Index Per Article: 35.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
To draw causal conclusions about the efficacy of a psychological intervention, researchers must compare the treatment condition with a control group that accounts for improvements caused by factors other than the treatment. Using an active control helps to control for the possibility that improvement by the experimental group resulted from a placebo effect. Although active control groups are superior to "no-contact" controls, only when the active control group has the same expectation of improvement as the experimental group can we attribute differential improvements to the potency of the treatment. Despite the need to match expectations between treatment and control groups, almost no psychological interventions do so. This failure to control for expectations is not a minor omission-it is a fundamental design flaw that potentially undermines any causal inference. We illustrate these principles with a detailed example from the video-game-training literature showing how the use of an active control group does not eliminate expectation differences. The problem permeates other interventions as well, including those targeting mental health, cognition, and educational achievement. Fortunately, measuring expectations and adopting alternative experimental designs makes it possible to control for placebo effects, thereby increasing confidence in the causal efficacy of psychological interventions.
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Affiliation(s)
| | - Daniel J Simons
- Psychology Department & Beckman Institute for Advanced, Science and Technology, University of Illinois at Urbana-Champaign
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209
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Li X, Cheng X, Li J, Pan Y, Hu Y, Ku Y. Examination of mechanisms underlying enhanced memory performance in action video game players: a pilot study. Front Psychol 2015; 6:843. [PMID: 26136720 PMCID: PMC4468821 DOI: 10.3389/fpsyg.2015.00843] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/24/2014] [Accepted: 06/03/2015] [Indexed: 11/13/2022] Open
Abstract
Previous studies have shown enhanced memory performance resulting from extensive action video game playing. The mechanisms underlying the cognitive benefit were investigated in the current study. We presented two types of retro-cues, with variable intervals to memory array (Task 1) or test array (Task 2), during the retention interval in a change detection task. In Task 1, action video game players demonstrated steady performance while non-action video game players showed decreased performance as cues occurred later, indicating their performance difference increased as the cue-to-memory-array intervals became longer. In Task 2, both participant groups increased their performance at similar rates as cues presented later, implying the performance difference in two groups were irrespective of the test-array-to-cue intervals. These findings suggested that memory benefit from game plays is not attributable to the higher ability of overcoming interference from the test array, but to the interactions between the two processes of protection from decay and resistance from interference, or from alternative hypotheses. Implications for future studies were discussed.
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Affiliation(s)
- Xianchun Li
- Key Laboratory of Brain Functional Genomics, Ministry of Education, Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai China
| | - Xiaojun Cheng
- Key Laboratory of Brain Functional Genomics, Ministry of Education, Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai China
| | - Jiaying Li
- Key Laboratory of Brain Functional Genomics, Ministry of Education, Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai China
| | - Yafeng Pan
- Key Laboratory of Brain Functional Genomics, Ministry of Education, Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai China
| | - Yi Hu
- Key Laboratory of Brain Functional Genomics, Ministry of Education, Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai China
| | - Yixuan Ku
- Key Laboratory of Brain Functional Genomics, Ministry of Education, Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai China ; Department of Neurology, Physiology and Psychiatry, University of California, San Francisco, San Francisco, CA USA
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210
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West GL, Drisdelle BL, Konishi K, Jackson J, Jolicoeur P, Bohbot VD. Habitual action video game playing is associated with caudate nucleus-dependent navigational strategies. Proc Biol Sci 2015; 282:20142952. [PMID: 25994669 PMCID: PMC4455792 DOI: 10.1098/rspb.2014.2952] [Citation(s) in RCA: 48] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/03/2014] [Accepted: 04/21/2015] [Indexed: 12/15/2022] Open
Abstract
The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime.
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Affiliation(s)
- Greg L West
- Université de Montréal, Montréal, Québec, Canada H3C 3J7
| | | | - Kyoko Konishi
- Douglas Hospital Research Centre, Department of Psychiatry, McGill University, Verdun, Québec, Canada H4H 1R3
| | | | | | - Veronique D Bohbot
- Douglas Hospital Research Centre, Department of Psychiatry, McGill University, Verdun, Québec, Canada H4H 1R3
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211
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Samson K, Kostyszyn P. Effects of cognitive load on trusting behavior--an experiment using the trust game. PLoS One 2015; 10:e0127680. [PMID: 26010489 PMCID: PMC4444268 DOI: 10.1371/journal.pone.0127680] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/12/2014] [Accepted: 04/17/2015] [Indexed: 11/29/2022] Open
Abstract
Last decades have witnessed a progressing decline of social trust, which has been predominantly linked to worsening economic conditions and increasing social inequality. In the present research we propose a different type of explanation for the observed decline - cognitive load related to technological development and the accelerating pace of modern life. In an experimental study participants played the trust game while performing one of two different secondary tasks - listening to a disturbing noise or memorizing a sequence of characters - or with no additional task in the control condition. Results show that in both cognitive load conditions participants expressed significantly less trust in the trust game than in case of no cognitive load. Additionally, when cognitive resources were limited, participants' behavior was more impulsive than when their resources were fully available.
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Affiliation(s)
- Katarzyna Samson
- The Robert B. Zajonc Institute for Social Studies, University of Warsaw, Warsaw, Poland
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212
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Schubert T, Finke K, Redel P, Kluckow S, Müller H, Strobach T. Video game experience and its influence on visual attention parameters: an investigation using the framework of the Theory of Visual Attention (TVA). Acta Psychol (Amst) 2015; 157:200-14. [PMID: 25834984 DOI: 10.1016/j.actpsy.2015.03.005] [Citation(s) in RCA: 35] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/14/2014] [Revised: 03/06/2015] [Accepted: 03/10/2015] [Indexed: 10/23/2022] Open
Abstract
Experts with video game experience, in contrast to non-experienced persons, are superior in multiple domains of visual attention. However, it is an open question which basic aspects of attention underlie this superiority. We approached this question using the framework of Theory of Visual Attention (TVA) with tools that allowed us to assess various parameters that are related to different visual attention aspects (e.g., perception threshold, processing speed, visual short-term memory storage capacity, top-down control, spatial distribution of attention) and that are measurable on the same experimental basis. In Experiment 1, we found advantages of video game experts in perception threshold and visual processing speed; the latter being restricted to the lower positions of the used computer display. The observed advantages were not significantly moderated by general person-related characteristics such as personality traits, sensation seeking, intelligence, social anxiety, or health status. Experiment 2 tested a potential causal link between the expert advantages and video game practice with an intervention protocol. It found no effects of action video gaming on perception threshold, visual short-term memory storage capacity, iconic memory storage, top-down control, and spatial distribution of attention after 15 days of training. However, observations of a selected improvement of processing speed at the lower positions of the computer screen after video game training and of retest effects are suggestive for limited possibilities to improve basic aspects of visual attention (TVA) with practice.
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213
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Unsworth N, Redick TS, McMillan BD, Hambrick DZ, Kane MJ, Engle RW. Is Playing Video Games Related to Cognitive Abilities? Psychol Sci 2015; 26:759-74. [DOI: 10.1177/0956797615570367] [Citation(s) in RCA: 94] [Impact Index Per Article: 9.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/01/2014] [Accepted: 01/09/2015] [Indexed: 11/15/2022] Open
Abstract
The relations between video-game experience and cognitive abilities were examined in the current study. In two experiments, subjects performed a number of working memory, fluid intelligence, and attention-control measures and filled out a questionnaire about their video-game experience. In Experiment 1, an extreme-groups analysis indicated that experienced video-game players outperformed nonplayers on several cognitive-ability measures. However, in Experiments 1 and 2, when analyses examined the full range of subjects at both the task level and the latent-construct level, nearly all of the relations between video-game experience and cognitive abilities were near zero. These results cast doubt on recent claims that playing video games leads to enhanced cognitive abilities. Statistical and methodological issues with prior studies of video-game experience are discussed along with recommendations for future studies.
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214
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Gong D, He H, Liu D, Ma W, Dong L, Luo C, Yao D. Enhanced functional connectivity and increased gray matter volume of insula related to action video game playing. Sci Rep 2015; 5:9763. [PMID: 25880157 PMCID: PMC5381748 DOI: 10.1038/srep09763] [Citation(s) in RCA: 56] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/04/2014] [Accepted: 03/11/2015] [Indexed: 01/27/2023] Open
Abstract
Research has shown that distinct insular subregions are associated with particular neural networks (e.g., attentional and sensorimotor networks). Based on the evidence that playing action video games (AVGs) facilitates attentional and sensorimotor functions, this study examined the relation between AVG experience and the plasticity of insular subregions and the functional networks therein that are related to attentional and sensorimotor functions. By comparing AVG experts and amateurs, we found that AVG experts had enhanced functional connectivity and grey matter volume in insular subregions. Furthermore, AVG experts exhibited increased functional connectivity between the attentional and sensorimotor networks, and the experience-related enhancement was predominantly evident in the left insula, an understudied brain area. Thus, AVG playing may enhance functional integration of insular subregions and the pertinent networks therein.
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Affiliation(s)
- Diankun Gong
- Key Laboratory For NeuroInformation of Ministry of Education, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu 610054, China
| | - Hui He
- Key Laboratory For NeuroInformation of Ministry of Education, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu 610054, China
| | - Dongbo Liu
- Key Laboratory For NeuroInformation of Ministry of Education, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu 610054, China
| | - Weiyi Ma
- 1] Key Laboratory For NeuroInformation of Ministry of Education, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu 610054, China [2] ARC Centre of Excellence in Cognition and its Disorders, Macquarie University, NSW 2109 Sydney, Australia [3] School of Linguistics and Literature, University of Electronic Science and Technology of China, Chengdu 610054, China
| | - Li Dong
- Key Laboratory For NeuroInformation of Ministry of Education, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu 610054, China
| | - Cheng Luo
- Key Laboratory For NeuroInformation of Ministry of Education, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu 610054, China
| | - Dezhong Yao
- Key Laboratory For NeuroInformation of Ministry of Education, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu 610054, China
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215
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Frequent video game players resist perceptual interference. PLoS One 2015; 10:e0120011. [PMID: 25807394 PMCID: PMC4373892 DOI: 10.1371/journal.pone.0120011] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/26/2014] [Accepted: 02/02/2015] [Indexed: 11/19/2022] Open
Abstract
Playing certain types of video games for a long time can improve a wide range of mental processes, from visual acuity to cognitive control. Frequent gamers have also displayed generalized improvements in perceptual learning. In the Texture Discrimination Task (TDT), a widely used perceptual learning paradigm, participants report the orientation of a target embedded in a field of lines and demonstrate robust over-night improvement. However, changing the orientation of the background lines midway through TDT training interferes with overnight improvements in overall performance on TDT. Interestingly, prior research has suggested that this effect will not occur if a one-hour break is allowed in between the changes. These results have suggested that after training is over, it may take some time for learning to become stabilized and resilient against interference. Here, we tested whether frequent gamers have faster stabilization of perceptual learning compared to non-gamers and examined the effect of daily video game playing on interference of training of TDT with one background orientation on perceptual learning of TDT with a different background orientation. As a result, we found that non-gamers showed overnight performance improvement only on one background orientation, replicating previous results with the interference in TDT. In contrast, frequent gamers demonstrated overnight improvements in performance with both background orientations, suggesting that they are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.
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216
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Zhang Y, Du G, Yang Y, Qin W, Li X, Zhang Q. Higher integrity of the motor and visual pathways in long-term video game players. Front Hum Neurosci 2015; 9:98. [PMID: 25805981 PMCID: PMC4354361 DOI: 10.3389/fnhum.2015.00098] [Citation(s) in RCA: 25] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/13/2014] [Accepted: 02/07/2015] [Indexed: 12/17/2022] Open
Abstract
Long term video game players (VGPs) exhibit superior visual and motor skills compared with non-video game control subjects (NVGCs). However, the neural basis underlying the enhanced behavioral performance remains largely unknown. To clarify this issue, the present study compared the whiter matter integrity within the corticospinal tracts (CST), the superior longitudinal fasciculus (SLF), the inferior longitudinal fasciculus (ILF), and the inferior fronto-occipital fasciculus (IFOF) between the VGPs and the NVGCs using diffusion tensor imaging. Compared with the NVGCs, voxel-wise comparisons revealed significantly higher fractional anisotropy (FA) values in some regions within the left CST, left SLF, bilateral ILF, and IFOF in VGPs. Furthermore, higher FA values in the left CST at the level of cerebral peduncle predicted a faster response in visual attention tasks. These results suggest that higher white matter integrity in the motor and higher-tier visual pathways is associated with long-term video game playing, which may contribute to the understanding on how video game play influences motor and visual performance.
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Affiliation(s)
- Yang Zhang
- Department of Radiology and Tianjin Key Laboratory of Functional Imaging, Tianjin Medical University General Hospital Tianjin, China
| | - Guijin Du
- Department of Radiology, Linyi People's Hospital Linyi, China
| | - Yongxin Yang
- Department of Psychology, Linyi Fourth People's Hospital Linyi, China
| | - Wen Qin
- Department of Radiology and Tianjin Key Laboratory of Functional Imaging, Tianjin Medical University General Hospital Tianjin, China
| | - Xiaodong Li
- Department of Radiology, Linyi People's Hospital Linyi, China
| | - Quan Zhang
- Department of Radiology and Tianjin Key Laboratory of Functional Imaging, Tianjin Medical University General Hospital Tianjin, China
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219
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Relieving the attentional blink in the amblyopic brain with video games. Sci Rep 2015; 5:8483. [PMID: 25715870 PMCID: PMC4341194 DOI: 10.1038/srep08483] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/17/2014] [Accepted: 12/29/2014] [Indexed: 11/10/2022] Open
Abstract
Video game play induces a generalized recovery of a range of spatial visual functions in the amblyopic brain. Here we ask whether video game play also alters temporal processing in the amblyopic brain. When visual targets are presented in rapid succession, correct identification of the first target (T1) can interfere with identification of the second (T2). This is known as the “attentional blink”. We measured the attentional blink in each eye of adults with amblyopia before and after 40 hours of active video game play, using a rapid serial visual presentation technique. After videogame play, we observed a ~40% reduction in the attentional blink (identifying T2 200 ms after T1) seen through the amblyopic eye and this improvement in performance transferred substantially to the untrained fellow sound eye. Our experiments show that the enhanced performance cannot be simply explained by eye patching alone, or to improved visual acuity, but is specific to videogame experience. Thus, videogame training might have important therapeutic applications for amblyopia and other visual brain disorders.
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220
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MacMullin JA, Lunsky Y, Weiss JA. Plugged in: Electronics use in youth and young adults with autism spectrum disorder. AUTISM : THE INTERNATIONAL JOURNAL OF RESEARCH AND PRACTICE 2015; 20:45-54. [PMID: 25694586 DOI: 10.1177/1362361314566047] [Citation(s) in RCA: 54] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Although electronic technology currently plays an integral role for most youth, there are growing concerns of its excessive and compulsive use. This study documents patterns and impact of electronics use in individuals with autism spectrum disorder compared to typically developing peers. Participants included 172 parents of typically developing individuals and 139 parents of individuals with an autism spectrum disorder diagnosis, ranging in age from 6 to 21 years. Parents completed an online survey of demographics and the frequency, duration, and problematic patterns of electronics use in their youth and young adults. Individuals with autism spectrum disorder were reported to use certain electronics more often in the last month and on an average day, and had greater compulsive Internet and video game use than individuals without autism spectrum disorder. Across both samples, males used video games more often than females. Compared to parents of individuals without autism spectrum disorder, parents of individuals with autism spectrum disorder were significantly more likely to report that electronics use was currently having a negative impact. The implications of problematic electronics use for individuals with autism spectrum disorder are discussed.
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Affiliation(s)
| | - Yona Lunsky
- Centre for Addiction and Mental Health, Canada
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221
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Ben-Sadoun G, Petit PD, Colson S, König A, Robert P. Activité aérobie et environnement enrichi : perspectives pour le patient Alzheimer. Sci Sports 2015. [DOI: 10.1016/j.scispo.2014.03.005] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
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222
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Morales J, Padilla F, Gómez-Ariza CJ, Bajo MT. Simultaneous interpretation selectively influences working memory and attentional networks. Acta Psychol (Amst) 2015; 155:82-91. [PMID: 25577491 DOI: 10.1016/j.actpsy.2014.12.004] [Citation(s) in RCA: 30] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2014] [Revised: 11/07/2014] [Accepted: 12/18/2014] [Indexed: 11/26/2022] Open
Abstract
Recent research has shown that becoming an expert in a certain domain may lead to a transfer of the acquired skills to other domains requiring similar abilities. Thus, the cognitive skills acquired by professional interpreters after intensive training may also transfer to other domains. Simultaneous interpreters are known to develop high working memory capacity (e.g., Christoffels, de Groot, & Kroll, 2006; Signorelli, Haarmann, & Obler, 2012). However, little is known about transfer of other processes such us updating and some aspects of attention also involved in interpretation. In Experiment 1, we found that interpreters outperformed a control group in updating skills, as measured through a dual version of the n-back task (Jaeggi et al., 2007). In Experiment 2, use of the ANTI-V allowed us to reveal that interpreting differentially modulates the interactions between attentional networks. Thus, we found no group differences in conflict resolution, but the interaction between the alertness and orienting networks differed between interpreters and non-interpreters. Taken together, these results suggest that experience in simultaneous interpreting transfers to other domains, but this transfer seems specific to the cognitive processes more closely involved in the interpreting tasks.
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223
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Keebler JR, Jentsch F, Schuster D. The effects of video game experience and active stereoscopy on performance in combat identification tasks. HUMAN FACTORS 2014; 56:1482-1496. [PMID: 25509826 DOI: 10.1177/0018720814535248] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/04/2023]
Abstract
OBJECTIVE We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance. BACKGROUND Fratricide is a major problem in combat operations involving military vehicles. In this research, we aimed to evaluate the effects of training on CID performance in order to reduce fratricide errors. METHOD Individuals were trained on 12 combat vehicles in a simulation, which were presented via either a non-stereoscopic or active stereoscopic display using NVIDIA's GeForce shutter glass technology. Self-report was used to assess video game experience, leading to four between-subjects groups: high video game experience with stereoscopy, low video game experience with stereoscopy, high video game experience without stereoscopy, and low video game experience without stereoscopy. We then tested participants on their memory of each vehicle's alliance and name across multiple measures, including photographs and videos. RESULTS There was a main effect for both video game experience and stereoscopy across many of the dependent measures. Further, we found interactions between video game experience and stereoscopic training, such that those individuals with high video game experience in the non-stereoscopic group had the highest performance outcomes in the sample on multiple dependent measures. CONCLUSION This study suggests that individual differences in video game experience may be predictive of enhanced performance in CID tasks. APPLICATION Selection based on video game experience in CID tasks may be a useful strategy for future military training. Future research should investigate the generalizability of these effects, such as identification through unmanned vehicle sensors.
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From brain synapses to systems for learning and memory: Object recognition, spatial navigation, timed conditioning, and movement control. Brain Res 2014; 1621:270-93. [PMID: 25446436 DOI: 10.1016/j.brainres.2014.11.018] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/28/2014] [Accepted: 11/06/2014] [Indexed: 11/23/2022]
Abstract
This article provides an overview of neural models of synaptic learning and memory whose expression in adaptive behavior depends critically on the circuits and systems in which the synapses are embedded. It reviews Adaptive Resonance Theory, or ART, models that use excitatory matching and match-based learning to achieve fast category learning and whose learned memories are dynamically stabilized by top-down expectations, attentional focusing, and memory search. ART clarifies mechanistic relationships between consciousness, learning, expectation, attention, resonance, and synchrony. ART models are embedded in ARTSCAN architectures that unify processes of invariant object category learning, recognition, spatial and object attention, predictive remapping, and eye movement search, and that clarify how conscious object vision and recognition may fail during perceptual crowding and parietal neglect. The generality of learned categories depends upon a vigilance process that is regulated by acetylcholine via the nucleus basalis. Vigilance can get stuck at too high or too low values, thereby causing learning problems in autism and medial temporal amnesia. Similar synaptic learning laws support qualitatively different behaviors: Invariant object category learning in the inferotemporal cortex; learning of grid cells and place cells in the entorhinal and hippocampal cortices during spatial navigation; and learning of time cells in the entorhinal-hippocampal system during adaptively timed conditioning, including trace conditioning. Spatial and temporal processes through the medial and lateral entorhinal-hippocampal system seem to be carried out with homologous circuit designs. Variations of a shared laminar neocortical circuit design have modeled 3D vision, speech perception, and cognitive working memory and learning. A complementary kind of inhibitory matching and mismatch learning controls movement. This article is part of a Special Issue entitled SI: Brain and Memory.
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225
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Action video game play facilitates the development of better perceptual templates. Proc Natl Acad Sci U S A 2014; 111:16961-6. [PMID: 25385590 DOI: 10.1073/pnas.1417056111] [Citation(s) in RCA: 102] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/25/2022] Open
Abstract
The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.
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Deveau J, Seitz AR. Applying perceptual learning to achieve practical changes in vision. Front Psychol 2014; 5:1166. [PMID: 25360128 PMCID: PMC4199263 DOI: 10.3389/fpsyg.2014.01166] [Citation(s) in RCA: 38] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/01/2014] [Accepted: 09/25/2014] [Indexed: 01/16/2023] Open
Abstract
Research of visual perceptual learning has illuminated the flexibility of processing in the visual system and provides insights into therapeutic approaches to remediating some components of low vision. A key observation from research of perceptual learning is that effects of training are often highly specific to the attributes of the trained stimuli. This observation has been a blessing to basic research, providing important constraints to models of learning, but is a curse to translational research, which has the goal of creating therapies that generalize widely across visual tasks and stimuli. Here we suggest that the curse of specificity can be overcome by adopting a different experimental framework than is standard in the field. Namely, translational studies should integrate many approaches together and sacrifice mechanistic understanding to gain clinical relevance. To validate this argument, we review research from our lab and others, and also present new data, that together shows how perceptual learning on basic stimuli can lead to improvements on standard vision tests as well as real world vision use such as improved reading and even improved sports performance. Furthermore, we show evidence that this integrative approach to perceptual learning can ameliorate effects of presbyopia and provides promise to improve visual function for individuals suffering from low vision.
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Affiliation(s)
- Jenni Deveau
- Department of Psychology, University of California Riverside Riverside, CA, USA
| | - Aaron R Seitz
- Department of Psychology, University of California Riverside Riverside, CA, USA
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Taub E, Mark VW, Uswatte G. Implications of CI therapy for visual deficit training. Front Integr Neurosci 2014; 8:78. [PMID: 25346665 PMCID: PMC4191165 DOI: 10.3389/fnint.2014.00078] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/09/2014] [Accepted: 09/17/2014] [Indexed: 11/29/2022] Open
Abstract
We address here the question of whether the techniques of Constraint Induced (CI) therapy, a family of treatments that has been employed in the rehabilitation of movement and language after brain damage might apply to the rehabilitation of such visual deficits as unilateral spatial neglect and visual field deficits. CI therapy has been used successfully for the upper and lower extremities after chronic stroke, cerebral palsy (CP), multiple sclerosis (MS), other central nervous system (CNS) degenerative conditions, resection of motor areas of the brain, focal hand dystonia, and aphasia. Treatments making use of similar methods have proven efficacious for amblyopia. The CI therapy approach consists of four major components: intensive training, training by shaping, a "transfer package" to facilitate the transfer of gains from the treatment setting to everyday activities, and strong discouragement of compensatory strategies. CI therapy is said to be effective because it overcomes learned nonuse, a learned inhibition of movement that follows injury to the CNS. In addition, CI therapy produces substantial increases in the gray matter of motor areas on both sides of the brain. We propose here that these mechanisms are examples of more general processes: learned nonuse being considered parallel to sensory nonuse following damage to sensory areas of the brain, with both having in common diminished neural connections (DNCs) in the nervous system as an underlying mechanism. CI therapy would achieve its therapeutic effect by strengthening the DNCs. Use-dependent cortical reorganization is considered to be an example of the more general neuroplastic mechanism of brain structure repurposing. If the mechanisms involved in these broader categories are involved in each of the deficits being considered, then it may be the principles underlying efficacious treatment in each case may be similar. The lessons learned during CI therapy research might then prove useful for the treatment of visual deficits.
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Affiliation(s)
- Edward Taub
- University of Alabama at BirminghamBirmingham, AL, USA
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Wilms IL, Nielsen S. Normative perceptual estimates for 91 healthy subjects age 60-75: impact of age, education, employment, physical exercise, alcohol, and video gaming. Front Psychol 2014; 5:1137. [PMID: 25339932 PMCID: PMC4187578 DOI: 10.3389/fpsyg.2014.01137] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2014] [Accepted: 09/18/2014] [Indexed: 11/16/2022] Open
Abstract
Visual perception serves as the basis for much of the higher level cognitive processing as well as human activity in general. Here we present normative estimates for the following components of visual perception: the visual perceptual threshold, the visual short-term memory (VSTM) capacity and the visual perceptual encoding/decoding speed (processing speed) of VSTM based on an assessment of 91 healthy subjects aged 60–75. The estimates were modeled from input from a whole-report assessment based on a theory of visual attention. In addition to the estimates themselves, we present correlational data, and multiple regression analyses between the estimates and self-reported demographic data and lifestyle variables. The regression statistics suggest that education level, video gaming activity, and employment status may significantly impact the encoding/decoding speed of VTSM but not the capacity of VSTM nor the visual perceptual threshold. The estimates will be useful for future studies into the effects of various types of intervention and training on cognition in general and visual attention in particular.
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Affiliation(s)
- Inge L Wilms
- Brain Research and Advanced Technology Laboratory, Department of Psychology, University of Copenhagen Copenhagen, Denmark
| | - Simon Nielsen
- Brain Research and Advanced Technology Laboratory, Department of Psychology, University of Copenhagen Copenhagen, Denmark
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Ashinoff BK. The potential of video games as a pedagogical tool. Front Psychol 2014; 5:1109. [PMID: 25324811 PMCID: PMC4179712 DOI: 10.3389/fpsyg.2014.01109] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/15/2014] [Accepted: 09/12/2014] [Indexed: 12/03/2022] Open
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Holfeld B, Cicha RJ, Ferraro FR. Executive Function and Action Gaming among College Students. CURRENT PSYCHOLOGY 2014. [DOI: 10.1007/s12144-014-9263-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
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231
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Playing a puzzle video game with changing requirements improves executive functions. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2014.04.046] [Citation(s) in RCA: 45] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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232
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Bioulac S, Lallemand S, Fabrigoule C, Thoumy AL, Philip P, Bouvard MP. Video game performances are preserved in ADHD children compared with controls. J Atten Disord 2014; 18:542-50. [PMID: 22628143 DOI: 10.1177/1087054712443702] [Citation(s) in RCA: 18] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
OBJECTIVE Although ADHD and excessive video game playing have received some attention, few studies have explored the performances of ADHD children when playing video games. The authors hypothesized that performances of ADHD children would be as good as those of control children in motivating video games tasks but not in the Continuous Performance Test II (CPT II). METHOD The sample consisted of 26 ADHD children and 16 control children. Performances of ADHD and control children were compared on three commercially available games, on the repetition of every game, and on the CPT II. RESULTS ADHD children had lower performances on the CPT II than did controls, but they exhibited equivalent performances to controls when playing video games at both sessions and on all three games. CONCLUSION When playing video games, ADHD children present no difference in inhibitory performances compared with control children. This demonstrates that cognitive difficulties in ADHD are task dependent.
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Affiliation(s)
- Stéphanie Bioulac
- Pôle Universitaire de Psychiatrie de l'Enfant et de l'Adolescent, Bordeaux, France Université Victor Segalen Bordeaux 2, Bordeaux, France
| | | | | | - Anne-Laure Thoumy
- Pôle Universitaire de Psychiatrie de l'Enfant et de l'Adolescent, Bordeaux, France
| | - Pierre Philip
- Université Victor Segalen Bordeaux 2, Bordeaux, France
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Abstract
Do video games enhance cognitive functioning? We conducted two meta-analyses based on different research designs to investigate how video games impact information-processing skills (auditory processing, executive functions, motor skills, spatial imagery, and visual processing). Quasi-experimental studies (72 studies, 318 comparisons) compare habitual gamers with controls; true experiments (46 studies, 251 comparisons) use commercial video games in training. Using random-effects models, video games led to improved information processing in both the quasi-experimental studies, d = 0.61, 95% CI [0.50, 0.73], and the true experiments, d = 0.48, 95% CI [0.35, 0.60]. Whereas the quasi-experimental studies yielded small to large effect sizes across domains, the true experiments yielded negligible effects for executive functions, which contrasted with the small to medium effect sizes in other domains. The quasi-experimental studies appeared more susceptible to bias than were the true experiments, with larger effects being reported in higher-tier than in lower-tier journals, and larger effects reported by the most active research groups in comparison with other labs. The results are further discussed with respect to other moderators and limitations in the extant literature.
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Video games and rehabilitation: using design principles to enhance engagement in physical therapy. J Neurol Phys Ther 2014; 37:166-75. [PMID: 24232363 DOI: 10.1097/npt.0000000000000017] [Citation(s) in RCA: 129] [Impact Index Per Article: 11.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
Abstract
Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive, and difficult. We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay. In this Special Interest article, we offer a method to evaluate effects of video game play on motor learning and their potential to increase patient engagement with therapy, particularly commercial games that can be interfaced with adapted control systems. We take the novel approach of integrating research across game design, motor learning, neurophysiology changes, and rehabilitation science to provide criteria by which therapists can assist patients in choosing games appropriate for rehabilitation. Research suggests that video games are beneficial for cognitive and motor skill learning in both rehabilitation science and experimental studies with healthy subjects. Physiological data suggest that gameplay can induce neuroplastic reorganization that leads to long-term retention and transfer of skill; however, more clinical research in this area is needed. There is interdisciplinary evidence suggesting that key factors in game design, including choice, reward, and goals, lead to increased motivation and engagement. We maintain that video game play could be an effective supplement to traditional therapy. Motion controllers can be used to practice rehabilitation-relevant movements, and well-designed game mechanics can augment patient engagement and motivation in rehabilitation. We recommend future research and development exploring rehabilitation-relevant motions to control games and increase time in therapy through gameplay.Video Abstract available (see Video, Supplemental Digital Content 1, http://links.lww.com/JNPT/A61) for more insights from the authors.
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The effects of video games on laparoscopic simulator skills. Am J Surg 2014; 208:151-6. [DOI: 10.1016/j.amjsurg.2013.11.006] [Citation(s) in RCA: 49] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/31/2013] [Revised: 10/23/2013] [Accepted: 11/22/2013] [Indexed: 11/20/2022]
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Borahay MA, Jackson M, Tapısız OL, Lyons E, Patel PR, Nassar R, Kılıç GS. Assessment of minimally invasive surgical skills of pre-medical students: What can we learn from future learners? J Turk Ger Gynecol Assoc 2014; 15:69-73. [PMID: 24976769 DOI: 10.5152/jtgga.2014.0044] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/06/2014] [Accepted: 05/08/2014] [Indexed: 11/22/2022] Open
Abstract
OBJECTIVE Knowledge of baseline laparoscopic and robotic surgical skills of future learners is essential to develop teaching strategies that best fit them. The objectives of this study are to determine baseline laparoscopic and robotic skills of high school and college students and compare them to those of current obstetrics and gynecology residents. MATERIAL AND METHODS A cross-sectional (Class II-2) pilot study. Laparoscopic and robotic surgical skills of college and high (secondary) school students were evaluated using simulators and compared to those of obstetrics and gynecology residents. In addition, questionnaire data were collected regarding video game playing and computer use. RESULTS A total of 17 students, both high school (n=9) and college (n=8), in addition to 11 residents, completed the study. Overall, students performed comparably to the residents in simple exercises (p>.05). However, students took significantly longer time to complete complex exercises (p=.001). Finally, students played video games significantly more than residents (p<.001). CONCLUSION Future learners may have a different background skill set. This difference may be related to improved hand-eye coordination, possibly due to playing video games. The results of this pilot study should spur more research into surgical teaching strategies.
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Affiliation(s)
- Mostafa A Borahay
- Department of Obstetrics and Gynecology, University of Texas Medical Branch at Galveston, Texas, USA
| | - Mary Jackson
- Department of Obstetrics and Gynecology, University of Texas Medical Branch at Galveston, Texas, USA
| | - Omer L Tapısız
- Department of Obstetrics and Gynecology, University of Texas Medical Branch at Galveston, Texas, USA ; Department of Gynecologic Oncology, Etlik Zübeyde Hanım Women's Health Training and Research Hospital, Ankara, Turkey
| | - Elizabeth Lyons
- Department of Psychology, Institute for Translational Sciences, University of Texas Medical Branch at Galveston School of Medicine, Texas, USA
| | - Pooja R Patel
- Department of Obstetrics and Gynecology, University of Texas Medical Branch at Galveston, Texas, USA
| | | | - Gökhan Sami Kılıç
- Department of Obstetrics and Gynecology, University of Texas Medical Branch at Galveston, Texas, USA
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Kühn S, Gallinat J. Amount of lifetime video gaming is positively associated with entorhinal, hippocampal and occipital volume. Mol Psychiatry 2014; 19:842-7. [PMID: 23958958 DOI: 10.1038/mp.2013.100] [Citation(s) in RCA: 75] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/23/2013] [Revised: 05/09/2013] [Accepted: 06/24/2013] [Indexed: 01/27/2023]
Abstract
Playing video games is a popular leisure activity among children and adults, and may therefore potentially influence brain structure. We have previously shown a positive association between probability of gray matter (GM) volume in the ventral striatum and frequent video gaming in adolescence. Here we set out to investigate structural correlates of video gaming in adulthood, as the effects observed in adolescents may reflect only a fraction of the potential neural long-term effects seen in adults. On magnetic resonance imaging (MRI) scans of 62 male adults, we computed voxel-based morphometry to explore the correlation of GM with the lifetime amount of video gaming (termed joystick years). We found a significant positive association between GM in bilateral parahippocamal region (entorhinal cortex) and left occipital cortex/inferior parietal lobe and joystick years (P<0.001, corrected for multiple comparisons). An exploratory analysis showed that the entorhinal GM volume can be predicted by the video game genres played, such as logic/puzzle games and platform games contributing positively, and action-based role-playing games contributing negatively. Furthermore, joystick years were positively correlated with hippocampus volume. The association of lifetime amount of video game playing with bilateral entorhinal cortex, hippocampal and occipital GM volume could reflect adaptive neural plasticity related to navigation and visual attention.
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Affiliation(s)
- S Kühn
- Max Planck Institute for Human Development, Center for Lifespan Psychology, Berlin, Germany
| | - J Gallinat
- Charité University Medicine, St Hedwig-Krankenhaus, Clinic for Psychiatry and Psychotherapy, Berlin, Germany
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Abstract
Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.
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239
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Perceptual learning as a possible new approach for remediation and prevention of developmental dyslexia. Vision Res 2014; 99:78-87. [DOI: 10.1016/j.visres.2013.11.011] [Citation(s) in RCA: 75] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/08/2013] [Revised: 11/18/2013] [Accepted: 11/30/2013] [Indexed: 11/20/2022]
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Action video game playing is associated with improved visual sensitivity, but not alterations in visual sensory memory. Atten Percept Psychophys 2014; 75:1161-7. [PMID: 23709062 DOI: 10.3758/s13414-013-0472-7] [Citation(s) in RCA: 55] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Action video game playing has been experimentally linked to a number of perceptual and cognitive improvements. These benefits are captured through a wide range of psychometric tasks and have led to the proposition that action video game experience may promote the ability to extract statistical evidence from sensory stimuli. Such an advantage could arise from a number of possible mechanisms: improvements in visual sensitivity, enhancements in the capacity or duration for which information is retained in visual memory, or higher-level strategic use of information for decision making. The present study measured the capacity and time course of visual sensory memory using a partial report performance task as a means to distinguish between these three possible mechanisms. Sensitivity measures and parameter estimates that describe sensory memory capacity and the rate of memory decay were compared between individuals who reported high evels and low levels of action video game experience. Our results revealed a uniform increase in partial report accuracy at all stimulus-to-cue delays for action video game players but no difference in the rate or time course of the memory decay. The present findings suggest that action video game playing may be related to enhancements in the initial sensitivity to visual stimuli, but not to a greater retention of information in iconic memory buffers.
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Abstract
Visual short-term memory (VSTM) is critical for acquiring visual knowledge and shows marked individual variability. Previous work has illustrated a VSTM advantage among action video game players (Boot et al. Acta Psychologica 129:387-398, 2008). A growing body of literature has suggested that action video game playing can bolster visual cognitive abilities in a domain-general manner, including abilities related to visual attention and the speed of processing, providing some potential bases for this VSTM advantage. In the present study, we investigated the VSTM advantage among video game players and assessed whether enhanced processing speed can account for this advantage. Experiment 1, using simple colored stimuli, revealed that action video game players demonstrate a similar VSTM advantage over nongamers, regardless of whether they are given limited or ample time to encode items into memory. Experiment 2, using complex shapes as the stimuli to increase the processing demands of the task, replicated this VSTM advantage, irrespective of encoding duration. These findings are inconsistent with a speed-of-processing account of this advantage. An alternative, attentional account, grounded in the existing literature on the visuo-cognitive consequences of video game play, is discussed.
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Perdreau F, Cavanagh P. Drawing skill is related to the efficiency of encoding object structure. Iperception 2014; 5:101-19. [PMID: 25469216 PMCID: PMC4249990 DOI: 10.1068/i0635] [Citation(s) in RCA: 16] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/23/2013] [Revised: 04/16/2014] [Indexed: 11/26/2022] Open
Abstract
Accurate drawing calls on many skills beyond simple motor coordination. A good internal representation of the target object's structure is necessary to capture its proportion and shape in the drawing. Here, we assess two aspects of the perception of object structure and relate them to participants' drawing accuracy. First, we assessed drawing accuracy by computing the geometrical dissimilarity of their drawing to the target object. We then used two tasks to evaluate the efficiency of encoding object structure. First, to examine the rate of temporal encoding, we varied presentation duration of a possible versus impossible test object in the fovea using two different test sizes (8° and 28°). More skilled participants were faster at encoding an object's structure, but this difference was not affected by image size. A control experiment showed that participants skilled in drawing did not have a general advantage that might have explained their faster processing for object structure. Second, to measure the critical image size for accurate classification in the periphery, we varied image size with possible versus impossible object tests centered at two different eccentricities (3° and 8°). More skilled participants were able to categorise object structure at smaller sizes, and this advantage did not change with eccentricity. A control experiment showed that the result could not be attributed to differences in visual acuity, leaving attentional resolution as a possible explanation. Overall, we conclude that drawing accuracy is related to faster encoding of object structure and better access to crowded details.
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Affiliation(s)
- Florian Perdreau
- Laboratoire Psychologie de la Perception, Université Paris Descartes, Sorbonne Paris Cité, CNRS UMR 8242, Paris, France; e-mail:
| | - Patrick Cavanagh
- Laboratoire Psychologie de la Perception, Université Paris Descartes, Sorbonne Paris Cité, CNRS UMR 8242, Paris, France; e-mail:
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Gaspar JG, Neider MB, Crowell JA, Lutz A, Kaczmarski H, Kramer AF. Are gamers better crossers? An examination of action video game experience and dual task effects in a simulated street crossing task. HUMAN FACTORS 2014; 56:443-452. [PMID: 24930167 DOI: 10.1177/0018720813499930] [Citation(s) in RCA: 9] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/03/2023]
Abstract
OBJECTIVE A high-fidelity street crossing simulator was used to test the hypothesis that experienced action video game players are less vulnerable than non-gamers to dual task costs in complex tasks. BACKGROUND Previous research has shown that action video game players outperform nonplayers on many single task measures of perception and attention. It is unclear, however, whether action video game players outperform nonplayers in complex, divided attention tasks. METHOD Experienced action video game players and nongamers completed a street crossing task in a high-fidelity simulator. Participants walked on a manual treadmill to cross the street. During some crossings, a cognitively demanding working memory task was added. RESULTS Dividing attention resulted in more collisions and increased decision making time. Of importance, these dual task costs were equivalent for the action video game players and the nongamers. CONCLUSION These results suggest that action video game players are equally susceptible to the costs of dividing attention in a complex task. APPLICATION Perceptual and attentional benefits associated with action video game experience may not translate to performance benefits in complex, real-world tasks.
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Oei AC, Patterson MD. Are videogame training gains specific or general? Front Syst Neurosci 2014; 8:54. [PMID: 24782722 PMCID: PMC3986546 DOI: 10.3389/fnsys.2014.00054] [Citation(s) in RCA: 43] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/30/2014] [Accepted: 03/22/2014] [Indexed: 12/26/2022] Open
Abstract
Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the “common demands” hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements.
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Affiliation(s)
- Adam C Oei
- Division of Psychology, School of Humanities and Social Sciences, Nanyang Technological University Singapore, Singapore
| | - Michael D Patterson
- Division of Psychology, School of Humanities and Social Sciences, Nanyang Technological University Singapore, Singapore
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Nikolaidis A, Voss MW, Lee H, Vo LTK, Kramer AF. Parietal plasticity after training with a complex video game is associated with individual differences in improvements in an untrained working memory task. Front Hum Neurosci 2014; 8:169. [PMID: 24711792 PMCID: PMC3968753 DOI: 10.3389/fnhum.2014.00169] [Citation(s) in RCA: 29] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/15/2014] [Accepted: 03/07/2014] [Indexed: 11/13/2022] Open
Abstract
Researchers have devoted considerable attention and resources to cognitive training, yet there have been few examinations of the relationship between individual differences in patterns of brain activity during the training task and training benefits on untrained tasks (i.e., transfer). While a predominant hypothesis suggests that training will transfer if there is training-induced plasticity in brain regions important for the untrained task, this theory lacks sufficient empirical support. To address this issue we investigated the relationship between individual differences in training-induced changes in brain activity during a cognitive training videogame, and whether those changes explained individual differences in the resulting changes in performance in untrained tasks. Forty-five young adults trained with a videogame that challenges working memory, attention, and motor control for 15 2-h sessions. Before and after training, all subjects received neuropsychological assessments targeting working memory, attention, and procedural learning to assess transfer. Subjects also underwent pre- and post-functional magnetic resonance imaging (fMRI) scans while they played the training videogame to assess how these patterns of brain activity change in response to training. For regions implicated in working memory, such as the superior parietal lobe (SPL), individual differences in the post-minus-pre changes in activation predicted performance changes in an untrained working memory task. These findings suggest that training-induced plasticity in the functional representation of a training task may play a role in individual differences in transfer. Our data support and extend previous literature that has examined the association between training related cognitive changes and associated changes in underlying neural networks. We discuss the role of individual differences in brain function in training generalizability and make suggestions for future cognitive training research.
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Affiliation(s)
- Aki Nikolaidis
- Neuroscience Program, University of Illinois, Urbana-Champaign Urbana, IL, USA ; Beckman Institute, University of Illinois Urbana-Champaign Urbana, IL, USA
| | - Michelle W Voss
- Department of Psychology, University of Iowa Iowa City, IA, USA
| | - Hyunkyu Lee
- Brain Plasticity Institute San Francisco, CA, USA
| | - Loan T K Vo
- Neuroscience Program, University of Illinois, Urbana-Champaign Urbana, IL, USA ; Department of Electrical Engineering, Tan Tao University Long An, Vietnam
| | - Arthur F Kramer
- Neuroscience Program, University of Illinois, Urbana-Champaign Urbana, IL, USA ; Department of Psychology, University of Illinois Urbana-Champaign Urbana, IL, USA
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247
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Positive association of video game playing with left frontal cortical thickness in adolescents. PLoS One 2014; 9:e91506. [PMID: 24633348 PMCID: PMC3954649 DOI: 10.1371/journal.pone.0091506] [Citation(s) in RCA: 54] [Impact Index Per Article: 4.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/03/2013] [Accepted: 02/12/2014] [Indexed: 12/15/2022] Open
Abstract
Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations.
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248
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The case for causal influences of action videogame play upon vision and attention. Atten Percept Psychophys 2014; 75:667-72. [PMID: 23386038 DOI: 10.3758/s13414-013-0427-z] [Citation(s) in RCA: 46] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Over the past decade, exciting findings have surfaced suggesting that routine action videogame play improves attentional and perceptual skills. Apparently, performance during multiple-object tracking, useful-field-of-view tests, and task switching improves, contrast sensitivity and spatial-resolution thresholds decrease, and the attentional blink and backward masking are lessened by short-term training on action videogames. These are remarkable findings showing promise for the training of attention and the treatment of disorders of attentional function. While the findings are interesting, evidence of causal influences of videogame play is not as strong as is often claimed. In many studies, observers with game play experience and those without are tested. Such studies do not address causality, since preexisting differences are not controlled for. Other studies investigate the training of videogame play, with some evidence of training benefits. Methodological shortcomings and potential confounds limit their impact, however, and they have not always been replicated. No longitudinal studies on videogame training exist, but these may be required to provide conclusive answers about any benefits of videogame training and any interaction with preexisting differences. Suggestions for methodological improvement are made here, including recommendations for longitudinal studies. Such studies may become crucial for the field of attentional training to reach its full potential.
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249
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Pohl C, Kunde W, Ganz T, Conzelmann A, Pauli P, Kiesel A. Gaming to see: action video gaming is associated with enhanced processing of masked stimuli. Front Psychol 2014; 5:70. [PMID: 24550879 PMCID: PMC3913992 DOI: 10.3389/fpsyg.2014.00070] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/06/2013] [Accepted: 01/18/2014] [Indexed: 11/13/2022] Open
Abstract
Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants' responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli.
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Affiliation(s)
- Carsten Pohl
- Department of Psychology, Cognitive Psychology, University of WürzburgWürzburg, Germany
- Hospital for Psychiatry, Psychotherapy and Psychosomatic Medicine Lohr am MainLohr am Main, Germany
| | - Wilfried Kunde
- Department of Psychology, Cognitive Psychology, University of WürzburgWürzburg, Germany
| | - Thomas Ganz
- University of Applied Sciences EsslingenEsslingen, Germany
| | - Annette Conzelmann
- Department of Psychology, Biological Psychology, Clinical Psychology and Psychotherapy, University of WürzburgWürzburg, Germany
| | - Paul Pauli
- Department of Psychology, Biological Psychology, Clinical Psychology and Psychotherapy, University of WürzburgWürzburg, Germany
| | - Andrea Kiesel
- Department of Psychology, Cognitive Psychology, University of WürzburgWürzburg, Germany
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250
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Abstract
Achieving high-level skills is generally considered to require intense training, which is thought to optimally engage neuronal plasticity mechanisms. Recent work, however, suggests that intensive training may not be necessary for skill learning. Skills can be effectively acquired by a complementary approach in which the learning occurs in response to mere exposure to repetitive sensory stimulation. Such training-independent sensory learning induces lasting changes in perception and goal-directed behaviour in humans, without any explicit task training. We suggest that the effectiveness of this form of learning in different sensory domains stems from the fact that the stimulation protocols used are optimized to alter synaptic transmission and efficacy. While this approach directly links behavioural research in humans with studies on cellular plasticity, other approaches show that learning can occur even in the absence of an actual stimulus. These include learning through imagery or feedback-induced cortical activation, resulting in learning without task training. All these approaches challenge our understanding of the mechanisms that mediate learning. Apparently, humans can learn under conditions thought to be impossible a few years ago. Although the underlying mechanisms are far from being understood, training-independent sensory learning opens novel possibilities for applications aimed at augmenting human cognition.
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Affiliation(s)
- Christian Beste
- Institute for Cognitive Neuroscience, Department of Biopsychology, Ruhr-Universität Bochum, Universitätsstrasse 150, D-44780 Bochum, Germany.
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