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Teng H, Zhu L, Zhang X, Qiu B. The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment. JMIR Serious Games 2023; 11:e48317. [PMID: 37990585 PMCID: PMC10686534 DOI: 10.2196/48317] [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: 04/19/2023] [Revised: 10/11/2023] [Accepted: 10/24/2023] [Indexed: 11/23/2023] Open
Abstract
Background The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors. Objective This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors. Methods A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants' helping and hurting behaviors. Results The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t58=-2.07, P=.04; Cohen d=-0.535), whereas helping behaviors were not significantly affected (t58=1.52, P=.13; Cohen d=0.393). Conclusions As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games.
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Affiliation(s)
- Huina Teng
- School of Health Management, Guangzhou Medical University, Guangzhou, China
| | - Lixin Zhu
- School of Health Management, Guangzhou Medical University, Guangzhou, China
| | - Xuanyu Zhang
- School of Mental Health, Guangzhou Medical University, Guangzhou, China
| | - Boyu Qiu
- School of Health Management, Guangzhou Medical University, Guangzhou, 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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Jeong I, Nakagawa K, Osu R, Kanosue K. Difference in gaze control ability between low and high skill players of a real-time strategy game in esports. PLoS One 2022; 17:e0265526. [PMID: 35303024 PMCID: PMC8933040 DOI: 10.1371/journal.pone.0265526] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/25/2021] [Accepted: 03/03/2022] [Indexed: 12/05/2022] Open
Abstract
This research investigated the difference in aspects of gaze control between esports experts (Expert) and players with lower skills (Low Skill) while playing the real-time strategy game called StarCraft. Three versions of this game at different difficulty levels were made with the StarCraft Editor, and the gaze movements of seven Expert and nine Low Skill players were analyzed while they played the games. The gaze of Expert players covered a significantly larger area in the horizontal direction than the gaze of Low Skill players. Furthermore, the magnitude and number of saccadic eye movements were greater, and saccade velocity was faster in the Expert than in the Low Skill players. In conclusion, StarCraft experts have a specific gaze control ability that enables them to quickly and widely take visual information from all over the monitor. This could be one of the factors enabling StarCraft experts to perform better than players with lower skills when playing games that require task-switching ability.
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Affiliation(s)
- Inhyeok Jeong
- Graduate School of Sport Sciences, Waseda University, Saitama, Japan
| | - Kento Nakagawa
- Faculty of Sport Sciences, Waseda University, Saitama, Japan
- * E-mail:
| | - Rieko Osu
- Faculty of Human Sciences, Waseda University, Saitama, Japan
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Changes in Brain Volume Resulting from Cognitive Intervention by Means of the Feuerstein Instrumental Enrichment Program in Older Adults with Mild Cognitive Impairment (MCI): A Pilot Study. Brain Sci 2021; 11:brainsci11121637. [PMID: 34942939 PMCID: PMC8699159 DOI: 10.3390/brainsci11121637] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2021] [Revised: 11/24/2021] [Accepted: 12/09/2021] [Indexed: 11/24/2022] Open
Abstract
There is increasing interest in identifying biological and imaging markers for the early detection of neurocognitive decline. In addition, non-pharmacological strategies, including physical exercise and cognitive interventions, may be beneficial for those developing cognitive impairment. The Feuerstein Instrumental Enrichment (FIE) Program is a cognitive intervention based on structural cognitive modifiability and the mediated learning experience (MLE) and aims to promote problem-solving strategies and metacognitive abilities. The FIE program uses a variety of instruments to enhance the cognitive capacity of the individual as a result of mediation. A specific version of the FIE program was developed for the cognitive enhancement of older adults, focusing on strengthening orientation skills, categorization skills, deductive reasoning, and memory. We performed a prospective interventional pilot observational study on older subjects with MCI who participated in 30 mediated FIE sessions (two sessions weekly for 15 weeks). Of the 23 subjects who completed the study, there was a significant improvement in memory on the NeuroTrax cognitive assessment battery. Complete sets of anatomical MRI data for voxel-based morphometry, taken at the beginning and the end of the study, were obtained from 16 participants (mean age 83.5 years). Voxel-based morphometry showed an interesting and unexpected increase in grey matter (GM) in the anterolateral occipital border and the middle cingulate cortex. These initial findings of our pilot study support the design of randomized trials to evaluate the effect of cognitive training using the FIE program on brain volumes and cognitive function.
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Qiu B, Chen Y, He X, Liu T, Wang S, Zhang W. Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18136884. [PMID: 34206942 PMCID: PMC8297281 DOI: 10.3390/ijerph18136884] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/11/2021] [Revised: 06/23/2021] [Accepted: 06/24/2021] [Indexed: 11/16/2022]
Abstract
There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers’ conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the shifting, updating and inhibiting subcomponents of executive function. Scores on these tasks were also used as indicators of a component-general latent variable. Results based on analysis of covariance showed that, as predicted, the inhibition subcomponent, but not the updating or the shifting subcomponent, was significantly enhanced after gaming. The component-general executive function was not enhanced after gaming once the results were controlled for other subcomponents. The results were unrelated to participants’ self-reported positive and negative affect. The findings add key evidence to the literature on executive function and potentially contribute to the therapeutic use of video games to maintain executive function in the aged population.
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Affiliation(s)
- Boyu Qiu
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Yanrong Chen
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Xu He
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Ting Liu
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Sixian Wang
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Wei Zhang
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
- Correspondence:
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Cao Y, Huang T, Huang J, Xie X, Wang Y. Effects and Moderators of Computer-Based Training on Children's Executive Functions: A Systematic Review and Meta-Analysis. Front Psychol 2020; 11:580329. [PMID: 33324291 PMCID: PMC7726355 DOI: 10.3389/fpsyg.2020.580329] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/05/2020] [Accepted: 10/06/2020] [Indexed: 01/04/2023] Open
Abstract
Computer-based training has attracted increasing attention from researchers in recent years. Several studies have found that computer-based training resulted in improved executive functions (EFs) in adults. However, it remains controversial whether children can benefit from computer-based training and what moderator could influence the training effects. The focus of the present meta-analysis was to examine the effects of computer-based training on EFs in children: working memory, cognitive flexibility, and inhibitory control. A thorough search of published work yielded a sample of 36 studies with 216 effect sizes. The results indicated that computer-based training showed moderate training effects on improving EFs in children (g = 0.35, k = 36, p < 0.001), while training effects of working memory were significantly higher. Furthermore, we found near-transfer effects were marginally significantly higher than far-transfer effects. The standard training method was significantly more effective than training with game elements. In computer-based training, typically developing children had significantly better training effects than atypically developing children. Some additional factors, such as the number of training sessions and age, also modulated the training effects. In conclusion, the present study investigated the effects and moderators of computer-based training for children's EFs. The results provided evidence that computer-based training (especially standard training) may serve as an efficient way to improve EFs in children (especially typically developing individuals). We also discussed some directions for future computer-based training studies.
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Affiliation(s)
- Yifei Cao
- School of Psychology, Northeast Normal University, Changchun, China
| | - Ting Huang
- School of Psychology, Northeast Normal University, Changchun, China
| | - Jipeng Huang
- School of Psychology, Northeast Normal University, Changchun, China
| | - Xiaochun Xie
- School of Psychology, Northeast Normal University, Changchun, China
| | - Yuan Wang
- School of Psychology, Northeast Normal University, Changchun, China
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Kühn S, Gallinat J, Mascherek A. Effects of computer gaming on cognition, brain structure, and function: a critical reflection on existing literature
. DIALOGUES IN CLINICAL NEUROSCIENCE 2020; 21:319-330. [PMID: 31749656 PMCID: PMC6829166 DOI: 10.31887/dcns.2019.21.3/skuehn] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
Abstract
Video gaming as a popular form of leisure activity and its effect on cognition,
brain function, and structure has come into focus in the field of neuroscience.
Visuospatial cognition and attention seem to benefit the most, whereas for executive
functions, memory, and general cognition, the results are contradictory. The particular
characteristics of video games driving these effects remain poorly understood. We
critically discuss major challenges for the existing research, namely, the lack of
precise definitions of video gaming, the lack of distinct choice of cognitive ability
under study, and the lack of standardized study protocols. Less research exists on
neural changes in addition to cognitive changes due to video gaming. Existing studies
reveal evidence for the involvement of similar brain regions in functional and
structural changes. There seems to be a predominance in the hippocampal, prefrontal, and
parietal brain regions; however, studies differ immensely, which makes a meta-analytic
interpretation vulnerable. We conclude that theoretical work is urgently
needed.
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Affiliation(s)
- Simone Kühn
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany; Lise Meitner Group for Environmental Neuroscience, Max Planck Institute for Human Development, Berlin, Germany
| | - Jürgen Gallinat
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Anna Mascherek
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
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8
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Evaluating the causal contribution of fronto-parietal cortices to the control of the bottom-up and top-down visual attention using fMRI-guided TMS. Cortex 2020; 126:200-212. [DOI: 10.1016/j.cortex.2020.01.005] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/06/2019] [Revised: 10/28/2019] [Accepted: 01/14/2020] [Indexed: 01/22/2023]
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9
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Knox PC, Pasunuru N. Age-related alterations in inhibitory control investigated using the minimally delayed oculomotor response task. PeerJ 2020; 8:e8401. [PMID: 31942260 PMCID: PMC6955103 DOI: 10.7717/peerj.8401] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/23/2019] [Accepted: 12/16/2019] [Indexed: 02/02/2023] Open
Abstract
Healthy, older adults are widely reported to experience cognitive decline, including impairments in inhibitory control. However, this general proposition has recently come under scrutiny because ageing effects are highly variable between individuals, are task dependent, and are sometimes not distinguished from general age-related slowing. We recently developed the minimally delayed oculomotor response (MDOR) task in which participants are presented with a simple visual target step, and instructed to saccade not to the target when it appears (a prosaccade response), but when it disappears (i.e. on target offset). Varying the target display duration (TDD) prevents offset timing being predictable from the time of target onset, and saccades prior to the offset are counted as errors. A comparison of MDOR task performance in a group of 22 older adults (mean age 62 years, range 50-72 years) with that in a group of 39 younger adults (22 years, range 19-27 years) demonstrated that MDOR latency was significantly increased in the older group by 34-68 ms depending on TDD. However, when MDOR latencies were corrected by subtracting the latency observed in a standard prosaccade task, the latency difference between groups was abolished. There was a larger latency modulation with TDD in the older group which was observed even when their generally longer latencies were taken into account. Error rates were significantly increased in the older group. An analysis of the timing distribution of errors demonstrated that most errors were failures to inhibit responses to target onsets. When error distributions were used to isolate clear inhibition failures from other types of error, the older group still exhibited significantly higher error rates as well as a higher residual error rate. Although MDOR latency in older participants may largely reflect a general slowing in the oculomotor system with age, both the latency modulation and error rate results are consistent with an age-related inhibitory control deficit. How this relates to performance on other inhibitory control tasks remains to be investigated.
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Affiliation(s)
- Paul C. Knox
- Eye and Vision Science, Institute of Ageing and Chronic Disease, University of Liverpool, Liverpool, UK
| | - Nikitha Pasunuru
- Eye and Vision Science, Institute of Ageing and Chronic Disease, University of Liverpool, Liverpool, UK
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The effects of short-term musical training on the neural processing of speech-in-noise in older adults. Brain Cogn 2019; 136:103592. [PMID: 31404817 DOI: 10.1016/j.bandc.2019.103592] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2018] [Revised: 07/29/2019] [Accepted: 08/01/2019] [Indexed: 01/31/2023]
Abstract
Experienced musicians outperform non-musicians in understanding speech-in-noise (SPIN). The benefits of lifelong musicianship endure into older age, where musicians experience smaller declines in their ability to understand speech in noisy environments. However, it is presently unknown whether commencing musical training in old age can also counteract age-related decline in speech perception, and whether such training induces changes in neural processing of speech. Here, we recruited older adult non-musicians and assigned them to receive a short course of piano or videogame training, or no training. Participants completed two sessions of functional Magnetic Resonance Imaging where they performed a SPIN task prior to and following training. While we found no direct benefit of musical training upon SPIN perception, an exploratory Region of Interest analysis revealed increased cortical responses to speech in left Middle Frontal and Supramarginal Gyri which correlated with changes in SPIN task performance in the group which received music training. These results suggest that short-term musical training in older adults may enhance neural encoding of speech, with the potential to reduce age-related decline in speech perception.
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Zendel BR, West GL, Belleville S, Peretz I. Musical training improves the ability to understand speech-in-noise in older adults. Neurobiol Aging 2019; 81:102-115. [PMID: 31280114 DOI: 10.1016/j.neurobiolaging.2019.05.015] [Citation(s) in RCA: 39] [Impact Index Per Article: 7.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2017] [Revised: 05/01/2019] [Accepted: 05/22/2019] [Indexed: 12/31/2022]
Abstract
It is well known that hearing abilities decline with age, and one of the most commonly reported hearing difficulties reported in older adults is a reduced ability to understand speech in noisy environments. Older adult musicians have an enhanced ability to understand speech in noise, and this has been associated with enhanced brain responses related to both speech processing and the deployment of attention; however, the causal impact of music lessons in older adults has not yet been demonstrated. To investigate whether a causal relationship exists between short-term musical training and performance on auditory tests in older adults and to determine if musical training can be used to improve hearing in older adult nonmusicians, we conducted a longitudinal training study with random assignment. A sample of older adults was randomly assigned to learn to play piano (Music), to learn to play a visuospatially demanding video game (Video), or to serve as a no-contact control (No-contact). After 6 months, the Music group improved their ability to understand a word presented in loud background noise, whereas the other 2 groups did not. This improvement was related to an increase in positive-going electrical brain activity at fronto-left electrodes 200-1000 ms after the presentation of a word in noise. Source analyses suggest that this activity was due to sources located in the left inferior frontal gyrus and other regions involved in the speech-motor system. These findings support the idea that musical training provides a causal benefit to hearing abilities. Importantly, these findings suggest that musical training could be used as a foundation to develop auditory rehabilitation programs for older adults.
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Affiliation(s)
- Benjamin Rich Zendel
- Memorial University of Newfoundland, St. John's, Newfoundland and Labrador, Canada; International Laboratory for Brain, Music, and Sound Research, Montréal, Québec, Canada; Centre de Recherche, Institut Universitaire de Gériatrie de Montréal (CRIUGM), Montréal, Québec, Canada; Aging Research Centre-Newfoundland and Labrador, Corner Brook, Newfoundland and Labrador, Canada Aging Research Centre-Newfoundland and Labrador, Corner Brook, Newfoundland and Labrador, Canada.
| | - Greg L West
- Département de Psychologie, Université de Montréal, Québec, Canada
| | - Sylvie Belleville
- Centre de Recherche, Institut Universitaire de Gériatrie de Montréal (CRIUGM), Montréal, Québec, Canada; Département de Psychologie, Université de Montréal, Québec, Canada
| | - Isabelle Peretz
- International Laboratory for Brain, Music, and Sound Research, Montréal, Québec, Canada; Département de Psychologie, Université de Montréal, Québec, Canada
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