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Wang B, Jiang J, Guo W. Effects of a single bout of mobile action video game play on attentional networks. PeerJ 2023; 11:e16409. [PMID: 37965289 PMCID: PMC10642364 DOI: 10.7717/peerj.16409] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2023] [Accepted: 10/15/2023] [Indexed: 11/16/2023] Open
Abstract
Background Video game play has been linked to a range of cognitive advantages, and investigations in this domain have predominantly utilized cross-sectional designs or long-term training paradigms. Nevertheless, the specific effects of engaging in a single bout of video game play remain poorly understood. Consequently, the objective of this study is to examine the influence of a single session of mobile action video game (MAVG) play on attentional networks among college students. Methods Seventy-two nonvideo game players were assigned randomly into an MAVG and a control game group. Participants in the MAVG group engaged in a 60-minute session of an action video game played on mobile phones, while the control group played a mobile card game for the same duration. All participants completed the attentional network test (ANT), which assesses alerting, orienting, and executive control network efficiencies, before and after the intervention. Results The MAVG group had significantly improved alerting network efficiency following the intervention, compared to before (p < 0.05); the control game group did not. Neither executive control network efficiency nor orienting network efficiency were found to be improved by the intervention. Conclusion The present data demonstrated that a single bout of MAVG play can improve alerting network efficiency selectively in young-adult college students. MAVGs may be useful for promoting attentional function with the advantages of being accessible virtually any time and anywhere.
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Affiliation(s)
- Biye Wang
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
- Institute of Sports, Exercise and Brain, Yangzhou University, Yangzhou, Jiangsu, China
| | - Jiahui Jiang
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
| | - Wei Guo
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
- Institute of Sports, Exercise and Brain, Yangzhou University, Yangzhou, Jiangsu, China
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Adversarial brain multiplex prediction from a single brain network with application to gender fingerprinting. Med Image Anal 2020; 67:101843. [PMID: 33129149 DOI: 10.1016/j.media.2020.101843] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2019] [Revised: 07/25/2020] [Accepted: 09/07/2020] [Indexed: 11/22/2022]
Abstract
Brain connectivity networks, derived from magnetic resonance imaging (MRI), non-invasively quantify the relationship in function, structure, and morphology between two brain regions of interest (ROIs) and give insights into gender-related connectional differences. However, to the best of our knowledge, studies on gender differences in brain connectivity were limited to investigating pairwise (i.e., low-order) relationships across ROIs, overlooking the complex high-order interconnectedness of the brain as a network. A few recent works on neurological disorders addressed this limitation by introducing the brain multiplex which is composed of a source network intra-layer, a target intra-layer, and a convolutional interlayer capturing the high-level relationship between both intra-layers. However, brain multiplexes are built from at least two different brain networks hindering their application to connectomic datasets with single brain networks (e.g., functional networks). To fill this gap, we propose Adversarial Brain Multiplex Translator (ABMT), the first work for predicting brain multiplexes from a source network using geometric adversarial learning to investigate gender differences in the human brain. Our framework comprises: (i) a geometric source to target network translator mimicking a U-Net architecture with skip connections, (ii) a conditional discriminator which distinguishes between predicted and ground truth target intra-layers, and finally (iii) a multi-layer perceptron (MLP) classifier which supervises the prediction of the target multiplex using the subject class label (e.g., gender). Our experiments on a large dataset demonstrated that predicted multiplexes significantly boost gender classification accuracy compared with source networks and unprecedentedly identify both low and high-order gender-specific brain multiplex connections. Our ABMT source code is available on GitHub at https://github.com/basiralab/ABMT.
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Cabras C, Cubadda ML, Sechi C. Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2019. [DOI: 10.4018/ijgcms.2019070102] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
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Milani L, Grumi S, Di Blasio P. Positive Effects of Videogame Use on Visuospatial Competencies: The Impact of Visualization Style in Preadolescents and Adolescents. Front Psychol 2019; 10:1226. [PMID: 31231275 PMCID: PMC6559178 DOI: 10.3389/fpsyg.2019.01226] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/22/2018] [Accepted: 05/09/2019] [Indexed: 11/21/2022] Open
Abstract
Use of videogames (VGs) is almost ubiquitous in preadolescents’ and adolescents’ everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Previous research show that training with videogames enables children and adolescents to improve their scores in visuospatial tests (such as mental rotation of shapes and cubes), and that such training could overcome gender differences in these domains. Our study aimed at (1) verifying the positive effects of videogame use in the visuospatial domain both for male and female adolescents and preadolescents and (2) verifying whether the visualization style (2D or isometric 3D) of the VG has an influence about the positive effects of gaming. Six measures of visuospatial competency were administered to 318 preadolescents (mean of age = 13.94 years, range 10–18) prior and after a 3-day training with 2D and 3D Tetris. Results indicate that (1) gaming on the whole has slight positive effects both for males and females in enhancing visuospatial competencies, at least in the short term, and (2) it seems that participants who used the videogame with 2D graphics obtained greater improvements in the mental rotation domain while the participants who used the videogame with 3D graphics obtained greater improvements in the spatial visualization domain. However, a general learning effect between T1 and T2 was measured, which was found regardless of Experimental condition, indicating that the effect of training with videogames can be less relevant than expected.
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Affiliation(s)
- Luca Milani
- Department of Psychology, Catholic University of the Sacred Heart, Milan, Italy
| | - Serena Grumi
- Department of Psychology, Catholic University of the Sacred Heart, Milan, Italy
| | - Paola Di Blasio
- Department of Psychology, Catholic University of the Sacred Heart, Milan, Italy
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House G, Burdea G, Polistico K, Roll D, Kim J, Grampurohit N, Damiani F, Keeler S, Hundal J, Pollack S. Integrative rehabilitation of residents chronic post-stroke in skilled nursing facilities: the design and evaluation of the BrightArm Duo. Disabil Rehabil Assist Technol 2016; 11:683-94. [PMID: 26218427 DOI: 10.3109/17483107.2015.1068384] [Citation(s) in RCA: 21] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/06/2015] [Accepted: 06/29/2015] [Indexed: 11/13/2022]
Abstract
PURPOSE To describe the novel BrightArm Duo bimanual upper extremity (UE) rehabilitation system; to determine its technology acceptance and clinical benefit for older hemiplegic participants. METHODS The system table tilted to adjust arm gravity loading. Participants wore arm supports that sensed grasp strength and wrist position on the table. Wrist weights further increased shoulder exertion. Games were designed to improve UE strength, motor function, cognition and emotive state and adapted automatically to each participant. The system underwent feasibility trials spanning 8 weeks in two skilled nursing facilities (SNFs). Participants were evaluated pre-therapy and post-therapy using standardized clinical measures. Computerized measures of supported arm reach, table tilt and number of arm repetitions were stored on a remote server. OUTCOMES Seven participants had significant improvements in their active range of shoulder movement, supported arm reach, shoulder strength, grasp strength and their ability to focus. The group demonstrated higher arm function measured with FMA (p = 0.01) and CAHAI (p = 0.05), and had an improvement in depression (Becks Depression Inventory, II). BrightArm Duo technology was well accepted by participants with a rating of 4.4 out of 5 points. CONCLUSIONS Given these findings, it will be beneficial to evaluate the BrightArm Duo application in SNF maintenance programs. Implications for Rehabilitation Integrative rehabilitation that addresses both physical and cognitive domains is promising for post-stroke maintenance in skilled nursing facilities. Simultaneous bilateral arm exercise may improve arm function in older hemiplegic patients several years after stroke. Virtual reality games that adapt to the patient can increase attention and working memory while decreasing depression in elderly.
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Affiliation(s)
- G House
- a Bright Cloud International Corp , Highland Park , NJ , USA
| | - G Burdea
- a Bright Cloud International Corp , Highland Park , NJ , USA
| | - K Polistico
- a Bright Cloud International Corp , Highland Park , NJ , USA
| | - D Roll
- a Bright Cloud International Corp , Highland Park , NJ , USA
| | - J Kim
- a Bright Cloud International Corp , Highland Park , NJ , USA
| | - N Grampurohit
- a Bright Cloud International Corp , Highland Park , NJ , USA
| | - F Damiani
- b Roosevelt Care Center , Edison , NJ , USA
| | - S Keeler
- c JFK Hartwyck at Edison Estates , Edison , NJ , USA
| | - J Hundal
- d Hundal Neuropsychology Group , Watchung , NJ , USA
| | - S Pollack
- e Data Driven Innovation , Westhampton , NY , USA , and
- f Computer Information Systems and Decision Sciences, St. John's University , Queens , NY , USA
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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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Rabin BA, Burdea GC, Roll DT, Hundal JS, Damiani F, Pollack S. Integrative rehabilitation of elderly stroke survivors: the design and evaluation of the BrightArm™. Disabil Rehabil Assist Technol 2011; 7:323-35. [PMID: 22107353 DOI: 10.3109/17483107.2011.629329] [Citation(s) in RCA: 21] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
PURPOSE To describe the development of the BrightArm upper extremity rehabilitation system, and to determine its clinical feasibility with older hemiplegic patients. METHOD The BrightArm adjusted arm gravity loading through table tilting. Patients wore an arm support that sensed grasp strength and communicated wirelessly with a personal computer. Games were written to improve cognitive, psychosocial and the upper extremity motor function and adapted automatically to each patient. The system underwent feasibility trials spanning 6 weeks. Participants were evaluated pre-therapy, post-therapy, and at 6 weeks follow-up using standardized clinical measures. Computerized measures of supported arm reach and game performance were stored on a remote server. RESULTS Five participants had clinically significant improvements in their active range of shoulder movement, shoulder strength, grasp strength, and their ability to focus. Several participants demonstrated substantially higher arm function (measured with the Fugl-Meyer test) and two were less-depressed (measured with the Becks Depression Inventory, Second Edition). The BrightArm technology was well-accepted by the participants, who gave it an overall subjective rating of 4.1 on a 5 point Likert scale. CONCLUSIONS Given these preliminary findings, it will be beneficial to evaluate the BrightArm through controlled clinical trials and to investigate its application to other clinical populations.
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Affiliation(s)
- Bryan A Rabin
- Bright Cloud International Corp, Highland Park, NJ 08904-2035, USA
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Richardson AE, Collaer ML. Virtual navigation performance: the relationship to field of view and prior video gaming experience. Percept Mot Skills 2011; 112:477-98. [PMID: 21667757 DOI: 10.2466/22.24.pms.112.2.477-498] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Two experiments examined whether learning a virtual environment was influenced by field of view and how it related to prior video gaming experience. In the first experiment, participants (42 men, 39 women; M age = 19.5 yr., SD = 1.8) performed worse on a spatial orientation task displayed with a narrow field of view in comparison to medium and wide field-of-view displays. Counter to initial hypotheses, wide field-of-view displays did not improve performance over medium displays, and this was replicated in a second experiment (30 men, 30 women; M age = 20.4 yr., SD = 1.9) presenting a more complex learning environment. Self-reported video gaming experience correlated with several spatial tasks: virtual environment pointing and tests of Judgment of Line Angle and Position, mental rotation, and Useful Field of View (with correlations between .31 and .45). When prior video gaming experience was included as a covariate, sex differences in spatial tasks disappeared.
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Richardson AE, Powers ME, Bousquet LG. Video game experience predicts virtual, but not real navigation performance. COMPUTERS IN HUMAN BEHAVIOR 2011. [DOI: 10.1016/j.chb.2010.10.003] [Citation(s) in RCA: 37] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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Abstract
Young people with developmental disorders experience difficulties with many cognitive and perceptual tasks, and often suffer social impairments. Yet, like typical youth, many appear to enjoy playing videogames. This review considers the appeal of videogames to individuals with autism spectrum disorders, attention deficit hyperactivity disorder, and specific language impairment. It examines how they respond to the various challenges that play entails with particular reference to sensory, cognitive, and social dimensions. It is argued that research into how these young people engage voluntarily with this dynamic and challenging medium offers great potential to extend our empirical and theoretical understanding of the disorders. Many gaps in our current knowledge are identified and several additional themes for possible future research are proposed.
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Affiliation(s)
- Kevin Durkin
- Department of Psychology, University of Strathclyde
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Abstract
Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations. In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized. There is a history of using video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus on making tailor-made games for different disease groups, which have been evaluated in scientific trials more recently. Commercial video games have been of interest regarding their impact on surgical skill. More recently, some basic computer games have been developed and evaluated that train doctors in clinical skills. The studies presented in this article represent a body of work outlining positive effects of playing video games in the area of health care.
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Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? REVIEW OF GENERAL PSYCHOLOGY 2010. [DOI: 10.1037/a0018941] [Citation(s) in RCA: 124] [Impact Index Per Article: 8.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/03/2023]
Abstract
Violent video games have been a source of controversy in the United States and elsewhere for several decades. Considerable concern has been raised in the public and scientific communities about the alleged deleterious effects of violent games. These concerns may coincide with periodic moral panics about media's influence, particularly on youth. This paper argues that the negative effects of violent games have been exaggerated by some elements of the scientific community, fitting with past cycles of media-focused moral panics. By contrast, potential positive effects of violent video game play have been ignored in the debate on violent games. The current paper considers research in several areas, including aggression, but also the nascent research fields of visuospatial cognition, social networking, and use as educational tools. It is argued that the debate on video game violence should be broadened to include both potential negative and positive effects.
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Abstract
Video game enthusiasts spend many hours at play, and this intense activity has the potential to alter both brain and behavior. We review studies that investigate the ability of video games to modify processes in spatial cognition. We outline the initial stages of research into the underlying mechanisms of learning, and we also consider possible applications of this new knowledge. Several experiments have shown that playing action games induces changes in a number of sensory, perceptual, and attentional abilities that are important for many tasks in spatial cognition. These basic capacities include contrast sensitivity, spatial resolution, the attentional visual field, enumeration, multiple object tracking, and visuomotor coordination and speed. In addition to altering performance on basic tasks, playing action video games has a beneficial effect on more complex spatial tasks such as mental rotation, thus demonstrating that learning generalizes far beyond the training activities in the game. Far transfer of this sort is generally elusive in learning, and we discuss some early attempts to elucidate the brain functions that are responsible. Finally, we suggest that studying video games may contribute not only to an improved understanding of the mechanisms of learning but may also offer new approaches to teaching spatial skills.
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Affiliation(s)
- Ian Spence
- Department of Psychology, University of Toronto
| | - Jing Feng
- Department of Psychology, University of Toronto
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Ferguson CJ. Research on the Effects of Violent Video Games: A Critical Analysis. SOCIAL AND PERSONALITY PSYCHOLOGY COMPASS 2009. [DOI: 10.1111/j.1751-9004.2009.00175.x] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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