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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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Yildiz Durak H, Haktanir A, Saritepeci M. Examining the Predictors of Video Game Addiction According to Expertise Levels of the Players: The Role of Time Spent on Video Gaming, Engagement, Positive Gaming Perception, Social Support and Relational Health Indices. Int J Ment Health Addict 2023:1-26. [PMID: 37363766 PMCID: PMC10169109 DOI: 10.1007/s11469-023-01073-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 05/03/2023] [Indexed: 06/28/2023] Open
Abstract
This study aimed to examine the predictive relationship between video gaming addiction (VGA) and the level of video gaming competency among video gamers. Additionally, the role of time spent playing video games, video game engagement (VGE), video game positive perception (VGPP), social support and quality of relationships with peers were examined. We recruited 227 participants using the purposive sampling method. Of the participants, 50.20% self-identified as Novice-Amateur video gamers while 49.80% indicated being a regular-expert level players. We collected data from participants utilizing a personal and video games information form and five scales and (video game positive perception, videogame addiction scale, video engagement scale, multidimensional scale of perceived social support and relational health indices). These scales are valid and reliable instruments suitable for research purposes. The primary data analysis method was the Partial least squares- structural equation modeling (PLS-SEM). Our results demonstrated that the relationship between VGA and VGE differs based on the participants' video gaming competency level. Another important result is that VGPP has a significant positive relationship with VGA (p < 0.001), VGE (p < 0.001) and video game playing and watching activities (p < 0.001). Furthermore, an increase in the time spent on watching Twitch content is associated with an increased VGA level (p < 0.05). Finally, the time spent on playing video games has different patterns with perceptions of social support according to the level of expertise of the players. This study indicates that VGPP plays a crucial role in predicting VGA and VE and highlights the importance of considering the level of players when examining the relationship between VGA and VE. The conclusions also exhibit that the increasing popularity of esports and video game content tracking may significantly impact VGA. The role of social support in video gaming behaviors varies based on the player's level of expertise.
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Affiliation(s)
- Hatice Yildiz Durak
- Eregli Faculty of Education, Department of Educational Science, Necmettin Erbakan University, Konya, Turkey
- Department of Computer and Instructional Technology Education at Necmettin, Erbakan University, Konya, Turkey
| | - Abdulkadir Haktanir
- Eregli Faculty of Education, Department of Educational Sciences, Necmettin Erbakan University, Konya, Turkey
| | - Mustafa Saritepeci
- Eregli Faculty of Education, Department of Educational Science, Necmettin Erbakan University, Konya, Turkey
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Szameitat AJ. Inter-Individual Differences in Executive Functions Predict Multitasking Performance - Implications for the Central Attentional Bottleneck. Front Psychol 2022; 13:778966. [PMID: 35645928 PMCID: PMC9131123 DOI: 10.3389/fpsyg.2022.778966] [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: 09/17/2021] [Accepted: 04/19/2022] [Indexed: 11/13/2022] Open
Abstract
Human multitasking suffers from a central attentional bottleneck preventing parallel performance of central mental operations, leading to profound deferments in task performance. While previous research assumed that the deferment is caused by a mere waiting time (refractory period), we show that the bottleneck requires executive functions (EF; active scheduling account) accounting for a profound part of the deferment. Three participant groups with EF impairments (dyslexics, highly neurotics, deprived smokers) showed worse multitasking performance than respective control groups. Three further groups with EF improvements (video-gamers, bilinguals, coffee consumers) showed improved multitasking. Finally, three groups performed a dual-task and different measures of EF (reading span, rotation span, symmetry span) and showed significant correlations between multitasking performance and working memory capacity. Demands on EF during multitasking may cause more errors, mental fatigue and stress, with parts of the population being considerably more prone to this.
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Affiliation(s)
- André J. Szameitat
- Center for Cognitive Neuroscience (CCN), Division of Psychology, Department of Life Sciences, College of Health and Life Sciences, Brunel University London, Uxbridge, United Kingdom
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4
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Alho K, Moisala M, Salmela-Aro K. Effects of Media Multitasking and Video Gaming on Cognitive Functions and Their Neural Bases in Adolescents and Young Adults. EUROPEAN PSYCHOLOGIST 2022. [DOI: 10.1027/1016-9040/a000477] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/02/2023]
Abstract
Abstract. The increasing use of digital technology among adolescents and young adults has led to concerns about possible detrimental effects on cognitive and brain functions. Indeed, as reviewed here, according to behavioral and brain-imaging studies, excessive media multitasking (i.e., using different digital media in parallel) may lead to enhanced distractibility and problems in maintaining attention. However, frequent video gaming may be beneficial for the development of working memory, task switching, and attention skills. All these cognitive skills depend on executive cognitive functions. Still scant but gradually cumulating brain-imaging results suggest that the negative effects of frequent media multitasking and the positive effects of frequent video gaming on cognitive skills in adolescents and young adults are mediated by effects on the frontal lobes, implicated in executive cognitive functions and still developing even through early adulthood.
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Affiliation(s)
- Kimmo Alho
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Finland
- Advanced Magnetic Imaging Centre, Aalto NeuroImaging, Aalto University, Finland
| | - Mona Moisala
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Finland
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Samson AD, Rohr CS, Park S, Arora A, Ip A, Tansey R, Comessotti T, Madigan S, Dewey D, Bray S. Videogame exposure positively associates with selective attention in a cross-sectional sample of young children. PLoS One 2021; 16:e0257877. [PMID: 34570826 PMCID: PMC8476027 DOI: 10.1371/journal.pone.0257877] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2020] [Accepted: 09/13/2021] [Indexed: 11/18/2022] Open
Abstract
There is growing interest in how exposure to videogames is associated with young children's development. While videogames may displace time from developmentally important activities and have been related to lower reading skills, work in older children and adolescents has suggested that experience with attention-demanding/fast-reaction games positively associates with attention and visuomotor skills. In the current study, we assessed 154 children aged 4-7 years (77 male; mean age 5.38) whose parents reported average daily weekday recreational videogame time, including information about which videogames were played. We investigated associations between videogame exposure and children's sustained, selective, and executive attention skills. We found that videogame time was significantly positively associated only with selective attention. Longitudinal studies are needed to elucidate the directional association between time spent playing recreational videogames and attention skills.
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Affiliation(s)
- Alexandria D. Samson
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Rotman Research Institute, Baycrest Centre, Toronto, Ontario, Canada
- Department of Psychology, University of Toronto, Toronto, Ontario, Canada
| | - Christiane S. Rohr
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Radiology, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Suhyeon Park
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Faculty of Medicine and Dentistry, University of Alberta, Edmonton, Alberta, Canada
| | - Anish Arora
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Faculty of Medicine and Dentistry, University of Alberta, Edmonton, Alberta, Canada
| | - Amanda Ip
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Radiology, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Ryann Tansey
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Radiology, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Tiana Comessotti
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Sheri Madigan
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Psychology, University of Calgary, Calgary, Alberta, Canada
| | - Deborah Dewey
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Community Health Sciences, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
| | - Signe Bray
- Alberta Children’s Hospital Research Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Child and Adolescent Imaging Research (CAIR) Program, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Hotchkiss Brain Institute, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- Department of Radiology, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada
- * E-mail:
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Benoit JJ, Roudaia E, Johnson T, Love T, Faubert J. The neuropsychological profile of professional action video game players. PeerJ 2020; 8:e10211. [PMID: 33240605 PMCID: PMC7678459 DOI: 10.7717/peerj.10211] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2020] [Accepted: 09/28/2020] [Indexed: 01/12/2023] Open
Abstract
In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a professional level in the esports industry differ from amateur video game players in their cognitive and learning abilities. We assessed 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on set of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity. We also examined participants' ability to improve performance on a dynamic visual attention task that required tracking multiple objects in three-dimensions (3D-MOT) over five sessions. Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and test of auditory working memory (Digit Span). Professional players also showed better speed thresholds in the 3D-MOT task overall, but the rate of improvement with training did not differ in the two groups. Future longitudinal studies of elite video game experts are required to determine whether the observed performance benefits of professional gamers may be due to their greater engagement in video game play, or due to pre-existing differences that promote achievement of high performance in action video games.
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Affiliation(s)
- Julie Justine Benoit
- Department of Psychology, Université de Montréal, Montréal, Québec, Canada
- Faubert Lab, École d’Optométrie, Université de Montréal, Montréal, Québec, Canada
| | | | - Taylor Johnson
- Infinite Esports and Entertainment, Frisco, TX, United-States
| | - Trevor Love
- Infinite Esports and Entertainment, Frisco, TX, United-States
| | - Jocelyn Faubert
- Faubert Lab, École d’Optométrie, Université de Montréal, Montréal, Québec, Canada
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7
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Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sci 2020; 10:brainsci10110859. [PMID: 33203067 PMCID: PMC7696945 DOI: 10.3390/brainsci10110859] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2020] [Accepted: 11/10/2020] [Indexed: 12/14/2022] Open
Abstract
(1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the increased engagement young adults have with AVGs. While evidence exists supporting the benefits of exercise for cognition generally in older adult, children and clinical populations, little to no work has synthesized the existing knowledge regarding the effect of exercise specifically on the cognitive abilities required for optimal esports performance in young adults. (2) Method: We conducted a dual-systematic review to identify the cognitive abilities integral to esports performance (Phase 1) and the efficacy of exercise to enhance said cognitive abilities (Phase 2). (3) Results: We demonstrate the importance of four specific cognitive abilities for AVG play (attention, task-switching, information processing, and memory abilities) and the effect that different types and durations of physical exercise has on each. (4) Conclusion: Together, these results highlight the role that exercise can have on not only combating the sedentary nature of gaming, but also its potential role in facilitating the cognitive aspects of gaming performance.
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8
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Cyma-Wejchenig M, Tarnas J, Marciniak K, Stemplewski R. The Influence of Proprioceptive Training with the Use of Virtual Reality on Postural Stability of Workers Working at Height. SENSORS (BASEL, SWITZERLAND) 2020; 20:E3731. [PMID: 32635288 PMCID: PMC7374483 DOI: 10.3390/s20133731] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/05/2020] [Revised: 06/26/2020] [Accepted: 06/30/2020] [Indexed: 01/10/2023]
Abstract
The aim of the study was to assess the impact of proprioceptive training with the use of virtual reality (VR) on the level of postural stability of high-altitude workers. Twenty-one men working at height were randomly assigned to the experimental group (EG) with training (n = 10) and control group (CG) without training (n = 11). Path length of the displacement of the center of pressure (COP) signal and its components in the anteroposterior and medial-lateral directions were measured with use of an AccuGaitTM force plate before and after intervention (6 weeks, 2 sessions × 30 min a week). Tests were performed at two different platform heights, with or without eyes open and with or without a dual task. Two-way ANOVA revealed statistically significant interaction effects for low-high threat, eyes open-eyes closed, and single task-dual task. Post-training values of average COP length were significantly lower in the EG than before training for all analyzed parameters. Based on these results, it can be concluded that the use of proprioceptive training with use of VR can support, or even replace, traditional methods of balance training.
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9
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Video games as rich environments to foster brain plasticity. HANDBOOK OF CLINICAL NEUROLOGY 2020; 168:117-136. [PMID: 32164847 DOI: 10.1016/b978-0-444-63934-9.00010-x] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
Abstract
This chapter highlights the key role of two main factors, attentional control and reward processing, in unlocking brain plasticity. We first review the evidence for the role that each of these mechanisms plays in neuroplasticity, and then make the case that tools and technologies that combine these two are likely to result in maximal and broad, generalized benefits. In this context, we review the evidence concerning the impact of video game play on brain plasticity, with an eye toward plasticity-driving methods such as the seamless integration of neurofeedback into the video game platforms.
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10
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Dale G, Joessel A, Bavelier D, Green CS. A new look at the cognitive neuroscience of video game play. Ann N Y Acad Sci 2020; 1464:192-203. [DOI: 10.1111/nyas.14295] [Citation(s) in RCA: 27] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Revised: 12/03/2019] [Accepted: 12/11/2019] [Indexed: 12/12/2022]
Affiliation(s)
- Gillian Dale
- Environmental Sustainability Research CentreBrock University St. Catharines Ontario Canada
| | - Augustin Joessel
- Faculté de Psychologie et Sciences de L'Education (FPSE)Université de Genève Geneva Switzerland
- Campus Biotech Geneva Switzerland
| | - Daphne Bavelier
- Faculté de Psychologie et Sciences de L'Education (FPSE)Université de Genève Geneva Switzerland
- Campus Biotech Geneva Switzerland
| | - C. Shawn Green
- Department of PsychologyUniversity of Wisconsin–Madison Madison Wisconsin
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11
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Li X, Huang L, Li B, Wang H, Han C. Time for a true display of skill: Top players in League of Legends have better executive control. Acta Psychol (Amst) 2020; 204:103007. [PMID: 32000064 DOI: 10.1016/j.actpsy.2020.103007] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/20/2019] [Revised: 01/04/2020] [Accepted: 01/08/2020] [Indexed: 12/13/2022] Open
Abstract
Research into the effects of action video gaming on cognition has largely relied on self-reported action video game experience and extended video game training. Only a few studies have focused on participants' actual gaming skills. However, whether superior players and average players have different executive control is still not fully demonstrated. This study had top-ranking League of Legends players (global top 0.17%; N = 35) and average-ranking League of Legends players (N = 35) perform two cognitive tasks that aimed to measure three aspects of executive functioning: cognitive flexibility, interference control, and impulsive control. We controlled self-reported gaming experience, so that top-ranking players and average-ranking players had similar years of play and hours of play per week. We found that compared to a group of average players, top players showed smaller task-switching costs and smaller response-congruency effects in a Stroop-switching test. In a continuous performance test, top players indicated higher hit rates and lower false alarm rates as compared to average players. These findings suggest that top players have better cognitive flexibility and more accurate control of interference in the context of task-switching. Moreover, top players exhibit better impulsive control. The present study provides evidence that players' gaming skills rather than gaming experience are related to cognitive abilities, which may explain why previous studies on self-reported gaming experience and those assessing supervised training and cognitive performance have shown inconsistent results.
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Affiliation(s)
- Xiangqian Li
- Department of Psychology, School of Social Development and Public Policy, Fudan University, Shanghai, China; Laboratory of Social Psychology and Behavioral Science, Fudan University, Shanghai, China
| | - Liang Huang
- Department of Psychology, School of Social Development and Public Policy, Fudan University, Shanghai, China; Laboratory of Social Psychology and Behavioral Science, Fudan University, Shanghai, China
| | - Bingxin Li
- Chinese Academy of Sciences, Key Laboratory of Behavioral Science, Institute of Psychology, Beijing, China.
| | - Haoran Wang
- Department of Psychology, School of Social Development and Public Policy, Fudan University, Shanghai, China; Laboratory of Social Psychology and Behavioral Science, Fudan University, Shanghai, China
| | - Chengyang Han
- Shenzhen Key Laboratory of Affective and Social Cognitive Science, Shenzhen University, Shenzhen, China; College of Psychology, Shenzhen University, Shenzhen, China
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Matuz A, Van der Linden D, Topa K, Csathó Á. Cross-Modal Conflict Increases With Time-on-Task in a Temporal Discrimination Task. Front Psychol 2019; 10:2429. [PMID: 31736828 PMCID: PMC6836750 DOI: 10.3389/fpsyg.2019.02429] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/15/2019] [Accepted: 10/14/2019] [Indexed: 01/01/2023] Open
Abstract
The modality appropriateness hypothesis argues that the auditory modality is preferred over the visual modality in tasks demanding temporal operations; hence, we predicted that responses to visual stimuli would be more sensitive to the detrimental effect of Time-on-Task. We used a bimodal temporal discrimination task. The factors were durational congruency between the modalities and the direction of modality-transmission. Participants needed to decide the duration of the cued stimulus (visual or auditory). The first five blocks of the task lasted about 1.5 h without rest [Time-on-Task (ToT) period]. The participants then had a 12-min break followed by an additional block of trials. Subjective fatigue, reaction time, error rates, and electrocardiographic data were recorded. In the visual modality, we found an enhanced congruency effect as a function of ToT. The cost of attentional shifting was higher in the auditory modality, but remained constant, suggesting that processing of auditory stimuli is robust against the effects of fatigue. Performance did not improve after the break, indicating that the effects of fatigue could not be overcome by taking a brief break. The heart rate variability (HRV) data showed that vagal inhibition increased with ToT, but this increase was not associated with the changes in performance.
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Affiliation(s)
- András Matuz
- Medical School, Department of Behavioural Sciences, University of Pécs, Pécs, Hungary
| | - Dimitri Van der Linden
- Department of Psychology, Education, and Child Studies, Erasmus University Rotterdam, Rotterdam, Netherlands
| | - Kristóf Topa
- Institute of Psychology, University of Pécs, Pécs, Hungary
| | - Árpád Csathó
- Medical School, Department of Behavioural Sciences, University of Pécs, Pécs, Hungary
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Ruiz-Marquez E, Prieto A, Mayas J, Toril P, Reales JM, Ballesteros S. Effects of Nonaction Videogames on Attention and Memory in Young Adults. Games Health J 2019; 8:414-422. [PMID: 31347931 DOI: 10.1089/g4h.2019.0004] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/10/2023] Open
Abstract
Objective: In this intervention study, we investigated the benefits of nonaction videogames on measures of selective attention and visuospatial working memory (WM) in young adults. Materials and Methods: Forty-eight young adults were randomly assigned to the experimental group or to the active control group. The experimental group played 10 nonaction adaptive videogames selected from Lumosity, whereas the active control group played two nonadaptive simulation-strategy games (SimCity and The Sims). Participants in both groups completed 15 training sessions of 30 minutes each. The training was conducted in small groups. All the participants were tested individually before and after training to assess possible transfer effects to selective attention, using a Cross-modal Oddball task, inhibition with the Stroop task, and visuospatial WM enhancements with the Corsi blocks task. Results: Participants improved videogame performance across the training sessions. The results of the transfer tasks show that the two groups benefited similarly from game training. They were less distracted and improved visuospatial WM. Conclusion: Overall, there was no significant interaction between group (group trained with adaptive nonaction videogames and the active control group that played simulation games) and session (pre- and post-assessment). As we did not have a passive nonintervention control group, we cannot conclude that adaptive nonaction videogames had a positive effect, because some external factors might account for the pre- and post-test improvements observed in both groups.
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Affiliation(s)
- Eloisa Ruiz-Marquez
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - Antonio Prieto
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - Julia Mayas
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - Pilar Toril
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - José Manuel Reales
- Department Methodology of the Behavioral Sciences, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
| | - Soledad Ballesteros
- Studies on Aging and Neurodegenerative Diseases Research Group, Department of Basic Psychology II, Facultad de Psicología, Universidad Nacional de Educación a Distancia (UNED), Madrid, Spain
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Morone G, Spitoni GF, De Bartolo D, Ghanbari Ghooshchy S, Di Iulio F, Paolucci S, Zoccolotti P, Iosa M. Rehabilitative devices for a top-down approach. Expert Rev Med Devices 2019; 16:187-195. [PMID: 30677307 DOI: 10.1080/17434440.2019.1574567] [Citation(s) in RCA: 39] [Impact Index Per Article: 7.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022]
Abstract
INTRODUCTION In recent years, neurorehabilitation has moved from a 'bottom-up' to a 'top down' approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new 'top-down' approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to 'Bottom up' approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. AREAS COVERED In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. EXPERT COMMENTARY Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies.
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Affiliation(s)
- Giovanni Morone
- a Private Inpatient Unit , Santa Lucia foundation IRCCS , Rome , Italy.,b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy
| | - Grazia Fernanda Spitoni
- c Department of Psychology , Sapienza University of Rome , Rome , Italy.,d Laboratory of Neuropsychology , IRCCS Santa Lucia Foundation , Rome , Italy
| | - Daniela De Bartolo
- b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy.,c Department of Psychology , Sapienza University of Rome , Rome , Italy
| | - Sheida Ghanbari Ghooshchy
- b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy.,c Department of Psychology , Sapienza University of Rome , Rome , Italy
| | - Fulvia Di Iulio
- e UOC 3 Neurorihabilitation Santa Lucia Foundation IRCCS , Rome , Italy
| | - Stefano Paolucci
- a Private Inpatient Unit , Santa Lucia foundation IRCCS , Rome , Italy.,b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy
| | | | - Marco Iosa
- b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy
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Momi D, Smeralda C, Sprugnoli G, Ferrone S, Rossi S, Rossi A, Di Lorenzo G, Santarnecchi E. Acute and long-lasting cortical thickness changes following intensive first-person action videogame practice. Behav Brain Res 2018; 353:62-73. [PMID: 29944915 DOI: 10.1016/j.bbr.2018.06.013] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/18/2017] [Revised: 06/01/2018] [Accepted: 06/18/2018] [Indexed: 12/16/2022]
Abstract
Recent evidence shows how an extensive gaming experience might positively impact cognitive and perceptual functioning, leading to brain structural changes observed in cross-sectional studies. Importantly, changes seem to be game-specific, reflecting gameplay styles and therefore opening to the possibility of tailoring videogames according to rehabilitation and enhancement purposes. However, whether if such brain effects can be induced even with limited gaming experience, and whether if they can outlast the gaming period, is still unknown. Here we quantified both cognitive and grey matter thickness changes following 15 daily gaming sessions based on a modified version of a 3D first-person shooter (FPS) played in laboratory settings. Twenty-nine healthy participants were randomly assigned to a control or a gaming group and underwent a cognitive assessment, an in-game performance evaluation and structural magnetic resonance imaging before (T0), immediately after (T1) and three months after the end of the experiment (T2). At T1, a significant increase in thickness of the bilateral parahippocampal cortex (PHC), somatosensory cortex (S1), superior parietal lobule (SPL) and right insula were observed. Changes in S1 matched the hand representation bilaterally, while PHC changes corresponded to the parahippocampal place area (PPA). Surprisingly, changes in thickness were still present at T2 for S1, PHC, SPL and right insula as compared to T0. Finally, surface-based regression identified the lingual gyrus as the best predictor of changes in game performance at T1. Results stress the specific impact of core game elements, such as spatial navigation and visuomotor coordination on structural brain properties, with effects outlasting even a short intensive gaming period.
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Affiliation(s)
- Davide Momi
- Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Italy
| | - Carmelo Smeralda
- Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Italy
| | - Giulia Sprugnoli
- Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Italy
| | - Salvatore Ferrone
- Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Italy
| | - Simone Rossi
- Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Italy; Siena Robotics and Systems Lab (SIRS-Lab), Engineering and Mathematics Department, University of Siena, Italy; Human Physiology Section, Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy; Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Alessandro Rossi
- Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Italy; Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Giorgio Di Lorenzo
- Laboratory of Psychophysiology, Chair of Psychiatry, Department of Systems Medicine, University of Rome "Tor Vergata", Rome, Italy
| | - Emiliano Santarnecchi
- Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Italy; Berenson-Allen Center for Non-Invasive Brain Stimulation, Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA, USA.
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Nuyens FM, Kuss DJ, Lopez-Fernandez O, Griffiths MD. The Empirical Analysis of Non-problematic Video Gaming and Cognitive Skills: A Systematic Review. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-9946-0] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/21/2023] Open
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17
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The relationship between internet-gaming experience and executive functions measured by virtual environment compared with conventional laboratory multitasks. PLoS One 2018; 13:e0198339. [PMID: 29879150 PMCID: PMC5991639 DOI: 10.1371/journal.pone.0198339] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/16/2018] [Accepted: 05/17/2018] [Indexed: 11/19/2022] Open
Abstract
The aim of this study was to investigate if individuals with frequent internet gaming (IG) experience exhibited better or worse multitasking ability compared with those with infrequent IG experience. The individuals' multitasking abilities were measured using virtual environment multitasks, such as Edinburgh Virtual Errands Test (EVET), and conventional laboratory multitasks, such as the dual task and task switching. Seventy-two young healthy college students participated in this study. They were split into two groups based on the time spent on playing online games, as evaluated using the Internet Use Questionnaire. Each participant performed EVET, dual-task, and task-switching paradigms on a computer. The current results showed that the frequent IG group performed better on EVET compared with the infrequent IG group, but their performance on the dual-task and task-switching paradigms did not differ significantly. The results suggest that the frequent IG group exhibited better multitasking efficacy if measured using a more ecologically valid task, but not when measured using a conventional laboratory multitasking task. The differences in terms of the subcomponents of executive function measured by these task paradigms were discussed. The current results show the importance of the task effect while evaluating frequent internet gamers' multitasking ability.
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18
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Cognitive Training for Military Application: a Review of the Literature and Practical Guide. JOURNAL OF COGNITIVE ENHANCEMENT 2018. [DOI: 10.1007/s41465-018-0076-1] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
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19
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Similar Task-Switching Performance of Real-Time Strategy and First-Person Shooter Players: Implications for Cognitive Training. JOURNAL OF COGNITIVE ENHANCEMENT 2018. [DOI: 10.1007/s41465-018-0066-3] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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Gorbet DJ, Sergio LE. Move faster, think later: Women who play action video games have quicker visually-guided responses with later onset visuomotor-related brain activity. PLoS One 2018; 13:e0189110. [PMID: 29364891 PMCID: PMC5783344 DOI: 10.1371/journal.pone.0189110] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/17/2016] [Accepted: 11/20/2017] [Indexed: 11/18/2022] Open
Abstract
A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.
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Affiliation(s)
- Diana J. Gorbet
- School of Kinesiology and Health Science, York University, Toronto, Ontario, Canada
- Centre for Vision Research, York University, Toronto, Ontario, Canada
- * E-mail:
| | - Lauren E. Sergio
- School of Kinesiology and Health Science, York University, Toronto, Ontario, Canada
- Centre for Vision Research, York University, Toronto, Ontario, Canada
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Olfers KJF, Band GPH. Game-based training of flexibility and attention improves task-switch performance: near and far transfer of cognitive training in an EEG study. PSYCHOLOGICAL RESEARCH 2018; 82:186-202. [PMID: 29260316 PMCID: PMC5816121 DOI: 10.1007/s00426-017-0933-z] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/23/2016] [Accepted: 10/19/2017] [Indexed: 11/28/2022]
Abstract
There is a demand for ways to enhance cognitive flexibility, as it can be a limiting factor for performance in daily life. Video game training has been linked to advantages in cognitive functioning, raising the question if training with video games can promote cognitive flexibility. In the current study, we investigated if game-based computerized cognitive training (GCCT) could enhance cognitive flexibility in a healthy young adult sample (N = 72), as measured by task-switch performance. Three GCCT schedules were contrasted, which targeted: (1) cognitive flexibility and task switching, (2) attention and working memory, or (3) an active control involving basic math games, in twenty 45-min sessions across 4-6 weeks. Performance on an alternating-runs task-switch paradigm during pretest and posttest sessions indicated greater overall reaction time improvements after both flexibility and attention training as compared to control, although not related to local switch cost. Flexibility training enhanced performance in the presence of distractor-related interference. In contrast, attention training was beneficial when low task difficulty undermined sustained selective attention. Furthermore, flexibility training improved response selection as indicated by a larger N2 amplitude after training as compared to control, and more efficient conflict monitoring as indicated by reduced Nc/CRN and larger Pe amplitude after training. These results provide tentative support for the efficacy of GCCT and suggest that an ideal training might include both task switching and attention components, with maximal task diversity both within and between training games.
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Affiliation(s)
- Kerwin J F Olfers
- Leiden Institute for Brain and Cognition (LIBC), Leiden, The Netherlands.
- Cognitive Psychology Unit, Institute of Psychology, Leiden University, Leiden, The Netherlands.
| | - Guido P H Band
- Leiden Institute for Brain and Cognition (LIBC), Leiden, The Netherlands
- Cognitive Psychology Unit, Institute of Psychology, Leiden University, Leiden, The Netherlands
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22
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Huang V, Young M, Fiocco AJ. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter? CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:689-694. [PMID: 29048933 DOI: 10.1089/cyber.2017.0241] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.
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Affiliation(s)
- Vivian Huang
- Department of Psychology, Ryerson University , Toronto, Ontario, Canada
| | - Michaelia Young
- Department of Psychology, Ryerson University , Toronto, Ontario, Canada
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23
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Age matters: The effect of onset age of video game play on task-switching abilities. Atten Percept Psychophys 2017; 78:1125-36. [PMID: 26860712 DOI: 10.3758/s13414-016-1068-9] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptualized video-game expertise as the onset age of active video-game play rather than the frequency of recent gameplay, as it captures both how long a person has played video games and whether the individual began playing during periods of high cognitive plasticity. We found that the age of active onset better predicted switch and mixing costs than did frequency of recent gameplay; specifically, players who commenced playing video games at an earlier age reaped greater benefits in terms of task switching than did those who started at a later age. Moreover, improving switch costs required a more extensive period of video-game experience than did mixing costs; this finding suggests that certain cognitive abilities benefit from different amounts of video game experience.
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Chang YH, Liu DC, Chen YQ, Hsieh S. The Relationship between Online Game Experience and Multitasking Ability in a Virtual Environment. APPLIED COGNITIVE PSYCHOLOGY 2017. [DOI: 10.1002/acp.3368] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Affiliation(s)
- Yun-Hsuan Chang
- Department of Psychology, College of Medical and Health Science; Asia University; Taichung Taiwan
- Department of Medical Research; China Medical University Hospital, China Medical University; Taichung Taiwan
- Department of Psychiatry, College of Medicine; National Cheng Kung University; Tainan Taiwan
| | - De-Cyuan Liu
- Department of Psychology, College of Medical and Health Science; Asia University; Taichung Taiwan
| | - Yong-Quan Chen
- Department of Psychology; National Cheng Kung University; Tainan Taiwan
| | - Shulan Hsieh
- Department of Psychology; National Cheng Kung University; Tainan Taiwan
- Institute of Allied Health Sciences; National Cheng Kung University; Tainan Taiwan
- Public Health; National Cheng Kung University; Tainan Taiwan
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25
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Wang P, Zhu XT, Liu HH, Zhang YW, Hu Y, Li HJ, Zuo XN. Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span. Games Health J 2017; 6:237-248. [PMID: 28609152 DOI: 10.1089/g4h.2017.0005] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question. MATERIALS AND METHODS The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs).1,2 A series of neuropsychological tests from different cognitive domains, including processing speed, visuospatial, attention, memory, and executive function, were conducted on participants. RESULTS The age-related effects demonstrated that young and older adults benefited more from videogame experience than middle-aged adults. The task-related effects showed that VGPs benefited more from videogame experience in processing speed and visuospatial processing; next was executive function and attention, while no benefits in memory. The effect sizes suggested that the difference in extent between VGPs and NVGPs in processing speed and visuospatial processing is moderate, in attention and executive function is small, and in memory is negligible. CONCLUSION The current findings support the beneficial effects and transfer effects of videogame experience; however, the effects presented age-specific and task-specific characteristics. The results provide useful insights for future videogame intervention studies for healthy adults of different ages.
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Affiliation(s)
- Ping Wang
- 1 CAS Key Laboratory of Behavioral Science, Institute of Psychology , Beijing, China .,2 Department of Psychology, University of Chinese Academy of Sciences , Beijing, China
| | - Xing-Ting Zhu
- 1 CAS Key Laboratory of Behavioral Science, Institute of Psychology , Beijing, China .,2 Department of Psychology, University of Chinese Academy of Sciences , Beijing, China
| | - Han-Hui Liu
- 3 Youth Work Department, Chinese Youth University for Political Studies , Beijing, China
| | - Yi-Wen Zhang
- 1 CAS Key Laboratory of Behavioral Science, Institute of Psychology , Beijing, China .,2 Department of Psychology, University of Chinese Academy of Sciences , Beijing, China
| | - Yang Hu
- 1 CAS Key Laboratory of Behavioral Science, Institute of Psychology , Beijing, China .,2 Department of Psychology, University of Chinese Academy of Sciences , Beijing, China
| | - Hui-Jie Li
- 1 CAS Key Laboratory of Behavioral Science, Institute of Psychology , Beijing, China .,2 Department of Psychology, University of Chinese Academy of Sciences , Beijing, China
| | - Xi-Nian Zuo
- 1 CAS Key Laboratory of Behavioral Science, Institute of Psychology , Beijing, China .,2 Department of Psychology, University of Chinese Academy of Sciences , Beijing, China
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Dale G, Green CS. Associations Between Avid Action and Real-Time Strategy Game Play and Cognitive Performance: a Pilot Study. JOURNAL OF COGNITIVE ENHANCEMENT 2017. [DOI: 10.1007/s41465-017-0021-8] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
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27
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Shin KS, Yim YK, Kim Y, Park S, Lee JY. Effects of Visual Game Experience on Auditory Processing Speed. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:187-194. [PMID: 28263679 DOI: 10.1089/cyber.2016.0171] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Games are one of the fastest growing and most exciting forms of entertainment. Whether casual mobile game playing has a cognitive, physiological, or behavioral effect on players whose game use is not pathological is unknown. Here we explored whether preattentive auditory processing is linked to the behavioral inhibition system (BIS) in frequent and infrequent game players. A total of 74 subjects who were enrolled in our study were divided into two groups, 40 subjects were frequent gamers and 34 subjects were age-, gender-, IQ-, and education-matched infrequent gamers. All participants underwent a passive auditory oddball paradigm and completed the behavioral inhibition/behavioral activation system scales. The mismatch negativity (MMN) latency was shorter for the frequent gamers relative to the infrequent gamers, whereas no difference in MMN amplitude was found between groups. MMN amplitude was negatively associated with the degree of behavioral inhibition in the frequent and infrequent gaming group. We also found that those who frequently play games show an enhanced processing speed, which could be an effect of game practice. Greater behavioral inhibition induces increased vigilance, and this may have enhanced the MMN amplitude in the infrequent gamers. This differential pattern of correlations suggests that differences in the BIS could lead to different approaches to auditory information processing.
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Affiliation(s)
- Kyung Soon Shin
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Yoon Kyoung Yim
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Yuwon Kim
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Soowon Park
- 3 Department of Psychiatry and Behavioral Science, SMG-SNU Boramae Medical Center , Seoul, Republic of Korea.,4 Department of Education, Sejong University, Seoul, Republic of Korea
| | - Jun-Young Lee
- 2 Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine , Seoul, Republic of Korea.,3 Department of Psychiatry and Behavioral Science, SMG-SNU Boramae Medical Center , Seoul, Republic of Korea
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Abstract
According to some estimates, more than half of the world's population is multilingual to some extent. Because of the centrality of language use to human experience and the deep connections between linguistic and nonlinguistic processing, it would not be surprising to find that there are interactions between bilingualism and cognitive and brain processes. The present review uses the framework of experience-dependent plasticity to evaluate the evidence for systematic modifications of brain and cognitive systems that can be attributed to bilingualism. The review describes studies investigating the relation between bilingualism and cognition in infants and children, younger and older adults, and patients, using both behavioral and neuroimaging methods. Excluded are studies whose outcomes focus primarily on linguistic abilities because of their more peripheral contribution to the central question regarding experience-dependent changes to cognition. Although most of the research discussed in the review reports some relation between bilingualism and cognitive or brain outcomes, several areas of research, notably behavioral studies with young adults, largely fail to show these effects. These discrepancies are discussed and considered in terms of methodological and conceptual issues. The final section proposes an account based on "executive attention" to explain the range of research findings and to set out an agenda for the next steps in this field. (PsycINFO Database Record
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Moisala M, Salmela V, Hietajärvi L, Carlson S, Vuontela V, Lonka K, Hakkarainen K, Salmela-Aro K, Alho K. Gaming is related to enhanced working memory performance and task-related cortical activity. Brain Res 2016; 1655:204-215. [PMID: 27815094 DOI: 10.1016/j.brainres.2016.10.027] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/20/2016] [Revised: 09/10/2016] [Accepted: 10/28/2016] [Indexed: 10/20/2022]
Abstract
Gaming experience has been suggested to lead to performance enhancements in a wide variety of working memory tasks. Previous studies have, however, mostly focused on adult expert gamers and have not included measurements of both behavioral performance and brain activity. In the current study, 167 adolescents and young adults (aged 13-24 years) with different amounts of gaming experience performed an n-back working memory task with vowels, with the sensory modality of the vowel stream switching between audition and vision at random intervals. We studied the relationship between self-reported daily gaming activity, working memory (n-back) task performance and related brain activity measured using functional magnetic resonance imaging (fMRI). The results revealed that the extent of daily gaming activity was related to enhancements in both performance accuracy and speed during the most demanding (2-back) level of the working memory task. This improved working memory performance was accompanied by enhanced recruitment of a fronto-parietal cortical network, especially the dorsolateral prefrontal cortex. In contrast, during the less demanding (1-back) level of the task, gaming was associated with decreased activity in the same cortical regions. Our results suggest that a greater degree of daily gaming experience is associated with better working memory functioning and task difficulty-dependent modulation in fronto-parietal brain activity already in adolescence and even when non-expert gamers are studied. The direction of causality within this association cannot be inferred with certainty due to the correlational nature of the current study.
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Affiliation(s)
- M Moisala
- Institute of Behavioural Sciences, University of Helsinki, Finland; Department of Teacher Education, University of Helsinki, Finland; Aalto NeuroImaging, Aalto University, Finland.
| | - V Salmela
- Institute of Behavioural Sciences, University of Helsinki, Finland; Aalto NeuroImaging, Aalto University, Finland
| | - L Hietajärvi
- Department of Teacher Education, University of Helsinki, Finland
| | - S Carlson
- Department of Neuroscience and Biomedical Engineering, Aalto University School of Science, Finland; Neuroscience Unit, Department of Physiology, Faculty of Medicine, University of Helsinki, Finland
| | - V Vuontela
- Neuroscience Unit, Department of Physiology, Faculty of Medicine, University of Helsinki, Finland
| | - K Lonka
- Department of Teacher Education, University of Helsinki, Finland; Optentia Research Focus Area, North-West University, South Africa
| | - K Hakkarainen
- Institute of Behavioural Sciences, University of Helsinki, Finland
| | - K Salmela-Aro
- Cicero Learning, University of Helsinki, Finland; Department of Psychology, University of Jyväskylä, Finland; Institute of Education, University College London, United Kingdom
| | - K Alho
- Institute of Behavioural Sciences, University of Helsinki, Finland; Aalto NeuroImaging, Aalto University, Finland
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Technology consumption and cognitive control: Contrasting action video game experience with media multitasking. Atten Percept Psychophys 2016; 78:218-41. [PMID: 26474982 DOI: 10.3758/s13414-015-0988-0] [Citation(s) in RCA: 40] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.
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Wang P, Liu HH, Zhu XT, Meng T, Li HJ, Zuo XN. Action Video Game Training for Healthy Adults: A Meta-Analytic Study. Front Psychol 2016; 7:907. [PMID: 27378996 PMCID: PMC4911405 DOI: 10.3389/fpsyg.2016.00907] [Citation(s) in RCA: 75] [Impact Index Per Article: 9.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/18/2016] [Accepted: 06/01/2016] [Indexed: 11/13/2022] Open
Abstract
Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young and older adults by conducting a meta-analysis on previous findings. We systematically searched video game training studies published between January 1986 and July 2015. Twenty studies were included in the present meta-analysis, for a total of 313 participants included in the training group and 323 participants in the control group. The results demonstrate that healthy adults achieve moderate benefit from AVG training in overall cognitive ability and moderate to small benefit in specific cognitive domains. In contrast, young adults gain more benefits from AVG training than older adults in both overall cognition and specific cognitive domains. Age, education, and some methodological factors, such as the session duration, session number, total training duration, and control group type, modulated the training effects. These meta-analytic findings provide evidence that AVG training may serve as an efficient way to improve the cognitive performance of healthy adults. We also discussed several directions for future AVG training studies.
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Affiliation(s)
- Ping Wang
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of SciencesBeijing, China; University of Chinese Academy of SciencesBeijing, China
| | - Han-Hui Liu
- Youth Work Department, Chinese Youth University for Political Studies Beijing, China
| | - Xing-Ting Zhu
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences Beijing, China
| | - Tian Meng
- Youth Work Department, Chinese Youth University for Political Studies Beijing, China
| | - Hui-Jie Li
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences Beijing, China
| | - Xi-Nian Zuo
- Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences Beijing, China
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Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition. PLoS One 2015; 10:e0144364. [PMID: 26655929 PMCID: PMC4675555 DOI: 10.1371/journal.pone.0144364] [Citation(s) in RCA: 29] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/10/2015] [Accepted: 11/17/2015] [Indexed: 01/13/2023] Open
Abstract
There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control.
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Sobczyk B, Dobrowolski P, Skorko M, Michalak J, Brzezicka A. Issues and advances in research methods on video games and cognitive abilities. Front Psychol 2015; 6:1451. [PMID: 26483717 PMCID: PMC4586355 DOI: 10.3389/fpsyg.2015.01451] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2015] [Accepted: 09/10/2015] [Indexed: 11/13/2022] Open
Abstract
The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.
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Affiliation(s)
- Bart Sobczyk
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
| | | | - Maciek Skorko
- Institute of Psychology, Polish Academy of Sciences Warsaw, Poland
| | - Jakub Michalak
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
| | - Aneta Brzezicka
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
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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: 3.9] [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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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: 0.6] [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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Gozli DG, Bavelier D, Pratt J. The effect of action video game playing on sensorimotor learning: Evidence from a movement tracking task. Hum Mov Sci 2014; 38:152-162. [PMID: 25318081 DOI: 10.1016/j.humov.2014.09.004] [Citation(s) in RCA: 25] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/04/2013] [Revised: 08/15/2014] [Accepted: 09/15/2014] [Indexed: 10/24/2022]
Abstract
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.
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Affiliation(s)
- Davood G Gozli
- Department of Psychology, University of Toronto, Ontario, Canada.
| | - Daphne Bavelier
- Department of Psychology and Education Sciences, University of Geneva, Switzerland; Department of Brain and Cognitive Sciences, University of Rochester, New York, USA
| | - Jay Pratt
- Department of Psychology, University of Toronto, Ontario, Canada
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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: 0.6] [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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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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Weinreich A, Strobach T, Schubert T. Expertise in video game playing is associated with reduced valence-concordant emotional expressivity. Psychophysiology 2014; 52:59-66. [DOI: 10.1111/psyp.12298] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2013] [Accepted: 06/06/2014] [Indexed: 11/28/2022]
Affiliation(s)
- André Weinreich
- Department of Psychology; Humboldt University of Berlin; Berlin Germany
| | - Tilo Strobach
- Department of Psychology; Humboldt University of Berlin; Berlin Germany
| | - Torsten Schubert
- Department of Psychology; Humboldt University of Berlin; Berlin Germany
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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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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: 5.5] [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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Montani V, De Filippo De Grazia M, Zorzi M. A new adaptive videogame for training attention and executive functions: design principles and initial validation. Front Psychol 2014; 5:409. [PMID: 24860529 PMCID: PMC4026745 DOI: 10.3389/fpsyg.2014.00409] [Citation(s) in RCA: 29] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/16/2013] [Accepted: 04/18/2014] [Indexed: 11/21/2022] Open
Abstract
A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI), that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behavior. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching) or to perform the two tasks simultaneously (i.e., divided attention/dual-tasking). The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play.
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Affiliation(s)
- Veronica Montani
- Department of General Psychology, University of Padova Padova, Italy
| | | | - Marco Zorzi
- Department of General Psychology, University of Padova Padova, Italy ; Center for Cognitive Neuroscience, University of Padova Padova, Italy ; IRCCS San Camillo Neurorehabilitation Hospital Venice Lido, Italy
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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: 4.6] [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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Collins E, Freeman J. Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use? CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2014; 17:153-9. [DOI: 10.1089/cyber.2012.0629] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Emily Collins
- Department of Psychology, Goldsmiths, University of London, London, United Kingdom
| | - Jonathan Freeman
- Department of Psychology, Goldsmiths, University of London, London, United Kingdom
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Latham AJ, Patston LLM, Tippett LJ. The virtual brain: 30 years of video-game play and cognitive abilities. Front Psychol 2013; 4:629. [PMID: 24062712 PMCID: PMC3772618 DOI: 10.3389/fpsyg.2013.00629] [Citation(s) in RCA: 56] [Impact Index Per Article: 5.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/24/2013] [Accepted: 08/25/2013] [Indexed: 12/03/2022] Open
Abstract
Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements.
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Affiliation(s)
- Andrew J Latham
- School of Psychology, The University of Auckland Auckland, New Zealand ; Centre for Brain Research, The University of Auckland Auckland, New Zealand
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Colzato LS, van den Wildenberg WPM, Hommel B. Cognitive control and the COMT Val¹⁵⁸Met polymorphism: genetic modulation of videogame training and transfer to task-switching efficiency. PSYCHOLOGICAL RESEARCH 2013; 78:670-8. [PMID: 24030137 DOI: 10.1007/s00426-013-0514-8] [Citation(s) in RCA: 25] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/09/2013] [Accepted: 08/22/2013] [Indexed: 11/29/2022]
Abstract
The study investigated whether successful transfer of game-based cognitive improvements to untrained tasks might be modulated by preexisting neuro-developmental factors, such as genetic variability related to the catechol-O-methyltransferase (COMT)-an enzyme responsible for the degradation of dopamine. The COMT Val(158)Met genotype may differentially affect cognitive stability and flexibility, and we hypothesized that Val/Val homozygous individuals (who possess low prefrontal dopamine levels) show more pronounced cognitive flexibility than Met/-carriers (who possess high prefrontal dopamine levels). We trained participants, genotyped for the COMT Val(158)Met polymorphism on playing "Half-Life 2", a first-person shooter game which has been shown to improve cognitive flexibility. Pre-training (baseline) and post-training measures of cognitive flexibility were acquired by means of a task-switching paradigm. As expected, Val/Val homozygous individuals showed larger beneficial transfer effects than Met/-carriers. Our findings support the idea that genetic predisposition modulates transfer effects and that playing first-person shooter games promotes cognitive flexibility in individuals with a suitable genetic predisposition.
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Affiliation(s)
- Lorenza S Colzato
- Institute for Psychological Research and Leiden Institute for Brain and Cognition, Leiden University, Leiden, The Netherlands,
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