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Wang Z, Liu X, Li X. Unravelling the dynamics of response force: Investigating motor restraint and motor cancellation through go/no-go and stop-signal tasks. Q J Exp Psychol (Hove) 2024:17470218231219867. [PMID: 38044387 DOI: 10.1177/17470218231219867] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/05/2023]
Abstract
Prior research has found that the go/no-go (GNG) task primarily reflects participants' motor-restraint process, while the stop-signal task (SST) primarily represents participants' motor-cancellation process. However, traditional binary keyboards used in these experiments are unable to capture the subtleties of sub-threshold response-force dynamics. This has led to the neglect of potential sub-threshold motor-inhibition processes. In two experiments, we explored sub-threshold inhibition by using a custom force-sensitive keyboard to record response force in both GNG and SST. In experiment 1, participants displayed increased response force when correctly rejecting no-go targets in the GNG task compared to the baseline. In addition, they exhibited higher response force in hit trials than in false alarms, revealing engagement of both motor-restraint and motor-cancellation processes in GNG. Initially, participants utilised motor restraint, but if it failed to prevent inappropriate responses, they employed motor cancellation to stop responses before reaching the keypress threshold. In experiment 2, we used participants' average response-force amplitude and response-force latency in SST stop trials to characterise the motor-cancellation process. Average amplitude significantly predicted false-alarm rates in the GNG task, but the relationship between response latency and false-alarm rates was insignificant. We hypothesised that response latency reflects reactive inhibition control in motor cancellation, whereas average amplitude indicates proactive inhibition control. Our findings underscore the complexity of motor inhibition.
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Affiliation(s)
- Zijian Wang
- School of Information Science and Technology, Fudan University, Shanghai, China
| | - Xinyu Liu
- Department of Psychology, Fudan University, Shanghai, China
| | - Xiangqian Li
- School of Psychology, Shanghai University of Sport, Shanghai, China
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2
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Nutrition Patterns of Polish Esports Players. Nutrients 2022; 15:nu15010149. [PMID: 36615806 PMCID: PMC9824454 DOI: 10.3390/nu15010149] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2022] [Revised: 12/22/2022] [Accepted: 12/24/2022] [Indexed: 12/31/2022] Open
Abstract
The aim of this study was to quantify the dietary patterns (DPs) of Polish esports players aged 18-26 years. Data were obtained via questionnaires that assessed dietary habits and frequency of food consumption. Dietary patterns were derived using Principal Component Analysis (PCA) and Factor Analysis (FA). In total, nine distinct DPs were identified. Eight DPs were considered unhealthy; 'fast food', 'High-processed food, meat and confectionery', 'Sweet', 'Fat-diary products', 'Vegetable-fruit', 'Spices and additives', 'Fats' and 'Cereal'; and only one was deemed healthy. E-athletes presented mostly poor dietary habits, which included: irregular eating of meals, frequent snacking, at least three meals a day and composition of snacks, frying of meat dishes and sweetening of hot drinks. Healthy dietary habits included proper hydration during the day and consumption of mainly non-sparkling water. The unbalanced and largely unhealthy dietary habits of esports players raise health concerns for these e-athletes, particularly when combined with a sedentary lifestyle. Future research could assess the nutritional knowledge of this group as it relates to national guidelines, investigate interventions designed to introduce healthier eating options into their lifestyle and examine the relationship between DPs and health or cognitive performance.
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Xie J, Cui R, Ma W, Lu J, Wang L, Ying S, Yao D, Gong D, Yan G, Liu T. Information transmission in action video gaming experts: Inferences from the lateralized readiness potential. Front Hum Neurosci 2022; 16:906123. [PMID: 35959240 PMCID: PMC9357870 DOI: 10.3389/fnhum.2022.906123] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2022] [Accepted: 07/04/2022] [Indexed: 11/23/2022] Open
Abstract
Research showed that action real-time strategy gaming (ARSG) experience is related to cognitive and neural plasticity, including visual selective attention and working memory, executive control, and information processing. This study explored the relationship between ARSG experience and information transmission in the auditory channel. Using an auditory, two-choice, go/no-go task and lateralized readiness potential (LRP) as the index to partial information transmission, this study examined information transmission patterns in ARSG experts and amateurs. Results showed that experts had a higher accuracy rate than amateurs. More importantly, experts had a smaller stimulus-locked LRP component (250 – 450 ms) than amateurs on no-go trials, while the response-locked LRP component (0 – 300 ms) on go trials did not differ between groups. Thus, whereas amateurs used an asynchronous information transmission pattern, experts used a reduced asynchronous information transmission pattern or a synchronous pattern where most of processing occurred prior to response execution – an information transmission pattern that supports rapid, error-free performance. Thus, experts and amateurs may use different information transmission patterns in auditory processing. In addition, the information transmission pattern used by experts is typically observed only after long-term auditory training according to past research. This study supports the relationship between ARSG experience and the development of information processing patterns.
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Affiliation(s)
- Jiaxin Xie
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Ruifang Cui
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Jingqing Lu
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Lin Wang
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Shaofei Ying
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Dezhong Yao
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- *Correspondence: Dezhong Yao,
| | - Diankun Gong
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Diankun Gong,
| | - Guojian Yan
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Guojian Yan,
| | - Tiejun Liu
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Tiejun Liu,
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Valls-Serrano C, De Francisco C, Vélez-Coto M, Caracuel A. Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends. Front Hum Neurosci 2022; 16:933331. [PMID: 35937676 PMCID: PMC9351611 DOI: 10.3389/fnhum.2022.933331] [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: 04/30/2022] [Accepted: 06/24/2022] [Indexed: 11/16/2022] Open
Abstract
Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed.
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Affiliation(s)
| | | | - María Vélez-Coto
- Mind, Brain and Behavior Research Center, University of Granada, Granada, Spain
- Department of Methodology of Behavioral Sciences, University of Granada, Granada, Spain
| | - Alfonso Caracuel
- Mind, Brain and Behavior Research Center, University of Granada, Granada, Spain
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Li X, Lei X, Xie R, Xu C, Chen S, Han C, Deng S. Good video game players look better: exploring the relationship between game skills, sexual dimorphism, and facial attractiveness. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03454-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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6
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Jeong I, Nakagawa K, Osu R, Kanosue K. Difference in gaze control ability between low and high skill players of a real-time strategy game in esports. PLoS One 2022; 17:e0265526. [PMID: 35303024 PMCID: PMC8933040 DOI: 10.1371/journal.pone.0265526] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/25/2021] [Accepted: 03/03/2022] [Indexed: 12/05/2022] Open
Abstract
This research investigated the difference in aspects of gaze control between esports experts (Expert) and players with lower skills (Low Skill) while playing the real-time strategy game called StarCraft. Three versions of this game at different difficulty levels were made with the StarCraft Editor, and the gaze movements of seven Expert and nine Low Skill players were analyzed while they played the games. The gaze of Expert players covered a significantly larger area in the horizontal direction than the gaze of Low Skill players. Furthermore, the magnitude and number of saccadic eye movements were greater, and saccade velocity was faster in the Expert than in the Low Skill players. In conclusion, StarCraft experts have a specific gaze control ability that enables them to quickly and widely take visual information from all over the monitor. This could be one of the factors enabling StarCraft experts to perform better than players with lower skills when playing games that require task-switching ability.
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Affiliation(s)
- Inhyeok Jeong
- Graduate School of Sport Sciences, Waseda University, Saitama, Japan
| | - Kento Nakagawa
- Faculty of Sport Sciences, Waseda University, Saitama, Japan
- * E-mail:
| | - Rieko Osu
- Faculty of Human Sciences, Waseda University, Saitama, Japan
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7
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Yang N, Hurd PL, Crespi BJ. Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use. Front Psychol 2022; 13:767446. [PMID: 35282248 PMCID: PMC8905237 DOI: 10.3389/fpsyg.2022.767446] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2021] [Accepted: 01/10/2022] [Indexed: 11/16/2022] Open
Abstract
Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, that: (1) participants with higher autism scores would play video games more, and participants with higher schizotypy scores would play video games less; and (2) autism and positive schizotypy would be associated with opposite patterns of video game use, preferences and motivations. Females, but not males, with higher autism scores played more video games, and exhibited evidence of relatively male-typical video game genre preferences and motivations. By contrast, positive schizotypy was associated with reduced video game use in both genders, for several measures of game use frequency. In line with previous findings, males played video game more than females did overall, preferred action video games, and exhibited faster reaction and targeting times. Females preferred Puzzle and Social Simulation games. Faster reaction and targeting times were associated with gaming motives related to skill development and building behavior. These findings show that gaming use and patterns reflect aspects of psychology, and gender, related to social cognition and imagination, as well as aspects of neurophysiology. More generally, the results suggest that video game use is notably affected by levels of autistic and schizotypal traits, and that video games may provide an evolutionarily novel medium for imaginative play in which immersive play experiences can be decoupled from social interaction.
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Affiliation(s)
- Nancy Yang
- Department of Biological Sciences, Simon Fraser University, Burnaby, BC, Canada
| | - Pete L. Hurd
- Department of Psychology, Neuroscience and Mental Health Institute, University of Alberta, Edmonton, AB, Canada
| | - Bernard J. Crespi
- Department of Biological Sciences, Simon Fraser University, Burnaby, BC, Canada
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8
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Li B, Li X, Stoet G, Lages M. Processing Speed Predicts Mean Performance in Task-Switching but Not Task-Switching Cost. Psychol Rep 2022:332941211072228. [PMID: 35084254 DOI: 10.1177/00332941211072228] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
In several studies, it has been suggested that task-switching performance is linked to processing speed. Here we argue that the relation between processing speed and high-level cognitive ability found in previous studies may be due to confounded measurements of processing speed and task-switching ability. In the present study we required participants to complete an inspection time (IT) task to probe their processing speed. We employed conventional task-switching paradigms but applied a linear integrated speed-accuracy score (LISAS) which combines latency and accuracy scores to express task-switching ability. The results of regression analyses show that IT predicted average performance in task-switching paradigms. However, IT did not relate to any specific effects common in the task-switching task, which contradicts previous results. Our results suggest independent mechanisms of processing speed and tasks that require a high level of cognitive flexibility and control.
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Affiliation(s)
- Bingxin Li
- CAS Key Laboratory of Behavioral Science, Institute of Psychology12381Chinese Academy of Sciences
| | - Xiangqian Li
- School of Psychology66315Shanghai University of Sport
| | | | - Martin Lages
- School of Psychology and Neuroscience3526University of Glasgow
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9
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Argiles M, Quevedo-Junyent L, Erickson G. Topical Review: Optometric Considerations in Sports vs. E-Sports. Percept Mot Skills 2022; 129:731-746. [PMID: 35084253 DOI: 10.1177/00315125211073401] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Electronic sports (e-sports) have recently emerged to become a rapidly growing form of videogame competition, requiring gamers to spend many hours in front of a visual display. The nature of this new modality raises important considerations for ocular health, and visual and perceptual functioning, compared to traditional sports. In general, sports performance has been associated with open spaces, gross motor movement, and balance, while electronic sports require visual and attentional stamina at near distances with fine motor control. From an optometric viewpoint, visual perception is specific to both the sports modality and the environment where sports take place. In this topical review, we consider e-sport optometric factors such as screen time and digital eyestrain, visual skill demands, and perceptual cognitive skills such as visual attention. We compare training considerations for traditional sports and training in gaming platforms, with recommendations for future research in this growing modality. The goal of this review is to raise awareness of the various elements to consider when providing vision care to e-sport participants.
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Affiliation(s)
- Marc Argiles
- Optics and Optometry16767Universitat Politecnica de Catalunya
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10
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Qiu B, Chen Y, He X, Liu T, Wang S, Zhang W. Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18136884. [PMID: 34206942 PMCID: PMC8297281 DOI: 10.3390/ijerph18136884] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/11/2021] [Revised: 06/23/2021] [Accepted: 06/24/2021] [Indexed: 11/16/2022]
Abstract
There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers’ conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the shifting, updating and inhibiting subcomponents of executive function. Scores on these tasks were also used as indicators of a component-general latent variable. Results based on analysis of covariance showed that, as predicted, the inhibition subcomponent, but not the updating or the shifting subcomponent, was significantly enhanced after gaming. The component-general executive function was not enhanced after gaming once the results were controlled for other subcomponents. The results were unrelated to participants’ self-reported positive and negative affect. The findings add key evidence to the literature on executive function and potentially contribute to the therapeutic use of video games to maintain executive function in the aged population.
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Affiliation(s)
- Boyu Qiu
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Yanrong Chen
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Xu He
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Ting Liu
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Sixian Wang
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Wei Zhang
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
- Correspondence:
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11
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Machado S, Travassos B, Teixeira DS, Rodrigues F, Cid L, Monteiro D. Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18073678. [PMID: 33916018 PMCID: PMC8037790 DOI: 10.3390/ijerph18073678] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/31/2021] [Revised: 03/27/2021] [Accepted: 03/29/2021] [Indexed: 11/16/2022]
Abstract
Competitive sports involve physical and cognitive skills. In traditional sports, there is a greater dependence on the development and performance of both motor and cognitive skills, unlike electronic sports (eSports), which depend much more on neurocognitive skills for success. However, little is known about neurocognitive functions and effective strategies designed to develop and optimize neurocognitive performance in eSports athletes. One such strategy is transcranial direct current stimulation (tDCS), characterized as a weak electric current applied on the scalp to induce prolonged changes in cortical excitability. Therefore, our objective is to propose anodal (a)-tDCS as a performance-enhancing tool for neurocognitive functions in eSports. In this manuscript, we discussed the neurocognitive processes that underlie exceptionally skilled performances in eSports and how tDCS could be used for acute modulation of these processes in eSports. Based on the results from tDCS studies in healthy people, professional athletes, and video game players, it seems that tDCS is applied over the left dorsolateral prefrontal cortex (DLPFC) as a potential performance-enhancing tool for neurocognition in eSports.
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Affiliation(s)
- Sergio Machado
- Laboratory of Physical Activity Neuroscience, Physical Activity Sciences Postgraduate Program, Salgado de Oliveira University, Niterói 24456-570, Brazil;
- Department of Sports Science, University of Beira Interior, 6201-001 Covilhã, Portugal;
- Laboratory of Physical Activity Neuroscience, Neurodiversity Institute, Queimados 26325-020, Brazil
| | - Bruno Travassos
- Department of Sports Science, University of Beira Interior, 6201-001 Covilhã, Portugal;
- Research Center in Sport, Health and Human Development (CIDESD), 5000-558 Vila Real, Portugal;
- Portugal Football School, Portuguese Football Federation, 1495-433 Cruz Quebrada, Portugal
| | - Diogo S. Teixeira
- Faculty of Physical Education and Sport, Lusófona University, 1749-024 Lisbon, Portugal;
- Research Center in Sport, Physical Education, and Exercise and Health (CIDEFES), (CIDEFES), 1749-024 Lisbon, Portugal
| | - Filipe Rodrigues
- Sport Science School of Rio Maior, ESDRM-IPSantarém, 2040-413 Rio Maio, Portugal;
- Life Quality Research Center (CIEQV), 2040-413 Rio Maior, Portugal
| | - Luis Cid
- Research Center in Sport, Health and Human Development (CIDESD), 5000-558 Vila Real, Portugal;
- Sport Science School of Rio Maior, ESDRM-IPSantarém, 2040-413 Rio Maio, Portugal;
| | - Diogo Monteiro
- Research Center in Sport, Health and Human Development (CIDESD), 5000-558 Vila Real, Portugal;
- ESECS, Polytechnic of Leiria, 2411-901 Leiria, Portugal
- Correspondence:
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12
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Xu Y, Nyeong Y, Yu S, Yu Y, Li B, Han C, Li X. Task switching in old participants: A potential interplay between strategy and cognitive ability. Acta Psychol (Amst) 2021; 214:103253. [PMID: 33513462 DOI: 10.1016/j.actpsy.2021.103253] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/29/2020] [Revised: 12/30/2020] [Accepted: 01/11/2021] [Indexed: 11/24/2022] Open
Abstract
Task-switching cost is highly reliable in old participants. However, in a Stroop-switching paradigm that compared old musicians with old non-musicians (Experiment 1A), task-switching costs were not consistent. For non-musicians, the task-switching costs were significant in the congruent and neutral trials, but not in the incongruent trials. For musicians, the task-switching costs disappeared completely. We suspected that besides following task rules, old participants might also apply a stimulus-based strategy called the target-first strategy. In Experiment 1B and 2, participants in Experiment 1A were invited again to perform two more Stroop-switching paradigms. To encourage the participants to use task rules, in Experiment 1B we removed the neutral trials but found the same results as in Experiment 1A. In Experiment 2, when inserting a cue-target interval in the Stroop-switching paradigm, both musicians and non-musicians produced reliable task-switching costs in all trial conditions. Note that younger participants had reliable task-switching costs in Experiment 1B and 2. We suggest that older participants preferred the target-first strategy to the task rules-based strategy because the former was easy to implant although it was less flexible. Besides task-switching costs, we found that old musicians had less interference effect than old non-musicians in Experiment 1B. In all three experiments, old musicians had shorter RTs than old non-musicians, which might be due to differences in strategies apart from cognitive abilities. We propose that without considering the strategy preference, some previous studies might misestimate the difference between old and young participants in terms of task-switching performance and interference control.
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