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Campbell MJ, Cregan SC, Joyce JM, Kowal M, Toth AJ. Comparing the cognitive performance of action video game players and age-matched controls following a cognitively fatiguing task: A stage 2 registered report. Br J Psychol 2024; 115:363-385. [PMID: 38140897 DOI: 10.1111/bjop.12692] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/19/2021] [Revised: 12/07/2023] [Accepted: 12/11/2023] [Indexed: 12/24/2023]
Abstract
Recent work demonstrates that those who regularly play action video games (AVGs) consistently outperform non-gamer (NG) controls on tests of various cognitive abilities. AVGs place high demands on several cognitive functions and are often engaged with for long periods of time (e.g., over 2 h), predisposing players to experiencing cognitive fatigue. The detrimental effects of cognitive fatigue have been widely studied in various contexts where accurate performance is crucial, including aviation, military, and sport. Even though AVG players may be prone to experiencing cognitive fatigue, this topic has received little research attention to date. In this study, we compared the effect of a cognitively fatiguing task on the subsequent cognitive performance of action video game players and NG control participants. Our results indicated AVGs showed superior spatial working memory and complex attention abilities while showing no difference from NGs on simple attention performance. Additionally, we found that our cognitive fatigue and control interventions did not differentially affect the cognitive performance of AVGs and NGs in this study. This pre-registered study provides evidence that AVGs show superior cognitive abilities in comparison to a non-gaming population, but do not appear more resilient to cognitive fatigue.
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Affiliation(s)
- Mark J Campbell
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - Sarah C Cregan
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - John M Joyce
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
| | - Magdalena Kowal
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - Adam J Toth
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
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2
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Ferraro JC, Mouloua M, Mangos PM, Matthews G. Gaming experience predicts UAS operator performance and workload in simulated search and rescue missions. ERGONOMICS 2022; 65:1659-1671. [PMID: 35297326 DOI: 10.1080/00140139.2022.2048896] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/20/2021] [Accepted: 02/25/2022] [Indexed: 06/14/2023]
Abstract
Unmanned aircraft systems (UAS) operator training and selection procedures are still being refined to effectively address challenges related to performance, workload, and stress in UAS operation. Research suggests that experience with commercial videogames may test skills relevant to modern UAS operation. This study investigated the ability of videogame experience to predict operator performance, workload, and stress. Forty-nine participants performed 9 trials of a simulated search and rescue mission. It was expected that participants who more frequently played videogames would report lower levels of distress and workload, higher task engagement, and better overall performance. Results showed that gaming experience was negatively correlated with subjective workload and positively correlated with multiple measures of performance. Furthermore, nearly all observed gender-related differences were not present when gaming experience was controlled for. These results have implications for the role of gaming experience in remotely operated systems operator recruitment, selection, and training. Practitioner summary: This study examined how gaming experience influences UAS operator success in simulated search and rescue missions. Participants reported on their experience playing videogames before completing multiple experimental trials on a desktop computer. Results indicated that experience playing videogames significantly impacted performance, workload, and stress.
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Affiliation(s)
- James C Ferraro
- Department of Psychology, University of Central Florida, Orlando, FL, USA
| | - Mustapha Mouloua
- Department of Psychology, University of Central Florida, Orlando, FL, USA
| | | | - Gerald Matthews
- Department of Psychology, George Mason University, Fairfax, VA, USA
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3
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Jeong I, Nakagawa K, Osu R, Kanosue K. Difference in gaze control ability between low and high skill players of a real-time strategy game in esports. PLoS One 2022; 17:e0265526. [PMID: 35303024 PMCID: PMC8933040 DOI: 10.1371/journal.pone.0265526] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/25/2021] [Accepted: 03/03/2022] [Indexed: 12/05/2022] Open
Abstract
This research investigated the difference in aspects of gaze control between esports experts (Expert) and players with lower skills (Low Skill) while playing the real-time strategy game called StarCraft. Three versions of this game at different difficulty levels were made with the StarCraft Editor, and the gaze movements of seven Expert and nine Low Skill players were analyzed while they played the games. The gaze of Expert players covered a significantly larger area in the horizontal direction than the gaze of Low Skill players. Furthermore, the magnitude and number of saccadic eye movements were greater, and saccade velocity was faster in the Expert than in the Low Skill players. In conclusion, StarCraft experts have a specific gaze control ability that enables them to quickly and widely take visual information from all over the monitor. This could be one of the factors enabling StarCraft experts to perform better than players with lower skills when playing games that require task-switching ability.
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Affiliation(s)
- Inhyeok Jeong
- Graduate School of Sport Sciences, Waseda University, Saitama, Japan
| | - Kento Nakagawa
- Faculty of Sport Sciences, Waseda University, Saitama, Japan
- * E-mail:
| | - Rieko Osu
- Faculty of Human Sciences, Waseda University, Saitama, Japan
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Yu RWL, Chan AHS. Meta-analysis of the effects of game types and devices on older adults-video game interaction: Implications for video game training on cognition. APPLIED ERGONOMICS 2021; 96:103477. [PMID: 34107433 DOI: 10.1016/j.apergo.2021.103477] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/22/2020] [Revised: 05/24/2021] [Accepted: 05/25/2021] [Indexed: 06/12/2023]
Abstract
Video game training can effectively improve the cognition of older adults. However, whether video game types and game devices influence the training effects of video games remains controversial. This meta-analysis aimed to access and evaluate the effects of video game types and game devices in video game training on the cognition of older adults. Interestingly, results indicated that mouse/keyboard was superior over other video game devices on perceptual-motor function. The effect size (Hedge's g) for perceptual-motor function decreased by 1.777 and 1.722 when the video game training device changed from mouse/keyboard to driving simulator and motion controller. The effects of cognitive training game and conventional video game were moderated by session length. More well-designed studies are required to clarify the unique efficacy of video game types and devices for older adults with video game training.
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Affiliation(s)
- Rita Wing Lam Yu
- Department of Advanced Design and Systems Engineering, City University of Hong Kong, Kowloon, Hong Kong.
| | - Alan Hoi Shou Chan
- Department of Advanced Design and Systems Engineering, City University of Hong Kong, Kowloon, Hong Kong.
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5
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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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Schenk S, Bellebaum C, Lech RK, Heinen R, Suchan B. Play to Win: Action Video Game Experience and Attention Driven Perceptual Exploration in Categorization Learning. Front Psychol 2020; 11:933. [PMID: 32477224 PMCID: PMC7239510 DOI: 10.3389/fpsyg.2020.00933] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2019] [Accepted: 04/15/2020] [Indexed: 01/01/2023] Open
Abstract
Categorization learning is a fundamental and complex cognitive ability. The present EEG study examined how much action video gamers differ from non-gamers in the usage of visual exploration and attention driven perceptual analyses during a categorization learning task. Seventeen healthy right-handed non-gamers and 16 healthy right-handed action video gamers performed a visual categorization task with 14 ring stimuli, which were divided into two categories. All stimuli had the same structure but differed with respect to their color combinations and were forming two categories including a prototype, five typical stimuli and one exception. The exception shared most similarities with the prototype of the opposite group. Prototypes and typical stimuli were correctly categorized at an early stage of the experiment, whereas the successful categorization of exceptions occurred later. The behavioral data yield evidence that action video gamers perform correct categorizations of exceptions earlier than non-gamers. Additionally, groups differed with respect to differential expressions of the attention related P150 ERP component (early perceptual analysis) and the N170 ERP component, which reflected differential processing demands for the stimulus material. In comparison to non-gamers, the analyses of the eye movements yield for action video gamers different, more central fixations possibly indicating covert peripheral processing. For both groups fixations as well as saccades decrease and in the case of exceptions, one of the two segments that are decisive for correct categorization shows higher fixation rates at the end of the experiment. These findings indicate for both groups a learning process regarding the stimulus material. Regarding the group differences, we interpret the results to indicate that action video gamers show a different stimulus exploration, use an enhanced early perceptual analysis of the stimulus material and therefore may detect changes in objects faster and learned the belonging of the stimuli to their categories in an earlier trial phase.
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Affiliation(s)
- Sabrina Schenk
- Institute of Cognitive Neuroscience, Clinical Neuropsychology, Neuropsychological Therapy Centre, Ruhr University Bochum, Bochum, Germany
- Department of Children’s Pain Therapy and Paediatric Palliative Care, Faculty of Health, School of Medicine, Witten/Herdecke University, Witten, Germany
- German Paediatric Pain Centre, Children’s and Adolescents’ Hospital, Datteln, Germany
| | | | - Robert K. Lech
- Institute of Cognitive Neuroscience, Clinical Neuropsychology, Neuropsychological Therapy Centre, Ruhr University Bochum, Bochum, Germany
| | - Rebekka Heinen
- Institute of Cognitive Neuroscience, Neuropsychology, Ruhr University Bochum, Bochum, Germany
| | - Boris Suchan
- Institute of Cognitive Neuroscience, Clinical Neuropsychology, Neuropsychological Therapy Centre, Ruhr University Bochum, Bochum, Germany
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7
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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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8
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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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9
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Cornes KR, Boardman M, Ford C, Smith S. Adopting a multidisciplinary approach to maximising performance during military visual search tasks. J ROY ARMY MED CORPS 2018; 165:120-123. [PMID: 30415220 DOI: 10.1136/jramc-2018-001051] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/21/2018] [Accepted: 08/31/2018] [Indexed: 11/04/2022]
Abstract
During the conflicts in Afghanistan and Iraq, many UK military personnel were killed or injured by improvised explosive devices (IEDs). Insurgents sought to develop new ways of concealing and detonating IEDs, and UK forces invested significantly in finding increasingly effective methods of detecting and avoiding them. Between 2010 and 2014 the UK's Defence Science and Technology Laboratory's Human and Social Sciences Group (HSSG) was asked to investigate the factors that might affect the performance of specialist search teams in the identification of IEDs. They sought to ascertain ways to improve effectiveness and maximise safety through training, human factors advice on equipment design, and recommendations on changes to tactics techniques and procedures. This paper provides a short summary of some of the research conducted that underpinned the advice and recommendations that were provided. The research conducted by HSSG, in collaboration with industry and academia, helped ensure that search teams had the best possible training, advice and equipment.
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Affiliation(s)
- Katherine R Cornes
- Human and Social Sciences Group, Defence Scientific and Technology Laboratory, Fareham, UK
| | - M Boardman
- Human and Social Sciences Group, Defence Scientific and Technology Laboratory, Portsdown West Ringgold Standard Institution, Fareham, UK
| | - C Ford
- Human and Social Sciences Group, Defence Scientific and Technology Laboratory, Portsdown West Ringgold Standard Institution, Fareham, UK
| | - S Smith
- Human and Social Sciences Group, Defence Scientific and Technology Laboratory, Fareham, UK
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10
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Improving action video games abilities increases the phonological decoding speed and phonological short-term memory in children with developmental dyslexia. Neuropsychologia 2018; 130:100-106. [PMID: 30395809 DOI: 10.1016/j.neuropsychologia.2018.10.023] [Citation(s) in RCA: 27] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2018] [Revised: 10/08/2018] [Accepted: 10/27/2018] [Indexed: 01/01/2023]
Abstract
Learning to read is extremely difficult for about 10% of the children because they are affected by a heritable neurobiological disorder called developmental dyslexia (DD). The causal role of cognitive deficits typically associated to DD can be investigated through intervention studies. It has been demonstrated that visual-attention and reading speed could be simultaneously improved by using action video game (AVG) training both in shallow and deep alphabetic orthographies. Here, in a clinical study we showed that after this general-domain behavioral intervention both the phonological decoding speed and phonological short-term memory were increased only in DD children in which their video game score was improved. These findings confirm that an AVG training enhances the efficiency of both visual and auditory processing. The plasticity of the multi-sensory attentional network could explain the reading and reading-related improvements induced by the AVG training in children with DD.
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11
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Wright JL, Chen JYC, Barnes MJ. Human-automation interaction for multiple robot control: the effect of varying automation assistance and individual differences on operator performance. ERGONOMICS 2018; 61:1033-1045. [PMID: 29451105 DOI: 10.1080/00140139.2018.1441449] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/17/2017] [Accepted: 02/09/2018] [Indexed: 05/27/2023]
Abstract
In a human-automation interaction study, automation assistance level (AL) was investigated for its effects on operator performance in a dynamic, multi-tasking environment. Participants supervised a convoy of manned and unmanned vehicles traversing a simulated environment in three AL conditions, while maintaining situation awareness and identifying targets. Operators' situation awareness, target detection performance, workload and individual differences were evaluated. Results show increasing AL generally improved task performance and decreased perceived workload, however, differential effects due to operator spatial ability and perceived attentional control were found. Eye-tracking measures were useful in parsing out individual differences that subjective measures did not detect. At the highest AL, participants demonstrated potentially complacent behaviour, indicating task disengagement. Practitioner Summary: The effect of varying automation assistance level (AL) on operator performance on multiple tasks were examined in a within-subjects experiment. Findings indicated a moderate AL improved performance, while higher levels encouraged complacent behaviour. Effects due to individual differences suggest that effective AL depends on the underlying characteristics of the operator.
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Romero-Hernandez A, Gonzalez Riojo M, Diaz-Faes-Perez C, Manero-Iglesias B. The Courtesy of Spain: Theater for the New Generations. IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE 2018. [DOI: 10.1109/rita.2018.2862738] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
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13
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Lin JH, Kirlik A, Xu X. New technologies in human factors and ergonomics research and practice. APPLIED ERGONOMICS 2018; 66:179-181. [PMID: 28870373 DOI: 10.1016/j.apergo.2017.08.012] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/13/2017] [Accepted: 08/17/2017] [Indexed: 06/07/2023]
Affiliation(s)
- Jia-Hua Lin
- Washington State Department of Labor and Industries, USA.
| | - Alex Kirlik
- University of Illinois at Urbana-Champaign, USA
| | - Xu Xu
- North Carolina State University, USA
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Bender AD, Filmer HL, Naughtin CK, Dux PE. Dynamic, continuous multitasking training leads to task-specific improvements but does not transfer across action selection tasks. NPJ SCIENCE OF LEARNING 2017; 2:14. [PMID: 30631460 PMCID: PMC6220332 DOI: 10.1038/s41539-017-0015-4] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/13/2017] [Revised: 10/02/2017] [Accepted: 10/27/2017] [Indexed: 06/09/2023]
Abstract
The ability to perform multiple tasks concurrently is an ever-increasing requirement in our information-rich world. Despite this, multitasking typically compromises performance due to the processing limitations associated with cognitive control and decision-making. While intensive dual-task training is known to improve multitasking performance, only limited evidence suggests that training-related performance benefits can transfer to untrained tasks that share overlapping processes. In the real world, however, coordinating and selecting several responses within close temporal proximity will often occur in high-interference environments. Over the last decade, there have been notable reports that training on video action games that require dynamic multitasking in a demanding environment can lead to transfer effects on aspects of cognition such as attention and working memory. Here, we asked whether continuous and dynamic multitasking training extends benefits to tasks that are theoretically related to the trained tasks. To examine this issue, we asked a group of participants to train on a combined continuous visuomotor tracking task and a perceptual discrimination task for six sessions, while an active control group practiced the component tasks in isolation. A battery of tests measuring response selection, response inhibition, and spatial attention was administered before and immediately after training to investigate transfer. Multitasking training resulted in substantial, task-specific gains in dual-task ability, but there was no evidence that these benefits generalized to other action control tasks. The findings suggest that training on a combined visuomotor tracking and discrimination task results in task-specific benefits but provides no additional value for untrained action selection tasks.
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Affiliation(s)
- Angela D. Bender
- School of Psychology, The University of Queensland, Queensland, Australia
| | - Hannah L. Filmer
- School of Psychology, The University of Queensland, Queensland, Australia
| | - Claire K. Naughtin
- School of Psychology, The University of Queensland, Queensland, Australia
| | - Paul E. Dux
- School of Psychology, The University of Queensland, Queensland, Australia
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15
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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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16
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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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17
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Plummer JP, Schuster D, Keebler JR. The effects of gender, flow and video game experience on combat identification training. ERGONOMICS 2017; 60:1101-1111. [PMID: 28112587 DOI: 10.1080/00140139.2017.1280187] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/02/2016] [Accepted: 12/28/2016] [Indexed: 06/06/2023]
Abstract
The present study examined the effects of gender, video game experience (VGE), and flow state on multiple indices of combat identification (CID) performance. Individuals were trained on six combat vehicles in a simulation, presented through either a stereoscopic or non-stereoscopic display. Participants then reported flow state, VGE and were tested on their ability to discriminate friend vs. foe and identify both pictures and videos of the trained vehicles. The effect of stereoscopy was not significant. There was an effect of gender across three dependent measures. For the two picture-based measures, the effect of gender was mediated by VGE. Additionally, the effect of gender was moderated by flow state on the identification measures. Overall, the study suggests that gender differences may be overcome by VGE and by achieving flow state. Selection based on these individual differences may be useful for future military simulation. Practitioner Summary: This work investigates the effect of gender, VGE and flow state on CID performance. For three measures of performance, there was a main effect of gender. Gender was mediated by previous VGE on two measures, and gender was moderated by flow state on two measures.
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Affiliation(s)
- John Paul Plummer
- a Department of Psychology , Wichita State University , Wichita , KS , USA
| | - David Schuster
- b Department of Psychology , San José State University , San José , CA , USA
| | - Joseph R Keebler
- c Department of Human Factors , Embry-Riddle Aeronautical University , Daytona Beach , FL , USA
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Schubert T, Liepelt R, Kübler S, Strobach T. Transferability of Dual-Task Coordination Skills after Practice with Changing Component Tasks. Front Psychol 2017; 8:956. [PMID: 28659844 PMCID: PMC5468462 DOI: 10.3389/fpsyg.2017.00956] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/23/2016] [Accepted: 05/23/2017] [Indexed: 11/18/2022] Open
Abstract
Recent research has demonstrated that dual-task performance with two simultaneously presented tasks can be substantially improved as a result of practice. Among other mechanisms, theories of dual-task practice-relate this improvement to the acquisition of task coordination skills. These skills are assumed (1) to result from dual-task practice, but not from single-task practice, and (2) to be independent from the specific stimulus and response mappings during the practice situation and, therefore, transferable to new dual task situations. The present study is the first that provides an elaborated test of these assumptions in a context with well-controllable practice and transfer situations. To this end, we compared the effects of dual-task and single-task practice with a visual and an auditory sensory-motor component task on the dual-task performance in a subsequent transfer session. Importantly, stimulus and stimulus-response mapping conditions in the two component tasks changed repeatedly during practice sessions, which prevents that automatized stimulus-response associations may be transferred from practice to transfer. Dual-task performance was found to be improved after practice with the dual tasks in contrast to the single-task practice. These findings are consistent with the assumption that coordination skills had been acquired, which can be transferred to other dual-task situations independently on the specific stimulus and response mapping conditions of the practiced component tasks.
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Affiliation(s)
- Torsten Schubert
- Department of Psychology, Martin-Luther University Halle-WittenbergHalle, Germany
| | - Roman Liepelt
- Institute of Psychology, German Sport University CologneCologne, Germany
| | - Sebastian Kübler
- Department of Psychology, Martin-Luther University Halle-WittenbergHalle, Germany
| | - Tilo Strobach
- Department of Psychology, Medical School HamburgHamburg, Germany
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Strobach T, Torsten S. Mechanisms of Practice-Related Reductions of Dual-Task Interference with Simple Tasks: Data and Theory. Adv Cogn Psychol 2017; 13:28-41. [PMID: 28439319 PMCID: PMC5385484 DOI: 10.5709/acp-0204-7] [Citation(s) in RCA: 40] [Impact Index Per Article: 5.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/26/2016] [Accepted: 11/01/2016] [Indexed: 01/04/2023] Open
Abstract
In dual-task situations, interference between two simultaneous tasks impairs performance. With practice, however, this impairment can be reduced. To identify mechanisms leading to a practice-related improvement in sensorimotor dual tasks, the present review applied the following general hypothesis: Sources that impair dual-task performance at the beginning of practice are associated with mechanisms for the reduction of dual-task impairment at the end of practice. The following types of processes provide sources for the occurrence of this impairment: (a) capacity-limited processes within the component tasks, such as response-selection or motor response stages, and (b) cognitive control processes independent of these tasks and thus operating outside of component-task performance. Dual-task practice studies show that, under very specific conditions, capacity-limited processes within the component tasks are automatized with practice, reducing the interference between two simultaneous tasks. Further, there is evidence that response-selection stages are shortened with practice. Thus, capacity limitations at these stages are sources for dual-task costs at the beginning of practice and are overcome with practice. However, there is no evidence demonstrating the existence of practice-related mechanisms associated with capacity-limited motor-response stages. Further, during practice, there is an acquisition of executive control skills for an improved allocation of limited attention resources to two tasks as well as some evidence supporting the assumption of improved task coordination. These latter mechanisms are associated with sources of dual-task interference operating outside of component task performance at the beginning of practice and also contribute to the reduction of dual-task interference at its end.
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Affiliation(s)
- Tilo Strobach
- Department of Psychology, Medical School Hamburg, Germany
| | - Schubert Torsten
- Institute for Psychology, Humboldt-Universität zu Berlin,
Germany
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The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance. JOURNAL OF COGNITIVE ENHANCEMENT 2017. [DOI: 10.1007/s41465-017-0015-6] [Citation(s) in RCA: 51] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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Gnambs T, Appel M. Is computer gaming associated with cognitive abilities? A population study among German adolescents. INTELLIGENCE 2017. [DOI: 10.1016/j.intell.2016.12.004] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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Paras CR, Yang S, Tippey K, Ferris TK. Physiological Indicators of the Cognitive Redline. ACTA ACUST UNITED AC 2016. [DOI: 10.1177/1541931215591139] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
As suggested in recent research, some physiological measures such as breath rate, heart rate, heart rate variability, electroencephalography, and skin conductance response, can be used to indicate aspects of mental workload. Some of these physiological measures are insensitive to added mental workload at a point referred to as the cognitive redline. This redline is not well indicated in the literature, but is generally defined by patterns of performance decrements. The present study involved the use of the Multi-Attribute Task Battery-II (MATB-II) to systematically manipulate imposed multitask workload, and investigate the validity of online measures of heart rate variability (HRV) to indicate the cognitive redline, as inferred by performance and subjective workload measures.
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Affiliation(s)
| | - Shiyan Yang
- Department of Industrial and Systems Engineering, Texas A&M University College Station, TX
| | - Kathryn Tippey
- Department of Industrial and Systems Engineering, Texas A&M University College Station, TX
| | - Thomas K. Ferris
- Department of Industrial and Systems Engineering, Texas A&M University College Station, TX
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Freiberger JJ, Derrick BJ, Natoli MJ, Akushevich I, Schinazi EA, Parker C, Stolp BW, Bennett PB, Vann RD, Dunworth SAS, Moon RE. Assessment of the interaction of hyperbaric N2, CO2, and O2 on psychomotor performance in divers. J Appl Physiol (1985) 2016; 121:953-964. [PMID: 27633739 DOI: 10.1152/japplphysiol.00534.2016] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/15/2016] [Accepted: 09/02/2016] [Indexed: 11/22/2022] Open
Abstract
Diving narcosis results from the complex interaction of gases, activities, and environmental conditions. We hypothesized that these interactions could be separated into their component parts. Where previous studies have tested single cognitive tasks sequentially, we varied inspired partial pressures of CO2, N2, and O2 in immersed, exercising subjects while assessing multitasking performance with the Multi-Attribute Task Battery II (MATB-II) flight simulator. Cognitive performance was tested under 20 conditions of gas partial pressure and exercise in 42 male subjects meeting U.S. Navy age and fitness profiles. Inspired nitrogen (N2) and oxygen (O2) partial pressures were 0, 4.5, and 5.6 ATA and 0.21, 1.0, and 1.22 ATA, respectively, at rest and during 100-W immersed exercise with and without 0.075-ATA CO2 Linear regression modeled the association of gas partial pressure with task performance while controlling for exercise, hypercapnic ventilatory response, dive training, video game frequency, and age. Subjects served as their own controls. Impairment of memory, attention, and planning, but not motor tasks, was associated with N2 partial pressures >4.5 ATA. Sea level O2 at 0.925 ATA partially rescued motor and memory reaction time impaired by 0.075-ATA CO2; however, at hyperbaric pressures an unexpectedly strong interaction between CO2, N2, and exercise caused incapacitating narcosis with amnesia, which was augmented by O2 Perception of narcosis was not correlated with actual scores. The relative contributions of factors associated with diving narcosis will be useful to predict the effects of gas mixtures and exercise conditions on the cognitive performance of divers. The O2 effects are consistent with O2 narcosis or enhanced O2 toxicity.
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Affiliation(s)
- J J Freiberger
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - B J Derrick
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - M J Natoli
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - I Akushevich
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - E A Schinazi
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - C Parker
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - B W Stolp
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - P B Bennett
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - R D Vann
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - S A S Dunworth
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
| | - R E Moon
- Duke Center for Hyperbaric Medicine and Environmental Physiology and Department of Anesthesiology, Duke University Medical Center, Durham, North Carolina
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Video game players show higher performance but no difference in speed of attention shifts. Acta Psychol (Amst) 2016; 169:11-9. [PMID: 27203594 DOI: 10.1016/j.actpsy.2016.05.001] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/22/2015] [Revised: 04/27/2016] [Accepted: 05/02/2016] [Indexed: 11/23/2022] Open
Abstract
Video games have become both a widespread leisure activity and a substantial field of research. In a variety of tasks, video game players (VGPs) perform better than non-video game players (NVGPs). This difference is most likely explained by an alteration of the basic mechanisms underlying visuospatial attention. More specifically, the present study hypothesizes that VGPs are able to shift attention faster than NVGPs. Such alterations in attention cannot be disentangled from changes in stimulus-response mappings in reaction time based measurements. Therefore, we used a spatial cueing task with varying cue lead times (CLTs) to investigate the speed of covert attention shifts of 98 male participants divided into 36 NVGPs and 62 VGPs based on their weekly gaming time. VGPs exhibited higher peak and mean performance than NVGPs. However, we did not find any differences in the speed of covert attention shifts as measured by the CLT needed to achieve peak performance. Thus, our results clearly rule out faster stimulus-response mappings as an explanation for the higher performance of VGPs in line with previous studies. More importantly, our data do not support the notion of faster attention shifts in VGPs as another possible explanation.
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Jentzsch T, Rahm S, Seifert B, Farei-Campagna J, Werner CML, Bouaicha S. Correlation Between Arthroscopy Simulator and Video Game Performance: A Cross-Sectional Study of 30 Volunteers Comparing 2- and 3-Dimensional Video Games. Arthroscopy 2016; 32:1328-34. [PMID: 27006104 DOI: 10.1016/j.arthro.2015.12.047] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/23/2015] [Revised: 10/27/2015] [Accepted: 12/22/2015] [Indexed: 02/02/2023]
Abstract
PURPOSE To investigate the association between arthroscopy simulator performance and video game skills. METHODS This study compared the performances of 30 volunteers without experience performing arthroscopies in 3 different tasks of a validated virtual reality knee arthroscopy simulator with the video game experience using a questionnaire and actual performances in 5 different 2- and 3-dimensional (D) video games of varying genres on 2 different platforms. RESULTS Positive correlations between knee arthroscopy simulator and video game performances (ρ = 0.63, P < .001) as well as experiences (ρ = 0.50, P = .005) were found. The strongest correlations were found for the task of catching (hooking) 6 foreign bodies (virtual rings; "triangulation") and the dribbling performance in a sports game and a first-person shooter game, as well as the meniscus resection and a tile-matching puzzle game (all ρ ≥ 0.60, P < .001). No correlations were found for any of the knee arthroscopy simulator tasks and a strategy game. CONCLUSIONS Although knee arthroscopy performances do not correlate with 2-D strategy video game skills, they show a correlation with 2-D tile-matching puzzle games only for easier tasks with a rather limited focus, and highly correlate with 3-D sports and first-person shooter video games. These findings show that experienced and good 3-D gamers are better arthroscopists than nonexperienced and poor 3-D gamers. LEVEL OF EVIDENCE Level II, observational cross-sectional study.
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Affiliation(s)
- Thorsten Jentzsch
- Division of Trauma Surgery, Department of Surgery, University Hospital Zürich, University of Zürich, Zürich, Switzerland; Orthopedic Department, Balgrist University Hospital, University of Zürich, Zürich, Switzerland.
| | - Stefan Rahm
- Orthopedic Department, Balgrist University Hospital, University of Zürich, Zürich, Switzerland
| | - Burkhardt Seifert
- Department of Biostatistics, Epidemiology, Biostatistics and Prevention Institute, University of Zürich, Zürich, Switzerland
| | - Jan Farei-Campagna
- Division of Trauma Surgery, Department of Surgery, University Hospital Zürich, University of Zürich, Zürich, Switzerland; Orthopedic Department, Balgrist University Hospital, University of Zürich, Zürich, Switzerland
| | - Clément M L Werner
- Division of Trauma Surgery, Department of Surgery, University Hospital Zürich, University of Zürich, Zürich, Switzerland
| | - Samy Bouaicha
- Division of Trauma Surgery, Department of Surgery, University Hospital Zürich, University of Zürich, Zürich, Switzerland; Orthopedic Department, Balgrist University Hospital, University of Zürich, Zürich, Switzerland
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Oviedo V, Tornquist M, Cameron T, Chiappe D. Effects of media multi-tasking with Facebook on the enjoyment and encoding of TV episodes. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.05.022] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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Green CS, Seitz AR. The Impacts of Video Games on Cognition (and How the Government Can Guide the Industry). ACTA ACUST UNITED AC 2015. [DOI: 10.1177/2372732215601121] [Citation(s) in RCA: 39] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Video game play has become a pervasive part of American culture. The dramatic increase in the popularity of video games has resulted in significant interest in the effects that video gaming may have on the brain and behavior. The scientific research to date indicates that some, but not all, commercial video games do indeed have the potential to cause large-scale changes in a wide variety of aspects of human behavior, including the focus of this review—cognitive abilities. More recent years have seen the rise of a separate form of video games, the so-called “brain games,” or games designed with the explicit goal of enhancing cognitive abilities. Although research on such brain games is still in its infancy, and the results have definitely not been uniformly positive, there is nonetheless reason for continued optimism that custom games can be developed that make a lasting and positive impact on human cognitive skills. Here, we discuss the current state of the scientific literature surrounding video games and human cognition with an emphasis on points critically related to public policy.
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The precision of experienced action video-game players: line bisection reveals reduced leftward response bias. Atten Percept Psychophys 2015; 76:2193-8. [PMID: 25341651 DOI: 10.3758/s13414-014-0789-x] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with their left hand compared to non-AVGPs. Bisections by experienced-AVGPs were also more precise than those of non-AVGPs. These findings show the cognitive proficiencies of experienced-AVGPs can generalize beyond computer based tasks, which resemble their training environment.
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Janssen A, Boster A, Lee H, Patterson B, Prakash RS. The effects of video-game training on broad cognitive transfer in multiple sclerosis: A pilot randomized controlled trial. J Clin Exp Neuropsychol 2015; 37:285-302. [DOI: 10.1080/13803395.2015.1009366] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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Abstract
To understand the problem of multitasking, it is necessary to examine the brain's attention networks that underlie the ability to switch attention between stimuli and tasks and to maintain a single focus among distractors. In this paper we discuss the development of brain networks related to the functions of achieving the alert state, orienting to sensory events, and developing self-control. These brain networks are common to everyone, but their efficiency varies among individuals and reflects both genes and experience. Training can alter brain networks. We consider two forms of training: (1) practice in tasks that involve particular networks, and (2) changes in brain state through such practices as meditation that may influence many networks. Playing action video games and multitasking are themselves methods of training the brain that can lead to improved performance but also to overdependence on media activity. We consider both of these outcomes and ideas about how to resist overdependence on media. Overall, our paper seeks to inform the reader about what has been learned about attention that can influence multitasking over the course of development.
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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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Action video game play facilitates the development of better perceptual templates. Proc Natl Acad Sci U S A 2014; 111:16961-6. [PMID: 25385590 DOI: 10.1073/pnas.1417056111] [Citation(s) in RCA: 102] [Impact Index Per Article: 10.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/25/2022] Open
Abstract
The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.
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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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Playing shooter and driving videogames improves top-down guidance in visual search. Atten Percept Psychophys 2013; 75:673-86. [DOI: 10.3758/s13414-013-0440-2] [Citation(s) in RCA: 73] [Impact Index Per Article: 6.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
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