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Hernández-Rodríguez CJ, Ferrer-Soldevila P, Artola-Roig A, Piñero DP. Rehabilitation of amblyopia using a digital platform for visual training combined with patching in children: a prospective study. Graefes Arch Clin Exp Ophthalmol 2024; 262:3007-3020. [PMID: 38578335 PMCID: PMC11377642 DOI: 10.1007/s00417-024-06475-0] [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: 11/13/2023] [Revised: 03/25/2024] [Accepted: 03/28/2024] [Indexed: 04/06/2024] Open
Abstract
PURPOSE To assess the possible benefits of the use of perceptual learning and dichoptic therapy combined with patching in children with amblyopia over the use of only patching. METHODS Quasi-experimental multicentric study including 52 amblyopic children. Patients who improved their visual acuity (VA) by combining spectacles and patching were included in patching group (PG: 20 subjects), whereas those that did not improved with patching performed visual training (perceptual learning + dichoptic therapy) combined with patching, being assigned to the visual treatment group (VT: 32 subjects). Changes in VA, contrast sensitivity (CS), and stereopsis were monitored during a 6-month follow-up in each group. RESULTS Significant improvements in VA were found in both groups at 1 month (p < 0.01). The total improvement of VA was 0.18 ± 0.16 and 0.31 ± 0.35 logMAR in PG and VT groups, respectively (p = 0.317). The Wilcoxon effect size was slightly higher in VT (0.48 vs. 0.54) at 6 months. An enhancement in CS was observed in the amblyopic eye of the VT group for all spatial frequencies at 1 month (p < 0.001). Likewise, the binocular function score also increased significantly in VT group (p = 0.002). A prediction equation of VA improvement at 1 month in VT group was obtained by multiple linear regression analysis (p < 0.001, R2 = 0.747). CONCLUSIONS A combined treatment of visual training and patching is effective for obtaining a predictable improvement of VA, CS, and binocularity in patching-resistant amblyopic children.
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Affiliation(s)
- Carlos J Hernández-Rodríguez
- Group of Optics and Visual Perception, Department of Optics, Pharmacology and Anatomy, University of Alicante, Crta San Vicente del Raspeig S/N 03016, San Vicente del Raspeig, Alicante, Spain
- Clinical Optometry Unit, Department of Ophthalmology, Ribera Virgen de La Caridad Hospital, Cartagena, Spain
| | | | - Alberto Artola-Roig
- Department of Ophthalmology, Vithas Medimar International Hospital, Alicante, Spain
| | - David P Piñero
- Group of Optics and Visual Perception, Department of Optics, Pharmacology and Anatomy, University of Alicante, Crta San Vicente del Raspeig S/N 03016, San Vicente del Raspeig, Alicante, Spain.
- Clinical Optometry Unit, Department of Ophthalmology, Vithas Medimar International Hospital, Alicante, Spain.
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2
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Gao YY, Fang Z, Zhou Q, Zhang RY. Enhanced "learning to learn" through a hierarchical dual-learning system: the case of action video game players. BMC Psychol 2024; 12:460. [PMID: 39215348 PMCID: PMC11365284 DOI: 10.1186/s40359-024-01952-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/23/2024] [Accepted: 08/14/2024] [Indexed: 09/04/2024] Open
Abstract
In contrast to conventional cognitive training paradigms, where learning effects are specific to trained parameters, playing action video games has been shown to produce broad enhancements in many cognitive functions. These remarkable generalizations challenge the conventional theory of generalization that learned knowledge can be immediately applied to novel situations (i.e., immediate generalization). Instead, a new "learning to learn" theory has recently been proposed, suggesting that these broad generalizations are attained because action video game players (AVGPs) can quickly acquire the statistical regularities of novel tasks in order to increase the learning rate and ultimately achieve better performance. Although enhanced learning rate has been found for several tasks, it remains unclear whether AVGPs efficiently learn task statistics and use learned task knowledge to guide learning. To address this question, we tested 34 AVGPs and 36 non-video game players (NVGPs) on a cue-response associative learning task. Importantly, unlike conventional cognitive tasks with fixed task statistics, in this task, cue-response associations either remain stable or change rapidly (i.e., are volatile) in different blocks. To complete the task, participants should not only learn the lower-level cue-response associations through explicit feedback but also actively estimate the high-level task statistics (i.e., volatility) to dynamically guide lower-level learning. Such a dual learning system is modelled using a hierarchical Bayesian learning framework, and we found that AVGPs indeed quickly extract the volatility information and use the estimated higher volatility to accelerate learning of the cue-response associations. These results provide strong evidence for the "learning to learn" theory of generalization in AVGPs. Taken together, our work highlights enhanced hierarchical learning of both task statistics and cognitive abilities as a mechanism underlying the broad enhancements associated with action video game play.
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Affiliation(s)
- Yu-Yan Gao
- School of Psychology, Shanghai Jiao Tong University, Shanghai, 200030, China
- Shanghai Mental Health Center, School of Medicine, Shanghai Jiao Tong University, Shanghai, 200030, China
- Cixi Biomedical Research Institute, Wenzhou Medical University, Zhejiang, 315302, China
- Department of Psychology, Wenzhou Medical University, Wenzhou, 325035, China
| | - Zeming Fang
- Shanghai Mental Health Center, School of Medicine, Shanghai Jiao Tong University, Shanghai, 200030, China
| | - Qiang Zhou
- Department of Psychology, Wenzhou Medical University, Wenzhou, 325035, China.
| | - Ru-Yuan Zhang
- School of Psychology, Shanghai Jiao Tong University, Shanghai, 200030, China.
- Shanghai Mental Health Center, School of Medicine, Shanghai Jiao Tong University, Shanghai, 200030, China.
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3
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Gou H, Yang Y. The relationship between video games and social-emotional delay in Chinese rural preschoolers: A comparison of five types of media video games and social-emotional delay. Child Care Health Dev 2024; 50:e13288. [PMID: 38837450 DOI: 10.1111/cch.13288] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/21/2023] [Revised: 04/18/2024] [Accepted: 05/16/2024] [Indexed: 06/07/2024]
Abstract
BACKGROUND Recent studies have revealed a negative relationship between children's digital media use and social-emotional development. However, few studies distinguish between different digital devices and the different functions they provide that may lead to different outcomes. METHODS This study explored the relationship between young children's time spent on various digital devices and their social-emotional delay based on a survey of 1182 preschoolers (3 to 6 years old) in rural China. Children's social-emotional delay was assessed through a validated screening tool (ASQ-SE II). RESULTS Children's time spent on television, computers, tablets, or smartphones was not associated with their social-emotional delay. However, their risk of social-emotional delay increased as their time spent on game consoles increased. This relationship was reflected in five of the seven behavioural areas of children's social-emotional development (i.e., self-regulation, compliance, affect, social communications, and interactions with people). Moreover, it did not vary between children with different socioeconomic statuses. CONCLUSIONS This study suggests a possible relationship between children's social-emotional delay and video games, which might need to be paid more attention to than other media types.
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Affiliation(s)
- He Gou
- School of Journalism and New Media, Xi'an Jiaotong University, Xi'an, China
| | - Yinglong Yang
- Guangming School of Journalism and Communication, China University of Political Science and Law, Beijing, China
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4
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Coronel-Oliveros C, Medel V, Orellana S, Rodiño J, Lehue F, Cruzat J, Tagliazucchi E, Brzezicka A, Orio P, Kowalczyk-Grębska N, Ibáñez A. Gaming expertise induces meso‑scale brain plasticity and efficiency mechanisms as revealed by whole-brain modeling. Neuroimage 2024; 293:120633. [PMID: 38704057 DOI: 10.1016/j.neuroimage.2024.120633] [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: 12/12/2023] [Revised: 04/17/2024] [Accepted: 04/30/2024] [Indexed: 05/06/2024] Open
Abstract
Video games are a valuable tool for studying the effects of training and neural plasticity on the brain. However, the underlying mechanisms related to plasticity-associated brain structural changes and their impact on brain dynamics are unknown. Here, we used a semi-empirical whole-brain model to study structural neural plasticity mechanisms linked to video game expertise. We hypothesized that video game expertise is associated with neural plasticity-mediated changes in structural connectivity that manifest at the meso‑scale level, resulting in a more segregated functional network topology. To test this hypothesis, we combined structural connectivity data of StarCraft II video game players (VGPs, n = 31) and non-players (NVGPs, n = 31), with generic fMRI data from the Human Connectome Project and computational models, to generate simulated fMRI recordings. Graph theory analysis on simulated data was performed during both resting-state conditions and external stimulation. VGPs' simulated functional connectivity was characterized by a meso‑scale integration, with increased local connectivity in frontal, parietal, and occipital brain regions. The same analyses at the level of structural connectivity showed no differences between VGPs and NVGPs. Regions that increased their connectivity strength in VGPs are known to be involved in cognitive processes crucial for task performance such as attention, reasoning, and inference. In-silico stimulation suggested that differences in FC between VGPs and NVGPs emerge in noisy contexts, specifically when the noisy level of stimulation is increased. This indicates that the connectomes of VGPs may facilitate the filtering of noise from stimuli. These structural alterations drive the meso‑scale functional changes observed in individuals with gaming expertise. Overall, our work sheds light on the mechanisms underlying structural neural plasticity triggered by video game experiences.
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Affiliation(s)
- Carlos Coronel-Oliveros
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile; Global Brain Health Institute (GBHI), University of California San Francisco (UCSF), California US and Trinity College Dublin, Ireland; Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile
| | - Vicente Medel
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile; Brain and Mind Centre, The University of Sydney, 94 Mallett St, Camperdown, NSW 2050, Australia; Department of Neuroscience, Universidad de Chile, Independencia 1027, Independencia, Santiago, Chile
| | - Sebastián Orellana
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile
| | - Julio Rodiño
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile; Brain Dynamics Laboratory, Facultad de Ingeniería, Universidad de Valparaíso, General Cruz 222, Valparaíso, Chile
| | - Fernando Lehue
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile
| | - Josephine Cruzat
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile
| | - Enzo Tagliazucchi
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile; Buenos Aires Physics Institute and Physics Department, University of Buenos Aires, Intendente Güiraldes 2160 - Ciudad Universitaria, Buenos Aires, Argentina
| | - Aneta Brzezicka
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Chodakowska 19/31, Warsaw, 03-815, Poland
| | - Patricio Orio
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile; Instituto de Neurociencia, Facultad de Ciencias, Universidad de Valparaíso, Gran Bretaña 1091, Playa Ancha, Valparaíso, Chile.
| | - Natalia Kowalczyk-Grębska
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Chodakowska 19/31, Warsaw, 03-815, Poland.
| | - Agustín Ibáñez
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile; Global Brain Health Institute (GBHI), University of California San Francisco (UCSF), California US and Trinity College Dublin, Ireland; Cognitive Neuroscience Center (CNC), Universidad de San Andrés, Vito Dumas 284, Provincia de Buenos Aires, Argentina; Trinity College Institute of Neuroscience, Trinity College Dublin, Lloyd Building, Dublin 2, Ireland.
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5
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Nelson R, Shelto E. Repetition blindness in a saccadic persistence of vision display. Perception 2024; 53:335-342. [PMID: 38483914 DOI: 10.1177/03010066241236403] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/12/2024]
Abstract
A form of repetition blindness in visually unimpaired individuals was found for objects presented during saccades. Observers were asked to draw their percepts after making saccades across an LED strip that "painted" an image on their retinas by presenting sequential columns of a bitmap at a speed to match a 30-degree saccade. During experimental trials, repetitions of a single letter (either "A," "X," "H," or "V") were presented across saccades. Although an average of six letters were presented across each saccade, observers typically indicated perceiving only a single instance of the letter in their drawings. This inability to perceive multiple instances of a letter was not due to a limited region of attentional processing, as it only attained for multiple instances along the axis of the saccade-horizontal saccades did not affect perception of multiple letters along the vertical axis. This effect is likely due to selective suppression of visual areas during saccades.
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6
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Coronel-Oliveros C, Medel V, Orellana S, Rodiño J, Lehue F, Cruzat J, Tagliazucchi E, Brzezicka A, Orio P, Kowalczyk-Grębska N, Ibáñez A. Gaming expertise induces meso-scale brain plasticity and efficiency mechanisms as revealed by whole-brain modeling Gaming expertise, neuroplasticity and functional dynamics. BIORXIV : THE PREPRINT SERVER FOR BIOLOGY 2023:2023.08.21.554072. [PMID: 38077041 PMCID: PMC10705274 DOI: 10.1101/2023.08.21.554072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 12/23/2023]
Abstract
Video games are a valuable tool for studying the effects of training and neural plasticity on the brain. However, the underlaying mechanisms related to plasticity-induced brain structural changes and their impact in brain dynamics are unknown. Here, we used a semi-empirical whole-brain model to study structural neural plasticity mechanisms linked to video game expertise. We hypothesized that video game expertise is associated with neural plasticity-mediated changes in structural connectivity that manifest at the meso-scale level, resulting in a more segregated functional network topology. To test this hypothesis, we combined structural connectivity data of StarCraft II video game players (VGPs, n = 31) and non-players (NVGPs, n = 31), with generic fMRI data from the Human Connectome Project and computational models, with the aim of generating simulated fMRI recordings. Graph theory analysis on simulated data was performed during both resting-state conditions and external stimulation. VGPs' simulated functional connectivity was characterized by a meso-scale integration, with increased local connectivity in frontal, parietal and occipital brain regions. The same analyses at the level of structural connectivity showed no differences between VGPs and NVGPs. Regions that increased their connectivity strength in VGPs are known to be involved in cognitive processes crucial for task performance such as attention, reasoning, and inference. In-silico stimulation suggested that differences in FC between VGPs and NVGPs emerge in noisy contexts, specifically when the noisy level of stimulation is increased. This indicates that the connectomes of VGPs may facilitate the filtering of noise from stimuli. These structural alterations drive the meso-scale functional changes observed in individuals with gaming expertise. Overall, our work sheds light into the mechanisms underlying structural neural plasticity triggered by video game experiences.
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Affiliation(s)
- Carlos Coronel-Oliveros
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
- Global Brain Health Institute (GBHI), University of California San Francisco (UCSF), California US and Trinity College Dublin, Ireland
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
| | - Vicente Medel
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
- Brain and Mind Centre, The University of Sydney, 94 Mallett St, Camperdown NSW 2050 (Australia)
- Department of Neuroscience, Universidad de Chile, Independencia 1027, Independencia, Santiago (Chile)
| | - Sebastián Orellana
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
| | - Julio Rodiño
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
- Brain Dynamics Laboratory, Facultad de Ingeniería, Universidad de Valparaíso, General Cruz 222, Valparaíso (Chile)
| | - Fernando Lehue
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
| | - Josephine Cruzat
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
| | - Enzo Tagliazucchi
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
- Buenos Aires Physics Institute and Physics Department, University of Buenos Aires, Intendente Güiraldes 2160 - Ciudad Universitaria, Buenos Aires (Argentina)
| | - Aneta Brzezicka
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Chodakowska 19/31, 03-815 Warsaw (Poland)
| | - Patricio Orio
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
- Instituto de Neurociencia, Facultad de Ciencias, Universidad de Valparaíso, Gran Bretaña 1091, Playa Ancha, Valparaíso (Chile)
| | - Natalia Kowalczyk-Grębska
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Chodakowska 19/31, 03-815 Warsaw (Poland)
| | - Agustín Ibáñez
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
- Global Brain Health Institute (GBHI), University of California San Francisco (UCSF), California US and Trinity College Dublin, Ireland
- Cognitive Neuroscience Center (CNC), Universidad de San Andrés & CONICET, Vito Dumas 284, Provincia de Buenos Aires (Argentina)
- Trinity College Institute of Neuroscience, Trinity College Dublin, Lloyd Building, Dublin 2 (Ireland)
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7
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Wang B, Jiang J, Guo W. Effects of a single bout of mobile action video game play on attentional networks. PeerJ 2023; 11:e16409. [PMID: 37965289 PMCID: PMC10642364 DOI: 10.7717/peerj.16409] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2023] [Accepted: 10/15/2023] [Indexed: 11/16/2023] Open
Abstract
Background Video game play has been linked to a range of cognitive advantages, and investigations in this domain have predominantly utilized cross-sectional designs or long-term training paradigms. Nevertheless, the specific effects of engaging in a single bout of video game play remain poorly understood. Consequently, the objective of this study is to examine the influence of a single session of mobile action video game (MAVG) play on attentional networks among college students. Methods Seventy-two nonvideo game players were assigned randomly into an MAVG and a control game group. Participants in the MAVG group engaged in a 60-minute session of an action video game played on mobile phones, while the control group played a mobile card game for the same duration. All participants completed the attentional network test (ANT), which assesses alerting, orienting, and executive control network efficiencies, before and after the intervention. Results The MAVG group had significantly improved alerting network efficiency following the intervention, compared to before (p < 0.05); the control game group did not. Neither executive control network efficiency nor orienting network efficiency were found to be improved by the intervention. Conclusion The present data demonstrated that a single bout of MAVG play can improve alerting network efficiency selectively in young-adult college students. MAVGs may be useful for promoting attentional function with the advantages of being accessible virtually any time and anywhere.
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Affiliation(s)
- Biye Wang
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
- Institute of Sports, Exercise and Brain, Yangzhou University, Yangzhou, Jiangsu, China
| | - Jiahui Jiang
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
| | - Wei Guo
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
- Institute of Sports, Exercise and Brain, Yangzhou University, Yangzhou, Jiangsu, China
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8
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Bergmann M, Wollbrandt I, Gittel L, Halbe E, Mackert S, Philipsen A, Lux S. Effects of a video game intervention on symptoms, training motivation, and visuo-spatial memory in depression. Front Psychiatry 2023; 14:1173652. [PMID: 37692312 PMCID: PMC10484510 DOI: 10.3389/fpsyt.2023.1173652] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/24/2023] [Accepted: 08/07/2023] [Indexed: 09/12/2023] Open
Abstract
Background People with Major Depressive Disorder (MDD) often experience reduced affect, mood, and cognitive impairments such as memory problems. Although there are various treatments for MDD, many of them do not address the cognitive deficits associated with the disorder. Playing 3D video games has been found to improve cognitive functioning in healthy people, but it is not clear how they may affect depressed mood and motivation in people with MDD. The aim of this study was to investigate whether a six-week video game intervention leads to improvements in depressed mood, training motivation, and visuo-spatial (working) memory functions in patients with MDD. Methods A total of 46 clinically depressed individuals were randomly assigned to one of three groups: an experimental "3D video gaming" group (n = 14) which played a video game, an active control group (n = 16) which trained with a computer program "CogPack," and a treatment-as-usual group (n = 16) which received a standard clinical treatment including psychotherapy and/or pharmacotherapy. Participants performed a neuropsychological assessment, including self-report questionnaires asking for depressive symptoms, training motivation, and visuo-spatial (working) memory functions before and after the training intervention. Results Regarding depressive symptoms, a significant decrease in the proportion of participants who showed clinical levels of depressive symptoms as measured by the Beck Depression Inventory was only found in the 3D video gaming group. Additionally, mean motivational levels of performing the training were significantly higher in the 3D video gaming group when compared with the active control group. Moreover, whereas the 3D Video Gaming group only significantly improved on one visuo-spatial memory test, the active control group improved in all visuo-spatial memory functions. The 3D video gaming group did not perform significantly better than the CogPack group, and the TAU group. Conclusion Besides a standalone cognitive training, the current findings suggest that cognitive trainings using a video game have potential to increase subjective well-being, show higher levels of training motivation, and lead to improvements in visuo-spatial (working) memory functions in MDD. However, given the mixed and unblinded nature of this study, the results should be interpreted with caution. Further research with larger samples and follow-up measurements is needed.
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Affiliation(s)
- Moritz Bergmann
- Department of Psychiatry and Psychotherapy, University of Bonn, Bonn, Germany
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9
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Kong M, Kim H, Hong T. An effective alerting strategy to facilitate occupants' perception of indoor air quality: By alarming concentration of indoor air pollution. ENVIRONMENTAL POLLUTION (BARKING, ESSEX : 1987) 2023; 325:121428. [PMID: 36914153 DOI: 10.1016/j.envpol.2023.121428] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/12/2022] [Revised: 01/27/2023] [Accepted: 03/08/2023] [Indexed: 06/18/2023]
Abstract
Previous studies have proven that it is hard for occupants to perceive concentration of indoor air pollution (IAP) and resulting indoor air quality (IAQ) on their own. Therefore, a method is needed to encourage them to turn their attention to actual IAP, in this context, alerting is thus suggested. However, previous studies pose limitations in that they failed to analyze the effects of alerting concentration of IAP on occupants' IAQ perception. To fill the research gap, this study sought to explore a proper strategy to help occupants have a clearer perception of IAQ. A one-month observational experiment was conducted on nine subjects under three scenarios with different alerting strategies. In addition, the visual distance estimation method was used to quantitatively analyze similar tendencies between the subject's perceived IAQ and concentration of IAP for each scenario. The experimental results confirmed that when an alerting notification was not sent, the occupants could not clearly perceive IAQ as the visual distance was the highest at 0.332. On the other hand, when the alerting notification whether the concentration of IAP exceeded the standard or not was sent, the occupants could perceive IAQ relatively clearly as the visual distance was reduced to 0.291 and 0.236. In conclusion, not only installing a monitoring device but also establishing proper alerting strategies on the concentration of IAP is essential to facilitate occupants' IAQ perception and protect occupants' health.
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Affiliation(s)
- Minjin Kong
- Department of Architecture and Architectural Engineering, Yonsei University, Seoul, South Korea
| | - Hakpyeong Kim
- Department of Architecture and Architectural Engineering, Yonsei University, Seoul, South Korea
| | - Taehoon Hong
- Department of Architecture and Architectural Engineering, Yonsei University, Seoul, South Korea.
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10
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Gallen CL, Schachtner JN, Anguera-Singla R, Anguera JA, Gazzaley A. Influence of game features on attention in adults. Front Psychol 2023; 14:1123306. [PMID: 37228349 PMCID: PMC10203248 DOI: 10.3389/fpsyg.2023.1123306] [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: 12/13/2022] [Accepted: 04/06/2023] [Indexed: 05/27/2023] Open
Abstract
Introduction The incorporation of game features into cognitive tasks can inform us about the influence of reward and motivation on attention. Continuous performance tasks (CPTs), designed to assess attention abilities, are examples of cognitive tasks that have been targeted for the addition of game features. However, previous results have been mixed regarding how game elements affect attention abilities and task performance. Methods Here, we studied if there were factors that predict which individuals exhibit changes in attention from game features added to a CPT. Participants (N = 94, aged 21-71) played a traditional CPT and a game CPT with identical mechanics, but featured engaging game elements (aesthetics, storyline, competition, feedback, and reward). Results We first found corroborating evidence that game features have mixed effects on attention performance: most attention metrics of interest exhibited no overall difference between the traditional and game CPT, while game elements reduced performance for a few metrics. Importantly, we also found that specific behavioral and demographic profiles predicted individual differences in performance on the game CPT compared to the traditional CPT. Those with more attention difficulties (ADHD symptoms), more reward responsiveness, and younger adults performed better on the game CPT while, conversely, those with fewer ADHD symptoms, less reward responsiveness, and older adults performed better on the traditional CPT. Discussion These findings provide insights into how game features can influence attention in different individuals and have important implications for the use of game elements in cognitive tasks and training interventions.
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Affiliation(s)
- Courtney L. Gallen
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States
- Neuroscape Center, University of California, San Francisco, San Francisco, CA, United States
| | - Jessica N. Schachtner
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States
- Neuroscape Center, University of California, San Francisco, San Francisco, CA, United States
- Department of Psychology, University of Arizona, Tucson, AZ, United States
| | - Roger Anguera-Singla
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States
- Neuroscape Center, University of California, San Francisco, San Francisco, CA, United States
| | - Joaquin A. Anguera
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States
- Neuroscape Center, University of California, San Francisco, San Francisco, CA, United States
- Department of Psychiatry, University of California, San Francisco, San Francisco, CA, United States
| | - Adam Gazzaley
- Department of Neurology, University of California, San Francisco, San Francisco, CA, United States
- Neuroscape Center, University of California, San Francisco, San Francisco, CA, United States
- Department of Psychiatry, University of California, San Francisco, San Francisco, CA, United States
- Department of Physiology, University of California, San Francisco, San Francisco, CA, United States
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11
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Höbler F, Bitan T, Tremblay L, De Nil L. Explicit benefits: Motor sequence acquisition and short-term retention in adults who do and do not stutter. JOURNAL OF FLUENCY DISORDERS 2023; 75:105959. [PMID: 36736073 DOI: 10.1016/j.jfludis.2023.105959] [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: 05/05/2022] [Revised: 01/13/2023] [Accepted: 01/17/2023] [Indexed: 06/18/2023]
Abstract
Motor sequencing skills have been found to distinguish individuals who experience developmental stuttering from those who do not stutter, with these differences extending to non-verbal sequencing behaviour. Previous research has focused on measures of reaction time and practice under externally cued conditions to decipher the motor learning abilities of persons who stutter. Without the confounds of extraneous demands and sensorimotor processing, we investigated motor sequence learning under conditions of explicit awareness and focused practice among adults with persistent development stuttering. Across two consecutive practice sessions, 18 adults who stutter (AWS) and 18 adults who do not stutter (ANS) performed the finger-to-thumb opposition sequencing (FOS) task. Both groups demonstrated significant within-session performance improvements, as evidenced by fast on-line learning of finger sequences on day one. Additionally, neither participant group showed deterioration of their learning gains the following day, indicating a relative stabilization of finger sequencing performance during the off-line period. These findings suggest that under explicit and focused conditions, early motor learning gains and their short-term retention do not differ between AWS and ANS. Additional factors influencing motor sequencing performance, such as task complexity and saturation of learning, are also considered. Further research into explicit motor learning and its generalization following extended practice and follow-up in persons who stutter is warranted. The potential benefits of motor practice generalizability among individuals who stutter and its relevance to supporting treatment outcomes are suggested as future areas of investigation.
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Affiliation(s)
- Fiona Höbler
- Rehabilitation Sciences Institute, Temerty Faculty of Medicine, University of Toronto, Rehabilitation Sciences Building, 500 University Avenue, Suite 160, Toronto, ON M5G 1V7, Canada; Department of Speech-Language Pathology, Temerty Faculty of Medicine, University of Toronto, Rehabilitation Sciences Building, 500 University Avenue, Suite 160, Toronto, ON M5G 1V7, Canada.
| | - Tali Bitan
- Department of Speech-Language Pathology, Temerty Faculty of Medicine, University of Toronto, Rehabilitation Sciences Building, 500 University Avenue, Suite 160, Toronto, ON M5G 1V7, Canada; Department of Psychology and IIPDM, University of Haifa, Haifa 3498838, Israel
| | - Luc Tremblay
- Faculty of Kinesiology and Physical Education, University of Toronto, Clara Benson Building, 320 Huron St., Room 231, Toronto, ON M5S 3J7, Canada; KITE Research Institute, Toronto Rehabilitation Institute - University Health Network, 550 University Avenue, Toronto, ON M5G 2A2, Canada
| | - Luc De Nil
- Rehabilitation Sciences Institute, Temerty Faculty of Medicine, University of Toronto, Rehabilitation Sciences Building, 500 University Avenue, Suite 160, Toronto, ON M5G 1V7, Canada; Department of Speech-Language Pathology, Temerty Faculty of Medicine, University of Toronto, Rehabilitation Sciences Building, 500 University Avenue, Suite 160, Toronto, ON M5G 1V7, Canada
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12
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The mechanisms of far transfer from cognitive training: specifying the role of distraction suppression. PSYCHOLOGICAL RESEARCH 2023; 87:425-440. [PMID: 35352156 DOI: 10.1007/s00426-022-01677-9] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/16/2021] [Accepted: 03/14/2022] [Indexed: 10/18/2022]
Abstract
Cognitive training aims to produce a durable transfer to untrained abilities (i.e., far transfer). However, designing effective programs is difficult, because far transfer mechanisms are not well understood. Greenwood and Parasuraman (Neuropsychol 30(6):742-755. https://doi.org/10.1037/neu0000235 , 2016) proposed that the ability to ignore distractions is key in promoting far transfer. While the authors identified working-memory training based on the N-back task as an effective way to train distraction suppression, a recent meta-analysis concluded that this form of training rarely produces far transfer. Such inconsistency casts doubt onto the importance of distraction suppression in far transfer and calls for further examination of the role of this ability in cognitive training effectiveness. We propose here to conceptualize distraction suppression in the light of the load theory of attention, which distinguishes two mechanisms of distractor rejection depending on the level and type of information load involved: perceptual selection and cognitive control. From that standpoint, N-back training engages a single suppression mechanism, namely cognitive control, because it mainly involves low perceptual load. In the present study, we compared the efficacy of N-back training in producing far transfer to that of a new response-competition training paradigm that solicits both distraction suppression mechanisms. Response-competition training was the only one to produce far transfer effects relative to an active control training. These findings provided further support to Greenwood and Parasuraman's hypothesis and suggest that both selection perception and cognitive control need to be engaged during training to increase the ability to suppress distraction, hence to promote far transfer.
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13
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Vanbilsen N, Pergher V, Van Hulle MM. Effects of task-specific strategy on attentional control game training: preliminary data from healthy adults. CURRENT PSYCHOLOGY 2023. [DOI: 10.1007/s12144-023-04347-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/06/2023]
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14
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Cheng X, Yan Y, Hu T, Lv Y, Zeng Y. A review of the effect of the light environment of the VDT workspace on the "learning to learn" effect of video game training. Front Neurosci 2023; 17:1093602. [PMID: 36908803 PMCID: PMC9998512 DOI: 10.3389/fnins.2023.1093602] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/09/2022] [Accepted: 01/30/2023] [Indexed: 03/14/2023] Open
Abstract
In recent years, the role of video games in enhancing brain plasticity and learning ability has been verified, and this learning transfer is known as the "learning to learn" effect of video game training. At the same time, against the background of healthy lighting, the influence of non-visual effects of light environment on the human rhythmic system has been gradually confirmed. As a special operation form of Visual Display Terminal (VDT) operation, video game training has a high dependence on VDT equipment and the VDT screen, and the background usually has a huge difference in brightness. Compared with the light environment of ordinary operation space, the light environment of VDT operation space is more complex. This complex light environment's non-visual effects cause human emotions, alertness, fatigue, cognitive ability, and other changes, which may affect the efficiency of the "learning to learn" effect of video game training. This article focuses on the impact of the light environment in the VDT workspace on the "learning to learn" effect of video game training. It first traces the factors that trigger the "learning to learn" effect of video game training, that is, the improvement of people's attention, perception, and cognitive ability. Then, the influencing mechanism and the evaluation method of the VDT workspace space light environment on the human rhythm system are discussed based on the basic theory of photobiological effect. In addition, the VDT display lighting light time pattern, photophysical properties, regulation, and protection mechanism on the human rhythm system are studied to demonstrate the VDT workspace light environment's special characteristics. Finally, combined with the progress of artificial lighting technology and the research results of health lighting, given the "learning to learn" effect of video game training, some thoughts on the design of the light environment of the workplace and future research directions are presented.
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Affiliation(s)
- Xiang Cheng
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
| | - Yonghong Yan
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
| | - Tao Hu
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
| | - Yinghui Lv
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
| | - Yue Zeng
- Faculty of Architecture and Urban Planning, Chongqing University, Chongqing, China
- Key Laboratory of the Ministry of Education of Mountainous City and Towns Construction and New Technology, Chongqing University, Chongqing, China
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15
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Kress S, Neudorf J, Borowsky B, Borowsky R. What's in a game: Video game visual-spatial demand location exhibits a double dissociation with reading speed. Acta Psychol (Amst) 2023; 232:103822. [PMID: 36565581 DOI: 10.1016/j.actpsy.2022.103822] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2022] [Revised: 12/20/2022] [Accepted: 12/20/2022] [Indexed: 12/24/2022] Open
Abstract
This research sought to clarify the nature of the relationship between video game experience, attention, and reading. Previous studies have suggested playing action video games can improve reading ability in children with dyslexia. Other research has linked video game experience with visual-spatial attention, and visual-spatial attention with reading. We hypothesized that the visual-spatial demands of video games may drive relationships with reading through attentional processing. In this experiment we used a hybrid attention/reading task to explore the relationship between video game visual-spatial demands, reading and attention. We also developed novel visual-spatial demand measures using participants' top five played video games for an individual-specific measure of visual demands. Peripheral visual demands in video games were associated with faster reading times, while central visual demands were associated with slower reading times for both phonetic decoding and lexical reading. In addition, video game experience in terms of hours spent playing video games each week interacted with the cueing effect size in the lexical reading condition, with experienced video game players exhibiting a larger cueing effect than participants with less video game experience. These results suggest that exposure to peripheral visual spatial demands in video games may be related to both lexical and sublexical reading processes in hybrid attentional reading tasks such as ours with skilled adult readers, which has implications not only for models of how ventral and dorsal stream reading and visual-spatial attention are integrated, but also for the development of dyslexia diagnostics and remediation.
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Affiliation(s)
- Shaylyn Kress
- Department of Psychology & Health Studies, University of Saskatchewan, Canada.
| | - Josh Neudorf
- Department of Psychology & Health Studies, University of Saskatchewan, Canada.
| | - Braedyn Borowsky
- Department of Psychology & Health Studies, University of Saskatchewan, Canada.
| | - Ron Borowsky
- Department of Psychology & Health Studies, University of Saskatchewan, Canada.
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16
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Bennani A, El Ahmadi A, Channouf A, Boujraf S, Benzagmout M, Boussaoud D. Social facilitation and bilingual cognitive advantage: Bridging social psychology and psycholinguistics. Heliyon 2023; 9:e13239. [PMID: 36814607 PMCID: PMC9939618 DOI: 10.1016/j.heliyon.2023.e13239] [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: 07/22/2022] [Revised: 01/09/2023] [Accepted: 01/22/2023] [Indexed: 02/03/2023] Open
Abstract
This study examined the role of social context in the expression of the bilingual cognitive advantage in 145 bilingual university students. All participants mastered Arabic as their native language (L1), but half were highly proficient in French (high L2 group), whereas half were less proficient (low L2 group). A color-word Stroop test with incongruent, congruent and neutral stimuli was administered in single language blocks (Arabic or French words) or in a mixed block (Arabic and French words), either under social presence, or alone. Stroop interference was analyzed to assess the cost of resolving conflict in incongruent trials and was compared across groups and experimental conditions. If bilingualism comes with a cognitive advantage, a reduction of interference in high (vs. low) L2 proficient subjects is to be expected. Analysis revealed that interference was significantly reduced in high L2 group, but only under the single language condition. Furthermore, whereas social context and sex had no main effects, analysis revealed a significant 4-factor interaction between L2 proficiency, linguistic context, social context, and sex. Social presence further reduced interference (social facilitation) in high L2 proficient females, but not in males. Overall, the results suggest that mastering a second language comes with cognitive advantages which adapt dynamically to social and linguistic contexts in a sex-dependent manner. We argue that advancing bilingualism research requires more attention to the social environment.
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Affiliation(s)
- Amine Bennani
- The Clinical Neuroscience Laboratory, Faculty of Medicine and Pharmacy, Univ. Sidi Mohamed Ben Abdellah, Fez, Morocco
| | - Abdessadek El Ahmadi
- Aix-Marseille Université, CNRS, Laboratoire de Neurosciences Cognitives, Marseille, France
| | - Ahmed Channouf
- Aix-Marseille Université, Département de Psychologie Sociale, Marseille, France
| | - Said Boujraf
- The Clinical Neuroscience Laboratory, Faculty of Medicine and Pharmacy, Univ. Sidi Mohamed Ben Abdellah, Fez, Morocco
| | - Mohamed Benzagmout
- The Clinical Neuroscience Laboratory, Faculty of Medicine and Pharmacy, Univ. Sidi Mohamed Ben Abdellah, Fez, Morocco
| | - Driss Boussaoud
- The Clinical Neuroscience Laboratory, Faculty of Medicine and Pharmacy, Univ. Sidi Mohamed Ben Abdellah, Fez, Morocco,Aix-Marseille Université, INSERM, INS, Institut de Neurosciences des Systèmes, Marseille, France,Corresponding author. Institut de Neurosciences des Systèmes, UMR INSERM 1106, Aix-Marseille Université, Faculté de Médecine, 27, Boulevard Jean Moulin, 13005, Marseille, France.
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17
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Attentional modulation as a mechanism for enhanced facial emotion discrimination: The case of action video game players. COGNITIVE, AFFECTIVE & BEHAVIORAL NEUROSCIENCE 2023; 23:276-289. [PMID: 36670293 PMCID: PMC10050043 DOI: 10.3758/s13415-022-01055-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 12/21/2022] [Indexed: 01/21/2023]
Abstract
Action video game players (AVGPs) outperform nonvideo game players (NVGPs) on a wide variety of attentional tasks, mediating benefits to perceptual and cognitive decision processes. A key issue in the literature is the extent to which such benefits transfer beyond cognition. Using steady-state visual evoked potentials (SSVEP) as a neural measure of attentional resource allocation, we investigated whether the attentional benefit of AVGPs generalizes to the processing of rapidly presented facial emotions. AVGPs (n = 36) and NVGPs (n = 32) performed a novel, attention-demanding emotion discrimination task, requiring the identification of a target emotion in one of two laterally presented streams of emotional faces. The emotional faces flickered at either 2.0 Hz or 2.5 Hz. AVGPs outperformed NVGPs at detecting the target emotions regardless of the type of emotion. Correspondingly, attentional modulation of the SSVEP at parieto-occipital recording sites was larger in AVGPs compared with NVGPs. This difference appeared to be driven by a larger response to attended information, as opposed to a reduced response to irrelevant distractor information. Exploratory analyses confirmed that this novel paradigm elicited the expected pattern of event-related potentials associated with target detection and error processing. These components did not, however, differ between groups. Overall, the results indicate enhanced discrimination of facial emotions in AVGPs arising from enhanced attentional processing of emotional information. This presents evidence for the attentional advantage of AVGPs to extend beyond perceptual and cognitive processes.
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18
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Martinez L, Gimenes M, Lambert E. Video games and board games: Effects of playing practice on cognition. PLoS One 2023; 18:e0283654. [PMID: 36972271 PMCID: PMC10042352 DOI: 10.1371/journal.pone.0283654] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2022] [Accepted: 03/13/2023] [Indexed: 03/29/2023] Open
Abstract
The worldwide popularity of playing practices has led to a growing research interest in games' impact on behavior and cognition. Many studies have already reported the benefits of both video games and board games for cognitive functions. However, these studies have mainly defined the term players according to a minimum play time or in connection to a specific game genre. No study has confronted the cognitive implications of video games and board games in the same statistical model. Thus, it remains unclear whether the cognitive benefits of play are due to play time or game type. To address this issue, in this study, we conducted an online experiment in which 496 participants completed six cognitive tests and a playing practice questionnaire. We examined the between the participants' overall video game and board game play times and cognitive abilities. The results demonstrated significant relations between overall play time and all cognitive functions. Importantly, video games significantly predicted mental flexibility, planning, visual working memory, visuospatial processing, fluid intelligence, and verbal working memory performance, while board games were not found to predict any cognitive performance. These findings suggest that video games affect cognitive functions in specific ways compared to board games. We encourage further investigation to consider players' individual differences through their play time and the specific features of the games they play.
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Affiliation(s)
- Léa Martinez
- Centre de Recherches sur la Cognition et l'Apprentissage, Université de Poitiers, Poitiers, France
| | - Manuel Gimenes
- Centre de Recherches sur la Cognition et l'Apprentissage, Université de Poitiers, Poitiers, France
| | - Eric Lambert
- Centre de Recherches sur la Cognition et l'Apprentissage, Université de Poitiers, Poitiers, France
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19
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Foerster FR, Chidharom M, Bonnefond A, Giersch A. Neurocognitive analyses reveal that video game players exhibit enhanced implicit temporal processing. Commun Biol 2022; 5:1082. [PMID: 36221032 PMCID: PMC9553938 DOI: 10.1038/s42003-022-04033-0] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/22/2022] [Accepted: 09/26/2022] [Indexed: 11/25/2022] Open
Abstract
Winning in action video games requires to predict timed events in order to react fast enough. In these games, repeated waiting for enemies may help to develop implicit (incidental) preparation mechanisms. We compared action video game players and non-video game players in a reaction time task involving both implicit time preparations and explicit (conscious) temporal attention cues. Participants were immersed in virtual reality and instructed to respond to a visual target appearing at variable delays after a warning signal. In half of the trials, an explicit cue indicated when the target would occur after the warning signal. Behavioral, oculomotor and EEG data consistently indicate that, compared with non-video game players, video game players better prepare in time using implicit mechanisms. This sheds light on the neglected role of implicit timing and related electrophysiological mechanisms in gaming research. The results further suggest that game-based interventions may help remediate implicit timing disorders found in psychiatric populations.
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Affiliation(s)
- Francois R Foerster
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, Strasbourg, France.
| | - Matthieu Chidharom
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, Strasbourg, France
- Department of Psychology, Lehigh University, Bethlehem, PA, USA
| | - Anne Bonnefond
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, Strasbourg, France
| | - Anne Giersch
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, Strasbourg, France
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20
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Peracchia S, D’Aurizio G, Curcio G. Videogaming Frequency and Executive Skills in Young Adults. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12081. [PMID: 36231382 PMCID: PMC9566057 DOI: 10.3390/ijerph191912081] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 09/21/2022] [Accepted: 09/22/2022] [Indexed: 06/16/2023]
Abstract
Many studies have shown that "action" videogames (VG) training can improve various cognitive aspects (such as attention, enumeration skill, problem solving, vigilance, inhibitory control and decision making). Unfortunately, independently by VG genre, little research has been conducted on the relevance of videogaming frequency to modulate cognitive performance. In the present study, we investigated the differences between two groups of young adults (Experienced Gamers and Casual Gamers, respectively, EGs and CGs) in some attentional and executive abilities. To this end, 19 EGs (age 23.21 ± 1.68 years; gaming frequency 46.42 ± 11.15 h/week) and 19 CGs (age 23.10 ± 2.28 years; gaming frequency 1.31 ± 1.76 h/week) were selected and asked to complete a computer-based and customized version of an executive battery (i.e., Attention Network Task, Game of Dice task, Go/NoGo task and Task Switching). The results showed better basic attentional abilities and alertness level (i.e., as indicated by faster reaction times (RTs) and greater accuracy) in EGs compared to CGs. Moreover, EGs showed a more efficient decision making than CGs, particularly evident in risky decisions. Taken together, such results show that an executive functioning improvement can be observed as a consequence of continuous and constant exposure to VG, independently by the specific genre played. These data can be a useful starting point to develop new and innovative executive training protocols, based and inspired to videogames to be applied in clinical populations suffering, for example, from dysexecutive impairment.
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21
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Liebherr M, Kohler M, Brailovskaia J, Brand M, Antons S. Screen Time and Attention Subdomains in Children Aged 6 to 10 Years. CHILDREN 2022; 9:children9091393. [PMID: 36138702 PMCID: PMC9497664 DOI: 10.3390/children9091393] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 08/11/2022] [Revised: 08/30/2022] [Accepted: 09/12/2022] [Indexed: 12/03/2022]
Abstract
Using digital media has become the most popular leisure activity for children and adolescents. The effects of digital media use on the developing brain and cognitive processes of children are subject to debate. Here, we examine the effect of digital media use on attention subdomains in children aged 6 to 10 years. In total, 77 children participated in the study. Selective and divided attention as well as switching between attentional subdomains were quantified by the SwAD-task. Parents were asked to assess the screen time of their children (smartphone, laptop/PC, game console, tablet, TV). Results show no main or interaction effects of screen time on any of the attention conditions investigated. Based on the present findings as well as previous studies, we suggest a possible non-linear relationship between the amount of screen time and attention function. Furthermore, we emphasize the relevance of considering the socio-economic background of children and a need for longitudinal studies.
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Affiliation(s)
- Magnus Liebherr
- Department of General Psychology: Cognition & Center for Behavioral Addiction Research, University of Duisburg-Essen, Magnus Liebherr, Forsthausweg 2, 47057 Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, 45141 Essen, Germany
- Correspondence: ; Tel.: +49-203-3793198; Fax: +49-203-3791846
| | - Mark Kohler
- School of Psychology, University of Adelaide, Adelaide, SA 5005, Australia
| | - Julia Brailovskaia
- Department of Clinical Psychology and Psychotherapy, Mental Health Research and Treatment Center, Ruhr-Universität Bochum, 44801 Bochum, Germany
| | - Matthias Brand
- Department of General Psychology: Cognition & Center for Behavioral Addiction Research, University of Duisburg-Essen, Magnus Liebherr, Forsthausweg 2, 47057 Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, 45141 Essen, Germany
| | - Stephanie Antons
- Department of General Psychology: Cognition & Center for Behavioral Addiction Research, University of Duisburg-Essen, Magnus Liebherr, Forsthausweg 2, 47057 Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, 45141 Essen, Germany
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22
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Do Individuals with Internet Gaming Disorder Share Personality Traits with Substance-Dependent Individuals? INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19159536. [PMID: 35954898 PMCID: PMC9368036 DOI: 10.3390/ijerph19159536] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/13/2022] [Revised: 07/28/2022] [Accepted: 07/30/2022] [Indexed: 02/01/2023]
Abstract
(1) Background: Internet gaming disorder (IGD) shares many similarities with substance use disorder (SUD), contributing to its recognition as an addictive disorder. Nevertheless, no study has compared IGD to other addictive disorders in terms of personality traits established as highly co-occurring with SUDs. (2) Methods: We recruited a sample of gamers (massively multiplayer online role-playing games) (MMORPGs) via online in-game forums. We compared 83 individuals with IGD (MMORPG-IGD group) to 47 former heroin addicts under methadone maintenance treatment (MMT; MMT group) with regard to alexithymia, impulsivity, sensation seeking and aggressiveness assessed through self-administered scales, being TAS-20, BIS-10, Z-SSS and BDHI, respectively. (3) Results: Our results draw a relatively similar personality profile between groups but indicate that the subject traits are generally more pronounced in the MMT cohort. The overall lesser intensity of these traits in the MMORPG-IGD group might reflect the greater variability in the severity of the IGD. (4) Conclusions: IGD shares personality traits with MMT, and intensity may be influenced by the severity of the addiction or by certain direct environmental factors, and might also influence the propensity towards one behavior rather than another.
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23
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Achab S, Rothen S, Giustiniani J, Nicolier M, Franc E, Zullino D, Mauny F, Haffen E. Predictors of Gaming Disorder or Protective from It, in a French Sample: A Symptomatic Approach to Self-Regulation and Pursued Rewards, Providing Insights for Clinical Practice. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19159476. [PMID: 35954855 PMCID: PMC9367741 DOI: 10.3390/ijerph19159476] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/03/2022] [Revised: 07/27/2022] [Accepted: 07/30/2022] [Indexed: 02/05/2023]
Abstract
Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around its underlying and related psychological mechanisms. In our study we focused on Massively Multiplayer Online Role Playing Games (MMORPGs), a specific very popular and engaging game genre, to determine that benefit, motivation and control aspects could be predictive of a dysfunctional engagement in gaming. In total, 313 participants were recruited from private forums of gamers between May 2009 and March 2010. They filled out a questionnaire on their socio-demographic data and their weekly gaming time. They also completed different psychometric assessments such as the DSM IV-TR criteria for substance dependence adapted to gaming such as the Dependence Adapted Scale (DAS), the external rewards they expected from gaming (External Motives), the expected internal reward they expected from gaming (Internal Motives), the Zuckerman Sensation Seeking Scale (ZSSS), and the Barratt impulsiveness Scale (BIS-10). Results showed that some psychological factors related to online gaming represented risk factors for GD in participants (i.e., competition and advancement motives, reduced anxiety, solace, greater personal satisfaction, and sense of power), whereas some others were found to be protective factors from GD (i.e., recreation, enjoyment and experience seeking) in participants. Additionally, the study found that disinhibition, boredom susceptibility, thrill and adventure seeking, and high impulsivity were correlated to GD in participants. In conclusion, not only motives for gaming and impulsivity could be predictors for GD, but maladaptive coping strategies based on experienced relief in-game from negative feelings (anxiety and boredom) or experienced improvement in-game of self-perception (personal satisfaction, sense of power) could play as well a role of negative reinforcers for GD. Some benefits from gaming, typically entertainment and enjoyment, are shown to be protective factors from GD, playing the role of positive reinforcing factors. They are worthy of being identified and promoted as functional gaming habits. These findings can feed the clinical and health promotion fields, with a more in-depth understanding of diverse psychological factors in gamers, identifying those at risk for GD and those protective from it. The current work can foster a more balanced approach towards gaming activities, taking their opportunities for mankind and controlling for their adverse effects in some individuals.
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Affiliation(s)
- Sophia Achab
- Department of Psychiatry, Faculty of Medicine, Geneva University, 1205 Geneva, Switzerland; (E.F.); (D.Z.)
- Correspondence: ; Tel.: +41-223725750
| | - Stephane Rothen
- Research Centre for Statistics, Faculty of Economy and Management, Geneva University, 1205 Geneva, Switzerland;
| | - Julie Giustiniani
- Centre d’Investigation Clinique, INSERM CIC 1431, Centre Hospitalier Universitaire de Besançon, 25000 Besançon, France; (J.G.); (M.N.); (E.H.)
- Laboratoire de Recherches Intégratives en Neurosciences et Psychologie Cognitive (UR LINC), Université Bourgogne Franche-Comté, 25000 Besançon, France
| | - Magali Nicolier
- Centre d’Investigation Clinique, INSERM CIC 1431, Centre Hospitalier Universitaire de Besançon, 25000 Besançon, France; (J.G.); (M.N.); (E.H.)
- Laboratoire de Recherches Intégratives en Neurosciences et Psychologie Cognitive (UR LINC), Université Bourgogne Franche-Comté, 25000 Besançon, France
| | - Elizabeth Franc
- Department of Psychiatry, Faculty of Medicine, Geneva University, 1205 Geneva, Switzerland; (E.F.); (D.Z.)
| | - Daniele Zullino
- Department of Psychiatry, Faculty of Medicine, Geneva University, 1205 Geneva, Switzerland; (E.F.); (D.Z.)
| | - Frederic Mauny
- Unité de Méthodologie en Recherche Clinique, Épidémiologie et Santé Publique, CIC Inserm 143, University Hospital, 25000 Besançon, France;
- UMR CNRS 6249 Chrono Environnement, Franche-Comté University, 25000 Besançon, France
| | - Emmanuel Haffen
- Centre d’Investigation Clinique, INSERM CIC 1431, Centre Hospitalier Universitaire de Besançon, 25000 Besançon, France; (J.G.); (M.N.); (E.H.)
- Laboratoire de Recherches Intégratives en Neurosciences et Psychologie Cognitive (UR LINC), Université Bourgogne Franche-Comté, 25000 Besançon, France
- Fondation FondaMental, 94000 Créteil, France
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24
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Tiraboschi GA, West GL, Boers E, Bohbot VD, Fitzpatrick C. Associations Between Video Game Engagement and ADHD Symptoms in Early Adolescence. J Atten Disord 2022; 26:1369-1378. [PMID: 35073778 DOI: 10.1177/10870547211073473] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
OBJECTIVE We aim to investigate the direction of causality of the association between adolescent video game playing and later development of ADHD symptoms using a population-based sample of Canadian Youth. METHOD The present study is based on longitudinal cohort data (N = 1,467). Youth self-reported weekly hours of video game playing as well as ADHD symptoms at both 12 and 13 years of age. RESULTS Cross-lagged panel model were estimated to examine how adolescent video game playing prospectively contributes to ADHD symptoms while simultaneously considering how adolescent ADHD symptoms may prospectively contribute to videogame playing. Analyses revealed a significant positive association between adolescent video games playing at age 12 and ADHD symptoms at age 13. Youth ADHD symptoms at age 12 did not predict video game use at age 13. CONCLUSION Our results help clarify the direction of causality of the association between video game playing and ADHD symptoms and provide evidence that video game playing can represent a risk factor for the development of attention problems in early adolescence.
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Affiliation(s)
| | - Greg L West
- University of Montreal, Montreal, QC, Canada
| | - Elroy Boers
- University of Montreal, Montreal, QC, Canada
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25
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Kovbasiuk A, Lewandowska P, Brzezicka A, Kowalczyk-Grębska N. Neuroanatomical predictors of complex skill acquisition during video game training. Front Neurosci 2022; 16:834954. [PMID: 35937888 PMCID: PMC9354597 DOI: 10.3389/fnins.2022.834954] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2021] [Accepted: 06/27/2022] [Indexed: 11/17/2022] Open
Abstract
It is known that the outcomes of complex video game (VG) skill acquisition are correlated with individual differences in demographic and behavioral variables, such as age, intelligence and visual attention. However, empirical studies of the relationship between neuroanatomical features and success in VG training have been few and far between. The present review summarizes existing literature on gray matter (GM) and white matter correlates of complex VG skill acquisition as well as explores its relationship with neuroplasticity. In particular, since age can be an important factor in the acquisition of new cognitive skills, we present studies that compare different age groups (young and old adults). Our review reveals that GM in subcortical brain areas predicts complex VG learning outcomes in young subjects, whereas in older subjects the same is true of cortical frontal areas. This may be linked to age-related compensatory mechanisms in the frontal areas, as proposed by The Scaffolding Theory of Aging and Cognition. In the case of plasticity, there is no such relationship - in the group of younger and older adults there are changes after training in both cortical and subcortical areas. We also summarize best practices in research on predictors of VG training performance and outline promising areas of research in the study of complex video game skill acquisition.
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Affiliation(s)
- Anna Kovbasiuk
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
- Department of Management in Networked and Digital Societies, Kozminski University, Warsaw, Poland
| | - Paulina Lewandowska
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
- Institute of Psychology, Jagiellonian University, Kraków, Poland
| | - Aneta Brzezicka
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Natalia Kowalczyk-Grębska
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
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26
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Li J, Men W, Gao JH, Wang Y, Qu X, Zhu DCD, Xian J. Functional connectivity alteration of the deprived auditory regions with cognitive networks in deaf and inattentive adolescents. Brain Imaging Behav 2022; 16:939-954. [PMID: 35218505 DOI: 10.1007/s11682-022-00632-x] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 01/10/2022] [Indexed: 11/25/2022]
Abstract
Adolescents with early profound deafness may present with distractibility and inattentiveness. The brain mechanisms underlying these attention impairments remain unclear. We performed resting-state functional magnetic resonance imaging to investigate the functional connectivity of the superior temporal and transverse temporal gyri in 25 inattentive adolescents with bilateral prelingual profound deafness, and compared the results with those of 27 age-matched normal controls. Pearson and Spearman's rho correlation analyses were used to investigate the correlations of altered functional connectivity with the clinical parameters, including the duration of hearing loss sign language, and hearing aid usage. Compared with normal controls, prelingual profound deafness demonstrated mainly decreased resting-state functional connectivity between the deprived auditory regions and several other brain functional networks, including the attention control, language comprehension, default-mode, and sensorimotor networks. Moreover, we also found enhanced resting-state functional connectivity between the deprived auditory cortex and salience network. These results indicate a negative impact of early hearing loss on the attentional and other high cognitive networks, and the use of sign language and hearing aids normalized the participants' connectivity between the primary auditory cortex and attention networks, which is crucial for the early intervention and clinical care of deaf adolescents.
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Affiliation(s)
- Jianhong Li
- Department of Radiology Beijing Tongren Hospital, Capital Medical University, No. 1 Dongjiaominxiang Street, Beijing, 100730, China
- Department of Radiology and Cognitive Imaging Research Center, Michigan State University, 846 Service Road, East Lansing, MI, 48824, USA
| | - Weiwei Men
- Center for MRI Research, Academy for Advanced Interdisciplinary Studies, Peking University, Beijing, 100091, China
- Beijing City Key Lab for Medical Physics and Engineering, Institute of Heavy Ion Physics, School of Physics, Peking University, Beijing, 100091, China
| | - Jia-Hong Gao
- Center for MRI Research, Academy for Advanced Interdisciplinary Studies, Peking University, Beijing, 100091, China
- Beijing City Key Lab for Medical Physics and Engineering, Institute of Heavy Ion Physics, School of Physics, Peking University, Beijing, 100091, China
- McGovern Institution for Brain Research, Peking University, Beijing, 100091, China
| | - Yang Wang
- Department of Radiology, Medical College of Wisconsin, Milwaukee, WI, USA
| | - Xiaoxia Qu
- Department of Radiology Beijing Tongren Hospital, Capital Medical University, No. 1 Dongjiaominxiang Street, Beijing, 100730, China
| | - David Chao Dong Zhu
- Department of Radiology and Cognitive Imaging Research Center, Michigan State University, 846 Service Road, East Lansing, MI, 48824, USA.
| | - Junfang Xian
- Department of Radiology Beijing Tongren Hospital, Capital Medical University, No. 1 Dongjiaominxiang Street, Beijing, 100730, China.
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27
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Lu T, Tang M, Guo Y, Zhou C, Zhao Q, You X. Effect of video game experience on the simulated flight task: the role of attention and spatial orientation. AUSTRALIAN JOURNAL OF PSYCHOLOGY 2022. [DOI: 10.1080/00049530.2021.2007736] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/02/2022]
Affiliation(s)
- Tianjiao Lu
- Student Mental Health Education Center, Northwestern Polytechnical University, Xi’an, Shaanxi, China
| | - Menghan Tang
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
| | - Yu Guo
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
| | - Chenchen Zhou
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
| | - Qingxian Zhao
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
| | - Xuqun You
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
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28
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Soares PSM, de Oliveira PD, Wehrmeister FC, Menezes AMB, Gonçalves H. Is Screen Time Throughout Adolescence Related to ADHD? Findings from 1993 Pelotas (Brazil) Birth Cohort Study. J Atten Disord 2022; 26:331-339. [PMID: 33666095 DOI: 10.1177/1087054721997555] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
OBJECTIVE This study investigated the association between screen time in adolescence and Attention Deficit Disorder (ADHD) at 22 years old. METHOD A sample of 2333 participants aged 11 years old without ADHD from the 1993 Pelotas Birth Cohort Study (Brazil) was followed up until the age of 22. Screen time variables included time spent in television, video game and computer at 11, 15, and 18 years old. ADHD was assessed at 22 years. RESULTS ADHD symptoms at 22 years was positively associated with television time at 11 years, computer time at 18 years and total screen time at ages 11, 15, and 18 years. Television time at 11 years and total screen time at 18 years were associated with diagnosis of ADHD at 22 years of age. CONCLUSIONS Our findings may contribute to future investigations of possible explanatory avenues for these associations.
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29
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Chiu K, Lewis FC, Ashton R, Cornish KM, Johnson KA. Higher Tablet Use Is Associated With Better Sustained Attention Performance but Poorer Sleep Quality in School-Aged Children. Front Psychol 2022; 12:742468. [PMID: 35046864 PMCID: PMC8761987 DOI: 10.3389/fpsyg.2021.742468] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/16/2021] [Accepted: 11/25/2021] [Indexed: 11/13/2022] Open
Abstract
There are growing concerns that increased screen device usage may have a detrimental impact on classroom behaviour and attentional focus. The consequences of screen use on child cognitive functioning have been relatively under-studied, and results remain largely inconsistent. Screen usage may displace the time usually spent asleep. The aim of this study was to examine associations between screen use, behavioural inattention and sustained attention control, and the potential modifying role of sleep. The relations between screen use, behavioural inattention, sustained attention and sleep were investigated in 162 6- to 8-year-old children, using parent-reported daily screen use, the SWAN ADHD behaviour rating scale, The sustained attention to response task and the children’s sleep habits questionnaire. Tablet use was associated with better sustained attention performance but was not associated with classroom behavioural inattention. Shorter sleep duration was associated with poorer behavioural inattention and sustained attention. Sleep quality and duration did not act as mediators between screen usage and behavioural inattention nor sustained attention control. These findings suggest that careful management of the amount of time spent on electronic screen devices could have a beneficial cognitive impact on young children. The results also highlight the critical role of sleep in enhancing both behavioural attention and sustained attention, which are essential for supporting cognitive development and learning.
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Affiliation(s)
- Karen Chiu
- Melbourne School of Psychological Sciences, University of Melbourne, Parkville, VIC, Australia.,Monash School of Psychological Sciences, Monash University, Clayton, VIC, Australia
| | - Frances C Lewis
- Melbourne School of Psychological Sciences, University of Melbourne, Parkville, VIC, Australia.,Monash School of Psychological Sciences, Monash University, Clayton, VIC, Australia
| | - Reeva Ashton
- Melbourne School of Psychological Sciences, University of Melbourne, Parkville, VIC, Australia
| | - Kim M Cornish
- Monash School of Psychological Sciences, Monash University, Clayton, VIC, Australia.,Turner Institute for Brain and Mental Health, Monash University, Clayton, VIC, Australia
| | - Katherine A Johnson
- Melbourne School of Psychological Sciences, University of Melbourne, Parkville, VIC, Australia
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30
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Pasqualotto A, Altarelli I, De Angeli A, Menestrina Z, Bavelier D, Venuti P. Enhancing reading skills through a video game mixing action mechanics and cognitive training. Nat Hum Behav 2022; 6:545-554. [PMID: 35039655 DOI: 10.1038/s41562-021-01254-x] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2020] [Accepted: 11/01/2021] [Indexed: 11/09/2022]
Abstract
In modern societies, training reading skills is fundamental since poor-reading children are at high risk of struggling both at school and in life. Reading relies not only on oral language abilities but also on several executive functions. Considering their importance for literacy, training executive functions-particularly, attentional control has been suggested as a promising way of improving reading skills. For this reason, we developed a video game-based cognitive intervention aimed at improving several facets of executive functions. This game is composed of mini-games that apply gamified versions of standard clinical exercises linked through a game environment with action video game dynamics. Here, in a study involving 151 typically reading children, we demonstrated that after this general-domain behavioural intervention reading abilities, as well as attentional and planning skills, were significantly improved. Our results showed that training attentional control can translate into better reading efficiency, maintained at a follow-up test 6 months later.
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Affiliation(s)
- Angela Pasqualotto
- Department of Psychology and Cognitive Science, University of Trento, Trento, Italy. .,Faculte de Psychologie et Science de l'Education, University of Geneva, Geneva, Switzerland.
| | | | - Antonella De Angeli
- Department of Information Engineering and Computer Science, University of Trento, Trento, Italy.,Faculty of Computer Science, Free University of Bozen-Bolzano, Bolzano, Italy
| | - Zeno Menestrina
- Department of Information Engineering and Computer Science, University of Trento, Trento, Italy
| | - Daphne Bavelier
- Faculte de Psychologie et Science de l'Education, University of Geneva, Geneva, Switzerland.
| | - Paola Venuti
- Department of Psychology and Cognitive Science, University of Trento, Trento, Italy
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31
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Event-related potentials reveal early visual-tactile integration in the deaf. PSIHOLOGIJA 2022. [DOI: 10.2298/psi210407003l] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022] Open
Abstract
This study examined visual-tactile perceptual integration in deaf and normal hearing individuals. Participants were presented with photos of faces or pictures of an oval in either a visual mode or a visual-tactile mode in a recognition learning task. Event-related potentials (ERPs) were recorded when participants recognized real faces and pictures of ovals in learning stage. Results from the parietal-occipital region showed that photos of faces accompanied with vibration elicited more positive-going ERP responses than photos of faces without vibration as indicated in the components of P1 and N170 in both deaf and hearing individuals. However, pictures of ovals accompanied with vibration produced more positive-going ERP responses than pictures of ovals without vibration in N170, which was only found in deaf individuals. A reversed pattern was shown in the temporal region indicating that real faces with vibration elicited less positive ERPs than photos of faces without vibration in both N170 and N300 for deaf, but such pattern did not appear in N170 and N300 for normal hearing. The results suggest that multisensory integration across the visual and tactile modality involves more fundamental perceptual regions than auditory regions. Moreover, auditory deprivation played an essential role at the perceptual encoding stage of the multisensory integration.
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32
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Fabio RA, Ingrassia M, Massa M. Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 19:78. [PMID: 35010337 PMCID: PMC8751166 DOI: 10.3390/ijerph19010078] [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: 11/11/2021] [Revised: 12/19/2021] [Accepted: 12/20/2021] [Indexed: 12/18/2022]
Abstract
The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The first A refers to baseline measurements: Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT. The first B refers to 30 min of gaming, the second A refers to the measurements used in the baseline, the second B refers to 60 min of a video game, the third A refers to the same measurements used in the baseline, the third B refers to a 30-min rest, and finally, the fourth A refers to the measurements used in the baseline. Seventy participants, twenty-nine habitual video-gamers and forty-one occasional video-gamers, participated in the study. The results showed a temporary improvement of cognitive functions (Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT) in the short term and a strong enhancement of cognitive functions in the long term. The results are discussed in light of Flow Theory and the automatization process. Contribution of the study: The contribution of this research is to highlight that despite there being a transient enhancement of executive and cognitive functions through the use of mobile video games in the short-term period, with a decrease of performance after a 30-min rest, there is a strong increase of cognitive performance in the long-term period. Flow Theory and the automatization process together can explain this apparent inconsistency between the positive increase of long-term performance and the transient increase of short-term performance. One limitation of the present research is that it is not possible to distinguish whether the long-term enhancements can be attributed either to continued practice in the use of video games compared to non-gamers, or to the possibility that gamers are already predisposed to video game playing. Future research should address this issue.
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Affiliation(s)
- Rosa Angela Fabio
- Department of Clinical and Experimental Medicine, University of Messina, 98121 Messina, Italy; (M.I.); (M.M.)
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33
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Wu X, Zhang Y, Guo M, Jiang Y, Wang X. The Lateralization of Attentional Functions in Action Video Game Players. Exp Psychol 2021; 68:198-205. [PMID: 34918536 DOI: 10.1027/1618-3169/a000522] [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] [Indexed: 11/23/2022]
Abstract
Action video game players (AVGPs) are proven to be significantly different from non-AVGPs (NAVGPs) in attention, which is proposed to be divided into three functional networks: alerting, orienting, and execution control. However, whether the hemispheric lateralization of attentional functions is influenced by the action video game is unclear. In the present study, we examined the lateralization of the three attentional functions in a group of AVGPs (n = 33) compared to NAVGPs (n = 34). The results showed that, relative to NAVGPs, the interactions between orienting and executive control in the left hemispheres of AVGPs were higher than those in the right hemisphere. Moreover, the correlations among the functions are much more sensitive in the left hemisphere. These results suggest significant left lateralization of the attentional functions in AVGPs.
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Affiliation(s)
- Xia Wu
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, PR China.,Faculty of Psychology, Tianjin Normal University, Tianjin, PR China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, PR China.,Institute of Psychology, Chinese Academy of Sciences, Beijing,PR China
| | - Yan Zhang
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, PR China
| | - Maojie Guo
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, PR China
| | - Yunpeng Jiang
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, PR China.,Faculty of Psychology, Tianjin Normal University, Tianjin, PR China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, PR China
| | - Xiaozhuang Wang
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, PR China.,Faculty of Psychology, Tianjin Normal University, Tianjin, PR China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, PR China
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34
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Tonti E, Budini M, Vingolo EM. Visuo-Acoustic Stimulation's Role in Synaptic Plasticity: A Review of the Literature. Int J Mol Sci 2021; 22:ijms221910783. [PMID: 34639122 PMCID: PMC8509608 DOI: 10.3390/ijms221910783] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/15/2021] [Revised: 09/28/2021] [Accepted: 10/01/2021] [Indexed: 11/16/2022] Open
Abstract
Brain plasticity is the capacity of cerebral neurons to change, structurally and functionally, in response to experiences. This is an essential property underlying the maturation of sensory functions, learning and memory processes, and brain repair in response to the occurrence of diseases and trauma. In this field, the visual system emerges as a paradigmatic research model, both for basic research studies and for translational investigations. The auditory system remains capable of reorganizing itself in response to different auditory stimulations or sensory organ modification. Acoustic biofeedback training can be an effective way to train patients with the central scotoma, who have poor fixation stability and poor visual acuity, in order to bring fixation on an eccentrical and healthy area of the retina: a pseudofovea. This review article is focused on the cellular and molecular mechanisms underlying retinal sensitivity changes and visual and auditory system plasticity.
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35
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Temporal Deployment of Attention by Mental Training: an fMRI Study. COGNITIVE AFFECTIVE & BEHAVIORAL NEUROSCIENCE 2021; 20:669-683. [PMID: 32458391 DOI: 10.3758/s13415-020-00795-4] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
In this study, we employed a visuo-motor imagery task of alertness as a mental training to examine temporal processing of motor responses within healthy young adults. Participants were divided into two groups (group 1; n = 20 who performed the mental training before the real physical task and a control group who performed the physical task without mental training). We vary the time interval between the imperative stimulus and the preceding one (fore-period) in which temporal preparation and arousal increase briefly. Our behavioural results provide clear evidence that mental training reinforces both temporal preparation and arousal, by shortening reaction time (RT), especially for the shortest fore-periods (FP) within exogenous "FP 250 ms" (p = 0.008) and endogenous alertness "FP 650 ms" (p = 0.001). We investigated how the brain controls such small temporal changes. We focus our neural hypothesis on three brain regions: anterior insula, dorsolateral prefrontal cortex, and anterior cingulate cortex and three putative circuits: one top-down (from dorsolateral prefrontal cortex to anterior cingulate cortex) and two bottom-up (from anterior insula to dorsolateral prefrontal cortex and anterior cingulate cortex). In fMRI, effective connectivity is strengthened during exogenous alertness between anterior insula and dorsolateral prefrontal cortex (p = 0.001), between anterior insula and cingulate cortex (p = 0.01), and during endogenous alertness between dorsolateral prefrontal cortex and anterior cingulate cortex (p = 0.05). We suggest that attentional reinforcement induced by an intensive and short session of mental training induces a temporal deployment of attention and allow optimizing the time pressure by maintaining a high state of arousal and ameliorating temporal preparation.
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36
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Smirni D, Garufo E, Di Falco L, Lavanco G. The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. Pediatr Rep 2021; 13:401-415. [PMID: 34287345 PMCID: PMC8293336 DOI: 10.3390/pediatric13030047] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/29/2021] [Revised: 07/07/2021] [Accepted: 07/12/2021] [Indexed: 11/16/2022] Open
Abstract
A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly 'good' or 'bad'. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.
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37
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Neri F, Smeralda CL, Momi D, Sprugnoli G, Menardi A, Ferrone S, Rossi S, Rossi A, Di Lorenzo G, Santarnecchi E. Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame. Front Psychol 2021; 12:598410. [PMID: 34177682 PMCID: PMC8224404 DOI: 10.3389/fpsyg.2021.598410] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2020] [Accepted: 04/07/2021] [Indexed: 11/13/2022] Open
Abstract
First-Person Shooter (FPS) game experience can be transferred to untrained cognitive functions such as attention, visual short-term memory, spatial cognition, and decision-making. However, previous studies have been using off-the-shelf FPS games based on predefined gaming settings, therefore it is not known whether such improvement of in game performance and transfer of abilities can be further improved by creating a in-game, adaptive in-game training protocol. To address this question, we compared the impact of a popular FPS-game (Counter-Strike:Global-Offensive–CS:GO) with an ad hoc version of the game based on a personalized, adaptive algorithm modifying the artificial intelligence of opponents as well as the overall game difficulty on the basis of individual gaming performance. Two groups of FPS-naïve healthy young participants were randomly assigned to playing one of the two game versions (11 and 10 participants, respectively) 2 h/day for 3 weeks in a controlled laboratory setting, including daily in-game performance monitoring and extensive cognitive evaluations administered before, immediately after, and 3 months after training. Participants exposed to the adaptive version of the game were found to progress significantly faster in terms of in-game performance, reaching gaming scenarios up to 2.5 times more difficult than the group exposed to standard CS:GO (p < 0.05). A significant increase in cognitive performance was also observed. Personalized FPS gaming can significantly speed-up the learning curve of action videogame-players, with possible future applications for expert-video-gamers and potential relevance for clinical-rehabilitative applications.
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Affiliation(s)
- Francesco Neri
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Carmelo Luca Smeralda
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Davide Momi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Giulia Sprugnoli
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Arianna Menardi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Salvatore Ferrone
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Simone Rossi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy.,Human Physiology Section, Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Alessandro Rossi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy.,Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Giorgio Di Lorenzo
- Laboratory of Psychophysiology and Cognitive Neuroscience, Chair of Psychiatry, Department of Systems Medicine, University of Rome Tor Vergata, Rome, Italy.,Psychiatry and Clinical Psychology Unit, Fondazione Policlinico Tor Vergata, Rome, Italy.,IRCCS Fondazione Santa Lucia, Rome, Italy
| | - Emiliano Santarnecchi
- Berenson-Allen Center for Non-Invasive Brain Stimulation, Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA, United States
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38
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Wu X, Jiang Y, Jiang Y, Chen G, Chen Y, Bai X. The Influence of Action Video Games on Attentional Functions Across Visual and Auditory Modalities. Front Psychol 2021; 12:611778. [PMID: 34149505 PMCID: PMC8206543 DOI: 10.3389/fpsyg.2021.611778] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/29/2020] [Accepted: 05/06/2021] [Indexed: 11/26/2022] Open
Abstract
Attention can help an individual efficiently find a specific target among multiple distractors and is proposed to consist of three functions: alerting, orienting, and executive control. Action video games (AVGs) have been shown to enhance attention. However, whether AVG can affect the attentional functions across different modalities remains to be determined. In the present study, a group of action video game players (AVGPs) and a group of non-action video game players (NAVGPs) selected by a video game usage questionnaire successively participated in two tasks, including an attention network task-visual version (ANT-V) and an attention network task-auditory version (ANT-A). The results indicated that AVGPs showed an advantage in orienting under the effects of conflicting stimuli (executive control) in both tasks, and NAVGPs may have a reduced ability to disengage when conflict occurs in visual task, suggesting that the AVGs can improve guidance toward targets and inhibition of distractors with the function of executive control. AVGPs also showed more correlations among attentional functions. Importantly, the alerting functions of AVGPs in visual and auditory tasks were significantly related, indicating that the experience of AVGs could help us to generate a supramodal alerting effect across visual and auditory modalities.
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Affiliation(s)
- Xia Wu
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, China.,Faculty of Psychology, Tianjin Normal University, Tianjin, China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, China.,Institute of Psychology, Chinese Academy of Sciences, Beijing, China
| | - Ying Jiang
- Faculty of Psychology, Tianjin Normal University, Tianjin, China
| | - Yunpeng Jiang
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, China.,Faculty of Psychology, Tianjin Normal University, Tianjin, China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, China
| | - Guodong Chen
- Zhonghuan Information College, Tianjin University of Technology, Tianjin, China
| | - Ying Chen
- Department of Social Psychology, Zhou Enlai School of Government, Nankai University, Tianjin, China
| | - Xuejun Bai
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, China.,Faculty of Psychology, Tianjin Normal University, Tianjin, China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, China
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39
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Espy D, Reinthal A, Dal Bello-Haas V. A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality. Front Neurol 2021; 12:610095. [PMID: 34122293 PMCID: PMC8193226 DOI: 10.3389/fneur.2021.610095] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/25/2020] [Accepted: 04/13/2021] [Indexed: 11/24/2022] Open
Abstract
Virtual reality and video gaming offer modulation of more exercise and motor learning parameters simultaneously than other modalities; however, there is a demonstrated need for resources to facilitate their effective use clinically. This article presents a conceptual framework to guide clinical-decision making for the selection, adaptation, modulation, and progression of virtual reality or gaming when used as a therapeutic exercise modality, and two cases as exemplars. This framework was developed by adapting the steps of theory derivation, whereby concepts and parent theories are brought together to describe a new structure or phenomenon of interest. Specifically, motor learning theory, integrated motor control theory, Gentile's Taxonomy of Tasks, and therapeutic exercise principles were integrated to develop this framework. It incorporates person (body segment), environmental, and task demands; each demand is comprised of realm, category, choice, and continuum parameters as motor training considerations and alternatives for decision-making. This framework: (1) provides structure to guide clinical decisions for effective and safe use of virtual reality or gaming to meet therapeutic goals and requirements, (2) is a concise and organized method to identify, document, and track the therapeutic components of protocols and client progression over time; (3) can facilitate documentation for reimbursement and communication among clinicians; and, (4) structures student learning, and (5) informs research questions and methods.
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Affiliation(s)
- Debbie Espy
- School of Health Sciences, Cleveland State University, Cleveland, OH, United States
| | - Ann Reinthal
- School of Health Sciences, Cleveland State University, Cleveland, OH, United States
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40
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The Influence of Action Video Gaming Experience on the Perception of Emotional Faces and Emotional Word Meaning. Neural Plast 2021; 2021:8841156. [PMID: 34135955 PMCID: PMC8178008 DOI: 10.1155/2021/8841156] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2020] [Revised: 12/30/2020] [Accepted: 05/06/2021] [Indexed: 11/21/2022] Open
Abstract
Action video gaming (AVG) experience has been found related to sensorimotor and attentional development. However, the influence of AVG experience on the development of emotional perception skills is still unclear. Using behavioral and ERP measures, this study examined the relationship between AVG experience and the ability to decode emotional faces and emotional word meanings. AVG experts and amateurs completed an emotional word-face Stroop task prior to (the pregaming phase) and after (the postgaming phase) a 1 h AVG session. Within-group comparisons showed that after the 1 h AVG session, a more negative N400 was observed in both groups of participants, and a more negative N170 was observed in the experts. Between-group comparisons showed that the experts had a greater change of N170 and N400 amplitudes across phases than the amateurs. The results suggest that both the 1 h and long-term AVG experiences may be related to an increased difficulty of emotional perception. Furthermore, certain behavioral and ERP measures showed neither within- nor between-group differences, suggesting that the relationship between AVG experience and emotional perception skills still needs further research.
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41
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The role of individual differences in attentional blink phenomenon and real-time-strategy game proficiency. Heliyon 2021; 7:e06724. [PMID: 33937540 PMCID: PMC8079465 DOI: 10.1016/j.heliyon.2021.e06724] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/17/2020] [Revised: 07/28/2020] [Accepted: 04/01/2021] [Indexed: 01/11/2023] Open
Abstract
The impact of action videogame playing on cognitive functioning is the subject of debate among scientists, with many studies showing superior performance of players relative to non-players on a number of cognitive tasks. Moreover, the exact role of individual differences in the observed effects is still largely unknown. In our Event-Related Potential (ERP) study we investigated whether training in a Real Time Strategy (RTS) video game StarCraft II can influence the ability to deploy visual attention measured by the Attentional Blink (AB) task. We also asked whether individual differences in a psychophysiological response in the AB task predict the effectiveness of the video game training. Forty-three participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment) or active control (Fixed environment) group, which differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the AB task. Our results indicate that both groups improved their performance in the AB task in the post-training session. What is more, in the experimental group the strength of the amplitude of the P300 ERP component (which is related to a conscious visual perception) in the pre training session appeared to be predictive of the level of achievement in the game. In the case of the active control group in-game behaviour appeared to be predictive of a training-related improvement in the AB task. Our results suggest that differences in the neurophysiological response might be treated as a marker of future success in video game acquisition, especially in a more demanding game environment.
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42
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Efficacy of Perceptual Learning-Based Vision Training as an Adjuvant to Occlusion Therapy in the Management of Amblyopia: A Pilot Study. Vision (Basel) 2021; 5:vision5010015. [PMID: 33807038 PMCID: PMC8006050 DOI: 10.3390/vision5010015] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/22/2021] [Revised: 03/18/2021] [Accepted: 03/19/2021] [Indexed: 11/26/2022] Open
Abstract
A retrospective study was conducted to evaluate preliminarily the efficacy of perceptual learning (PL) visual training in medium-term follow-up with a specific software (Amblyopia iNET, Home Therapy Systems Inc., Gold Canyon, AZ, USA) for visual acuity (VA) and contrast sensitivity (CS) recovering in a sample of 14 moderate to severe amblyopic subjects with a previously unsuccessful outcome or failure with patching (PL Group). This efficacy was compared with that achieved in a patching control group (13 subjects, Patching 2). At one-month follow-up, a significant VA improvement in the amblyopic eye (AE) was observed in both groups, with no significant differences between them. Additionally, CS was measured in PL Group and exhibited a significant improvement in the AE one month after the beginning of treatment for 3, 6, 12, and 18 cycles/º (p = 0.003). Both groups showed long-lasting retention of visual improvements. A combined therapy of PL-based visual training and patching seems to be effective for improving VA in children with amblyopia who did not recover vision with patching alone or had a poor patching compliance. This preliminary outcome should be confirmed in future clinical trials.
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43
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Vedechkina M, Borgonovi F. A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children. Front Psychol 2021; 12:611155. [PMID: 33716873 PMCID: PMC7943608 DOI: 10.3389/fpsyg.2021.611155] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2020] [Accepted: 02/04/2021] [Indexed: 12/22/2022] Open
Abstract
The role of digital technology in shaping attention and cognitive development has been at the centre of public discourse for decades. The current review presents findings from three main bodies of literature on the implications of technology use for attention and cognitive control: television, video games, and digital multitasking. The aim is to identify key lessons from prior research that are relevant for the current generation of digital users. In particular, the lack of scientific consensus on whether digital technologies are good or bad for children reflects that effects depend on users' characteristics, the form digital technologies take, the circumstances in which use occurs and the interaction between the three factors. Some features of digital media may be particularly problematic, but only for certain users and only in certain contexts. Similarly, individual differences mediate how, when and why individuals use technology, as well as how much benefit or harm can be derived from its use. The finding emerging from the review on the large degree of heterogeneity in associations is especially relevant due to the rapid development and diffusion of a large number of different digital technologies and contents, and the increasing variety of user experiences. We discuss the importance of leveraging existing knowledge and integrating past research findings into a broader organizing framework in order to guide emerging technology-based research and practice. We end with a discussion of some of the challenges and unaddressed issues in the literature and propose directions for future research.
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Affiliation(s)
- Maria Vedechkina
- Faculty of Education, University of Cambridge, Cambridge, United Kingdom
| | - Francesca Borgonovi
- Social Research Institute, Institute of Education, University College London, London, United Kingdom
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44
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Crundall D, van Loon E, Baguley T, Kroll V. A novel driving assessment combining hazard perception, hazard prediction and theory questions. ACCIDENT; ANALYSIS AND PREVENTION 2021; 149:105847. [PMID: 33220607 DOI: 10.1016/j.aap.2020.105847] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/16/2020] [Revised: 09/17/2020] [Accepted: 10/13/2020] [Indexed: 06/11/2023]
Abstract
A new hazard test was created using high-fidelity computer animation containing ten hazards. Sixty learner drivers and sixty experienced drivers sat either a hazard-perception version of this test (requiring timed responses to materialized hazards) or a hazard-prediction variant of the test (where the screen is occluded as the hazard begins to appear and drivers are asked 'What happens next?'). Recent studies have demonstrated that the prediction test format outperforms the hazard perception format using naturalistic video, but there has not yet been a study replicating this effect with computer-animated materials similar to the quality of those used in the official UK hazard perception test. The new test also included eleven theory questions designed to probe drivers' knowledge of the rules of the road. The results demonstrated that both test variants differentiated between driver groups with considerable effect sizes. Theory-question scores were comparable across learner and experienced driver groups, reflecting learners' preparation for the test and possible issues with memory decay and overwriting in the experienced group. As an interesting aside, driving-related video game play negatively correlated with hazard perception performance, but not with hazard prediction scores. Some individual hazards better suited the prediction or perception test format, raising the possibility of a future hybrid test that combines the two approaches.
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Affiliation(s)
- David Crundall
- Department of Psychology, Nottingham Trent University, United Kingdom.
| | - Editha van Loon
- Department of Psychology, Nottingham Trent University, United Kingdom
| | - Thom Baguley
- Department of Psychology, Nottingham Trent University, United Kingdom
| | - Victoria Kroll
- Department of Psychology, Nottingham Trent University, United Kingdom
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45
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Stimuli Characteristics and Psychophysical Requirements for Visual Training in Amblyopia: A Narrative Review. J Clin Med 2020; 9:jcm9123985. [PMID: 33316960 PMCID: PMC7764820 DOI: 10.3390/jcm9123985] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/16/2020] [Revised: 11/16/2020] [Accepted: 12/07/2020] [Indexed: 12/03/2022] Open
Abstract
Active vision therapy using perceptual learning and/or dichoptic or binocular environments has shown its potential effectiveness in amblyopia, but some doubts remain about the type of stimuli and the mode and sequence of presentation that should be used. A search was performed in PubMed, obtaining 143 articles with information related to the stimuli used in amblyopia rehabilitation, as well as to the neural mechanisms implied in such therapeutic process. Visual deficits in amblyopia and their neural mechanisms associated are revised, including visual acuity loss, contrast sensitivity reduction and stereopsis impairment. Likewise, the most appropriate stimuli according to the literature that should be used for an efficient rehabilitation of the amblyopic eye are described in detail, including optotypes, Gabor’s patches, random-dot stimuli and Vernier’s stimuli. Finally, the properties of these stimuli that can be modified during the visual training are discussed, as well as the psychophysical method of their presentation and the type of environment used (perceptual learning, dichoptic stimulation or virtual reality). Vision therapy using all these revised concepts can be an effective option for treating amblyopia or accelerating the treatment period when combining with patching. It is essential to adapt the stimuli to the patient’s individual features in both monocular and binocular training.
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46
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Singh AK, Wang YK, King JT, Lin CT. Extended Interaction With a BCI Video Game Changes Resting-State Brain Activity. IEEE Trans Cogn Dev Syst 2020. [DOI: 10.1109/tcds.2020.2985102] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
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47
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Heidlmayr K, Kihlstedt M, Isel F. A review on the electroencephalography markers of Stroop executive control processes. Brain Cogn 2020; 146:105637. [PMID: 33217721 DOI: 10.1016/j.bandc.2020.105637] [Citation(s) in RCA: 52] [Impact Index Per Article: 13.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/10/2020] [Revised: 09/16/2020] [Accepted: 10/19/2020] [Indexed: 01/29/2023]
Abstract
The present article on executive control addresses the issue of the locus of the Stroop effect by examining neurophysiological components marking conflict monitoring, interference suppression, and conflict resolution. Our goal was to provide an overview of a series of determining neurophysiological findings including neural source reconstruction data on distinct executive control processes and sub-processes involved in the Stroop task. Consistently, a fronto-central N2 component is found to reflect conflict monitoring processes, with its main neural generator being the anterior cingulate cortex (ACC). Then, for cognitive control tasks that involve a linguistic component like the Stroop task, the N2 is followed by a centro-posterior N400 and subsequently a late sustained potential (LSP). The N400 is mainly generated by the ACC and the prefrontal cortex (PFC) and is thought to reflect interference suppression, whereas the LSP plausibly reflects conflict resolution processes. The present overview shows that ERP constitute a reliable methodological tool for tracing with precision the time course of different executive processes and sub-processes involved in experimental tasks involving a cognitive conflict. Future research should shed light on the fine-grained mechanisms of control respectively involved in linguistic and non-linguistic tasks.
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Affiliation(s)
- Karin Heidlmayr
- Max-Planck Institute for Psycholinguistics, Nijmegen, the Netherlands
| | - Maria Kihlstedt
- Laboratory Models, Dynamics, Corpus, CNRS and University Paris Nanterre - Paris Lumières, Paris, France
| | - Frédéric Isel
- Laboratory Models, Dynamics, Corpus, CNRS and University Paris Nanterre - Paris Lumières, Paris, France.
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48
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Benoit JJ, Roudaia E, Johnson T, Love T, Faubert J. The neuropsychological profile of professional action video game players. PeerJ 2020; 8:e10211. [PMID: 33240605 PMCID: PMC7678459 DOI: 10.7717/peerj.10211] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2020] [Accepted: 09/28/2020] [Indexed: 01/12/2023] Open
Abstract
In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a professional level in the esports industry differ from amateur video game players in their cognitive and learning abilities. We assessed 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on set of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity. We also examined participants' ability to improve performance on a dynamic visual attention task that required tracking multiple objects in three-dimensions (3D-MOT) over five sessions. Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and test of auditory working memory (Digit Span). Professional players also showed better speed thresholds in the 3D-MOT task overall, but the rate of improvement with training did not differ in the two groups. Future longitudinal studies of elite video game experts are required to determine whether the observed performance benefits of professional gamers may be due to their greater engagement in video game play, or due to pre-existing differences that promote achievement of high performance in action video games.
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Affiliation(s)
- Julie Justine Benoit
- Department of Psychology, Université de Montréal, Montréal, Québec, Canada
- Faubert Lab, École d’Optométrie, Université de Montréal, Montréal, Québec, Canada
| | | | - Taylor Johnson
- Infinite Esports and Entertainment, Frisco, TX, United-States
| | - Trevor Love
- Infinite Esports and Entertainment, Frisco, TX, United-States
| | - Jocelyn Faubert
- Faubert Lab, École d’Optométrie, Université de Montréal, Montréal, Québec, Canada
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49
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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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50
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Exposure to first-person shooter videogames is associated with multisensory temporal precision and migraine incidence. Cortex 2020; 134:223-238. [PMID: 33291047 DOI: 10.1016/j.cortex.2020.10.009] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/14/2020] [Revised: 10/03/2020] [Accepted: 10/19/2020] [Indexed: 02/06/2023]
Abstract
Adaptive interactions with the environment require optimal integration and segregation of sensory information. Yet, temporal misalignments in the presentation of visual and auditory stimuli may generate illusory phenomena such as the sound-induced flash illusion, in which a single flash paired with multiple auditory stimuli induces the perception of multiple illusory flashes. This phenomenon has been shown to be robust and resistant to feedback training. According to a Bayesian account, this is due to a statistically optimal combination of the signals operated by the nervous system. From this perspective, individual susceptibility to the illusion might be moulded through prolonged experience. For example, repeated exposure to the illusion and prolonged training sessions partially impact on the reported illusion. Therefore, extensive and immersive audio-visual experience, such as first-person shooter videogames, should sharpen individual capacity to correctly integrate multisensory information over time, leading to more veridical perception. We tested this hypothesis by comparing the temporal profile of the sound-induced illusion in a group of expert first-person shooter gamers and a non-players group. In line with the hypotheses, gamers experience significantly narrower windows of illusion (~87 ms) relative to non-players (~105 ms), leading to higher veridical reports in gamers (~68%) relative to non-players (~59%). Moreover, according to recent literature, we tested whether audio-visual intensive training in gamers could be related to the incidence of migraine, and found that its severity may be directly proportioned to the time spent on videogames. Overall, these results suggest that continued training within audio-visual environments such as first-person shooter videogames improves temporal discrimination and sensory integration. This finding may pave the way for future therapeutic strategies based on self-administered multisensory training. On the other hand, the impact of intensive training on visual-related stress disorders, such as migraine incidence, should be taken into account as a risk factor during therapeutic planning.
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