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Tang D, Chen J, Xu P. The Effect of Digital Era on Human Visual Working Memory. Brain Behav 2025; 15:e70220. [PMID: 39740779 DOI: 10.1002/brb3.70220] [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: 04/10/2024] [Revised: 11/24/2024] [Accepted: 12/02/2024] [Indexed: 01/02/2025] Open
Abstract
BACKGROUND The digital age has had a profound impact on our lives and cognitive abilities, such as working memory. Typically, visual working memory (VWM) is an important aspect of our working memory. As a crucial cognitive function for individuals, VWM has been extensively studied in the context of the digital age and may be affected by the digital age. OBJECTIVE This review aims to provide a summary of the impact of the digital age on VWM and cover various aspects and novel methods for investigating its effects on our VWM. METHODS Qualitative review of the VWM in the context of the digital age. RESULTS This paper reviews the research on VWM in the context of the digital era, expounds the influence of both the digital content usage and the active video games on the VWM, introduces the application of the virtual technology in the research of VWM, and puts forward the future research direction of VWM in the context of the digital era. CONCLUSION By synthesizing the existing research, this review sheds light on the complex relationship between the digital age and VWM, as well as identifies potential avenues for future research on VWM.
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Affiliation(s)
- Dandan Tang
- School of Psychology, Fujian Normal University, Fuzhou, China
| | - Jiangtao Chen
- College of Educational Science, Zhoukou Normal University, Zhoukou, China
- Research Center of Brain and Cognitive Neuroscience, Liaoning Normal University, Dalian, China
| | - Ping Xu
- Educational Psychology Division, Public Course Teaching Department, Guangzhou Sport University, Guangzhou, China
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Peng Z, Xu L, Lian J, An X, Chen S, Shao Y, Jiao F, Lv J. Perceptual information processing in table tennis players: based on top-down hierarchical predictive coding. Cogn Neurodyn 2024; 18:3951-3961. [PMID: 39712138 PMCID: PMC11655933 DOI: 10.1007/s11571-024-10171-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2024] [Accepted: 08/27/2024] [Indexed: 12/24/2024] Open
Abstract
Long-term training induces neural plasticity in the visual cognitive processing cortex of table tennis athletes, who perform cognitive processing in a resource-conserving manner. However, further discussion is needed to determine whether the spatial processing advantage of table tennis players manifests in the early stage of sensory input or the late stage of processing. This study aims to explore the processing styles and neural activity characteristics of table tennis players during spatial cognitive processing. Spatial cognitive tasks were completed by 28 college students and 20 s-level table tennis players, and event-related potentials (ERP) data were recorded during the task. The behavioral results showed that the table tennis group performed better on the task than the college students group (control). The ERP results showed that the amplitude of the N1 component of the table tennis group was significantly lower than that of the control group. The amplitude of the P2 and P3 components of the table tennis group was higher than that of the control group. Table tennis players showed significant synergistic activity between electrodes in the β-band. The results of this study suggest that table tennis players significantly deploy attentional resources and cognitive control. Further, they employ stored motor experience to process spatial information in a hierarchical predictive coding manner. Supplementary Information The online version contains supplementary material available at 10.1007/s11571-024-10171-4.
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Affiliation(s)
- Ziyi Peng
- School of Psychology, Beijing Sport University, Beijing, 100084 China
| | - Lin Xu
- School of Psychology, Beijing Sport University, Beijing, 100084 China
| | - Jie Lian
- School of Psychology, Beijing Sport University, Beijing, 100084 China
| | - Xin An
- School of Psychology, Beijing Sport University, Beijing, 100084 China
| | - Shufang Chen
- School of Psychology, Beijing Sport University, Beijing, 100084 China
| | - Yongcong Shao
- School of Psychology, Beijing Sport University, Beijing, 100084 China
| | - Fubing Jiao
- Health Service Department of the Guard Bureau of the Joint Staff Department, Joint Staff of the Central Military Commission of Chinese PLA, Beijing, 100017 China
| | - Jing Lv
- Department of Psychology, The Second Medical Center, Chinese PLA General Hospital, Beijing, 100039 China
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Rogala J, Choinski M, Szymaszek A. EEG synchronization patterns during a Go/No-Go task in individuals with aphasia in subacute and chronic phases of stroke. Sci Rep 2024; 14:23774. [PMID: 39390109 PMCID: PMC11467312 DOI: 10.1038/s41598-024-75259-7] [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: 02/08/2024] [Accepted: 10/03/2024] [Indexed: 10/12/2024] Open
Abstract
Stroke and subsequent neuroregenerative processes cause changes in neural organization of attentional functions. In this study, we attempted to identify differences in neural synchronization patterns during a visual Go/No-Go task in people with post-stroke aphasia in both subacute and chronic stroke phases. To identify neuronal underpinnings of the behavioral differences we investigated pairwise connectivity patterns using corrected imaginary phase locking value and graph-theoretic measures (efficiency, modularity and clustering coefficient) at global and local level in subacute (n = 13) and chronic stroke phases (n = 14) during a Go/No-Go task. We observed significantly lower phase synchronization in the Subacute Group in the alpha band in the connections spanning frontal and central areas of both hemispheres alongside lower local efficiency and clustering coefficient in the left frontal region. Additionally, we observed higher modularity in the beta band in the unaffected right parietal region in the Subacute Group which may denote inhibition of motor and attention functions. Those mechanisms could serve to align cognitive abilities between the damaged and healthy hemispheres, harmonizing the activity of the neuronal networks of both hemispheres disrupted by the effects of the stroke. Our findings have potential implications for rehabilitation therapies, which should take into account the pattern of connectivity changes during different phases of reovery.
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Affiliation(s)
- Jacek Rogala
- Centre for Systemic Risk Analysis, University of Warsaw, 26/28 Krakowskie Przedmiescie Street, 00-927, Warsaw, Poland
| | - Mateusz Choinski
- Laboratory of Neurophysiology of Mind, Nencki Institute of Experimental Biology, Polish Academy of Sciences, 3 Pasteur Street, 02-093, Warsaw, Poland
- Faculty of Psychology, University of Warsaw, 5/7 Stawki Street, 00-183, Warsaw, Poland
| | - Aneta Szymaszek
- Laboratory of Neurophysiology of Mind, Nencki Institute of Experimental Biology, Polish Academy of Sciences, 3 Pasteur Street, 02-093, Warsaw, Poland.
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Cui R, Zheng Z, Jiang L, Ma W, Gong D, Yao D. Co-activation patterns during viewing of different video game genres. Brain Res Bull 2024; 213:110974. [PMID: 38710311 DOI: 10.1016/j.brainresbull.2024.110974] [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] [Received: 12/29/2023] [Revised: 04/13/2024] [Accepted: 05/02/2024] [Indexed: 05/08/2024]
Abstract
Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG). However, the cortical dynamics elicited by different video gaming genres remain unclear. This study explored the temporal dynamics of cortical networks in response to different gaming genres. Functional magnetic resonance imaging (fMRI) data were obtained during eye-closed resting and passive viewing of gameplay videos of three genres: life simulation games (LSG), first-person shooter games (FPS), and ARSG. Data analysis used a seed-free Co-Activation Pattern (CAP) based on Regions of Interest (ROIs). When comparing the viewing of action-like video games (FPS and ARSG) to LSG viewing, significant dynamic distinctions were observed in both primary and higher-order networks. Within action-like video games, compared to FPS viewing, ARSG viewing elicited a more pronounced increase in the Fraction of Time and Counts of attentional control-related CAPs, along with an increased Transition Probability from sensorimotor-related CAPs to attentional control-related CAPs. Compared to ARSG viewing, FPS viewing elicited a significant increase in the Fraction of Time of sensorimotor-related CAPs, when gaming experience was considered as a covariate. Thus, different video gaming genres, including distinct action-like video gaming genres, elicited unique dynamic patterns in whole-brain CAPs, potentially influencing the development of various cognitive processes.
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Affiliation(s)
- Ruifang Cui
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China; Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Zihao Zheng
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China; Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Lijun Jiang
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China; Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, USA.
| | - Diankun Gong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China; Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China.
| | - Dezhong Yao
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China; Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China.
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5
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He M, Xu LX, Li CSR, Liu Z, Hu J, Guo X, Liu H, Zhang JT. Do Real-Time Strategy Video Gamers Have Better Attentional Control? HUMAN FACTORS 2024; 66:258-270. [PMID: 35012373 DOI: 10.1177/00187208211064683] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
OBJECTIVE Do real-time strategy (RTS) video gamers have better attentional control? To examine this issue, we tested experienced versus inexperienced RTS video gamers on multi-object tracking tasks (MOT) and dual-MOT tasks with visual or auditory secondary tasks (dMOT). We employed a street-crossing task with a visual working memory task as a secondary task in a virtual reality (VR) environment to examine any generalized attentional advantage. BACKGROUND Similar to action video games, RTS video games require players to switch attention between multiple visual objects and views. However, whether the attentional control advantage is limited by sensory modalities or generalizes to real-life tasks remains unclear. METHOD In study 1, 25 RTS video game players (SVGP) and 25 non-video game players (NVGP) completed the MOT task and two dMOT tasks. In study 2, a different sample with 25 SVGP and 25 NVGP completed a simulated street-crossing task with the visual dual task in a VR environment. RESULTS After controlling the effects of the speed-accuracy trade-off, SVGP showed better performance than NVGP in the MOT task and the visual dMOT task, but SVGP did not perform better in either the auditory dMOT task or the street-crossing task. CONCLUSION RTS video gamers had better attentional control in visual computer tasks, but not in the auditory tasks and the VR tasks. Attentional control benefits associated with RTS video game experience may be limited by sensory modalities, and may not translate to performance benefits in real-life tasks.
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Affiliation(s)
- Mengxin He
- Faculty of Psychology, Beijing Normal University, Beijing, China
| | - Lin-Xuan Xu
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Chiang-Shan R Li
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, USA
- Department of Neuroscience, Yale University School of Medicine, New Haven, CT, USA
| | - Zihan Liu
- Department of Psychology, University of Houston, Houston, TX, USA
| | - Jiaqi Hu
- Faculty of Psychology, Beijing Normal University, Beijing, China
| | | | - Hongyun Liu
- Faculty of Psychology, Beijing Normal University, Beijing, China
- Beijing Key Laboratory of Applied Experimental Psychology, Faculty of Psychology, Beijing Normal University, Beijing, China
| | - Jin-Tao Zhang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
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6
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Foerster FR, Chidharom M, Giersch A. Enhanced temporal resolution of vision in action video game players. Neuroimage 2023; 269:119906. [PMID: 36739103 DOI: 10.1016/j.neuroimage.2023.119906] [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: 08/11/2022] [Revised: 01/16/2023] [Accepted: 01/26/2023] [Indexed: 02/05/2023] Open
Abstract
Video game play has been suggested to improve visual and attention processing. Nevertheless, while action video game play is highly dynamic, there is scarce research on how information is temporally discriminated at the millisecond level. This cross-sectional study investigates whether temporal discrimination at the millisecond level in vision varies across action video game players (VGPs; N = 23) and non-video game players (NVGPs; N = 23). Participants discriminated synchronous from asynchronous onsets of two visual targets in virtual reality, while their EEG and oculomotor movements were recorded. Results show an increased sensitivity to short asynchronies (11, 33 and 66 ms) in VGPs compared with NVGPs, which was especially marked at the start of the task, suggesting better temporal discrimination abilities. Pre-targets oculomotor freezing - the inhibition of small fixational saccades - was associated with correct temporal discrimination, probably revealing attentional preparation. However, this parameter did not differ between groups. EEG and reconstruction analyses suggest that the enhancement of temporal discrimination in VGPs during temporal discrimination is related to parieto-occipital processing, and a reduction of alpha-band (8-14 Hz) power and inter-trial phase coherence. Overall, the study reveals an enhanced ability in action video game players to discriminate in time visual events in close temporal proximity combined with reduced alpha-band oscillatory activities. Consequently, playing action video games is associated with an improved temporal resolution of vision.
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Affiliation(s)
- Francois R Foerster
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, France.
| | - Matthieu Chidharom
- Department of Psychology, Lehigh University, Bethlehem, PA, United States
| | - Anne Giersch
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, France
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Xie J, Cui R, Ma W, Lu J, Wang L, Ying S, Yao D, Gong D, Yan G, Liu T. Information transmission in action video gaming experts: Inferences from the lateralized readiness potential. Front Hum Neurosci 2022; 16:906123. [PMID: 35959240 PMCID: PMC9357870 DOI: 10.3389/fnhum.2022.906123] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2022] [Accepted: 07/04/2022] [Indexed: 11/23/2022] Open
Abstract
Research showed that action real-time strategy gaming (ARSG) experience is related to cognitive and neural plasticity, including visual selective attention and working memory, executive control, and information processing. This study explored the relationship between ARSG experience and information transmission in the auditory channel. Using an auditory, two-choice, go/no-go task and lateralized readiness potential (LRP) as the index to partial information transmission, this study examined information transmission patterns in ARSG experts and amateurs. Results showed that experts had a higher accuracy rate than amateurs. More importantly, experts had a smaller stimulus-locked LRP component (250 – 450 ms) than amateurs on no-go trials, while the response-locked LRP component (0 – 300 ms) on go trials did not differ between groups. Thus, whereas amateurs used an asynchronous information transmission pattern, experts used a reduced asynchronous information transmission pattern or a synchronous pattern where most of processing occurred prior to response execution – an information transmission pattern that supports rapid, error-free performance. Thus, experts and amateurs may use different information transmission patterns in auditory processing. In addition, the information transmission pattern used by experts is typically observed only after long-term auditory training according to past research. This study supports the relationship between ARSG experience and the development of information processing patterns.
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Affiliation(s)
- Jiaxin Xie
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Ruifang Cui
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Jingqing Lu
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Lin Wang
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Shaofei Ying
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Dezhong Yao
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- *Correspondence: Dezhong Yao,
| | - Diankun Gong
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Diankun Gong,
| | - Guojian Yan
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Guojian Yan,
| | - Tiejun Liu
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Tiejun Liu,
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Wikström V, Saarikivi K, Falcon M, Makkonen T, Martikainen S, Putkinen V, Cowley BU, Tervaniemi M. Inter-brain synchronization occurs without physical co-presence during cooperative online gaming. Neuropsychologia 2022; 174:108316. [PMID: 35810882 DOI: 10.1016/j.neuropsychologia.2022.108316] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/19/2021] [Revised: 07/01/2022] [Accepted: 07/02/2022] [Indexed: 11/25/2022]
Abstract
Inter-brain synchronization during social interaction has been linked with several positive phenomena, including closeness, cooperation, prosociality, and team performance. However, the temporal dynamics of inter-brain synchronization during collaboration are not yet fully understood. Furthermore, with collaboration increasingly happening online, the dependence of inter-brain phase synchronization of oscillatory activity on physical presence is an important but understudied question. In this study, physically isolated participants performed a collaborative coordination task in the form of a cooperative multiplayer game. We measured EEG from 42 subjects working together as pairs in the task. During the measurement, the only interaction between the participants happened through on-screen movement of a racing car, controlled by button presses of both participants working with distinct roles, either controlling the speed or the direction of the car. Pairs working together in the task were found to have elevated neural coupling in the alpha, beta, and gamma frequency bands, compared to performance matched false pairs. Higher gamma synchrony was associated with better momentary performance within dyads and higher alpha synchrony was associated with better mean performance across dyads. These results are in line with previous findings of increased inter-brain synchrony during interaction, and show that phase synchronization of oscillatory activity occurs during online real-time joint coordination without any physical co-presence or video and audio connection. Synchrony decreased during a playing session, but was found to be higher during the second session compared to the first. The novel paradigm, developed for the measurement of real-time collaborative performance, demonstrates that changes in inter-brain EEG phase synchrony can be observed continuously during interaction.
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Affiliation(s)
- Valtteri Wikström
- Cognitive Brain Research Unit, Faculty of Medicine, University of Helsinki, P.O. Box 21, Helsinki, 00014, Finland; Department of Education, Faculty of Educational Sciences, University of Helsinki, P.O. Box 9, Helsinki, 00014, Finland.
| | - Katri Saarikivi
- Cognitive Brain Research Unit, Faculty of Medicine, University of Helsinki, P.O. Box 21, Helsinki, 00014, Finland; Department of Education, Faculty of Educational Sciences, University of Helsinki, P.O. Box 9, Helsinki, 00014, Finland
| | - Mari Falcon
- Cognitive Brain Research Unit, Faculty of Medicine, University of Helsinki, P.O. Box 21, Helsinki, 00014, Finland; Department of Education, Faculty of Educational Sciences, University of Helsinki, P.O. Box 9, Helsinki, 00014, Finland
| | - Tommi Makkonen
- Cognitive Brain Research Unit, Faculty of Medicine, University of Helsinki, P.O. Box 21, Helsinki, 00014, Finland
| | - Silja Martikainen
- Cognitive Brain Research Unit, Faculty of Medicine, University of Helsinki, P.O. Box 21, Helsinki, 00014, Finland; Department of Education, Faculty of Educational Sciences, University of Helsinki, P.O. Box 9, Helsinki, 00014, Finland
| | - Vesa Putkinen
- Turku PET Centre, University of Turku, P.O. Box 52, Turku, 20521, Finland; Turku University Hospital, P.O. Box 52, Turku, 20521, Finland
| | - Benjamin Ultan Cowley
- Department of Education, Faculty of Educational Sciences, University of Helsinki, P.O. Box 9, Helsinki, 00014, Finland; Cognitive Science, Department of Digital Humanities, Faculty of Arts, University of Helsinki, P.O. Box 24, Helsinki, 00014, Finland
| | - Mari Tervaniemi
- Cognitive Brain Research Unit, Faculty of Medicine, University of Helsinki, P.O. Box 21, Helsinki, 00014, Finland; Department of Education, Faculty of Educational Sciences, University of Helsinki, P.O. Box 9, Helsinki, 00014, Finland
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9
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Chikhi S, Matton N, Blanchet S. EEG
power spectral measures of cognitive workload: A meta‐analysis. Psychophysiology 2022; 59:e14009. [DOI: 10.1111/psyp.14009] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/03/2021] [Revised: 12/13/2021] [Accepted: 01/10/2022] [Indexed: 12/22/2022]
Affiliation(s)
- Samy Chikhi
- Laboratoire Mémoire, Cerveau et Cognition (MC2Lab, URP 7536), Institute of Psychology University of Paris Boulogne‐Billancourt France
| | - Nadine Matton
- CLLE‐LTC University of Toulouse, CNRS (UMR5263) Toulouse France
- ENAC Research Lab École Nationale d’Aviation Civile Toulouse France
| | - Sophie Blanchet
- Laboratoire Mémoire, Cerveau et Cognition (MC2Lab, URP 7536), Institute of Psychology University of Paris Boulogne‐Billancourt France
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10
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Ahonen V, Leino M, Lipping T. Electroencephalography in Evaluating Mental Workload of Gaming. ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY. IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY. ANNUAL INTERNATIONAL CONFERENCE 2021; 2021:845-848. [PMID: 34891422 DOI: 10.1109/embc46164.2021.9629772] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
The feasibility of electroencephalography (EEG) analysis in evaluating mental workload of gaming was studied by carrying out a proof-of-concept type experiment on a set of EEG recordings, with a bespoke tool developed for the purpose. The EEG recordings (20 recordings in total) that were used in the experiment had been acquired by groups of students and staff of Tampere University during n-back gaming sessions, as part of course projects. The ratio of theta and alpha power, calculated over the EEG signal segments that were time-locked to game events, was selected as EEG metrics for mental load evaluation. Also, Phase Locking Value (PLV) was calculated for all pairs of EEG channels to assess the change in phase synchronization with the increasing difficulty level of the game. Wilcoxon rank-sum test was used to compare the metrics between the levels of the game (from 1-back to 4-back). The rank-sum test results revealed that the theta-alpha power ratio calculated from the frontal derivations Fp1 and Fp2 performed as a confident indicator for the evaluation and comparison of mental load. Also, phase locking between EEG derivations was found to become stronger with the increasing difficulty level of the game, especially in the case of channel pairs where the electrodes were located at opposite hemispheres.
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11
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Cui R, Jiang J, Zeng L, Jiang L, Xia Z, Dong L, Gong D, Yan G, Ma W, Yao D. Action Video Gaming Experience Related to Altered Resting-State EEG Temporal and Spatial Complexity. Front Hum Neurosci 2021; 15:640329. [PMID: 34267631 PMCID: PMC8275975 DOI: 10.3389/fnhum.2021.640329] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/15/2021] [Accepted: 06/07/2021] [Indexed: 11/13/2022] Open
Abstract
Action video gaming (AVG) places sustained cognitive load on various behavioral systems, thus offering new insights into learning-related neural plasticity. This study aims to determine whether AVG experience is associated with resting-state electroencephalogram (rs-EEG) temporal and spatial complexity, and if so, whether this effect is observable across AVG subgenres. Two AVG games - League of Legends (LOL) and Player Unknown's Battle Grounds (PUBG) that represent two major AVG subgenres - were examined. We compared rs-EEG microstate and omega complexity between LOL experts and non-experts (Experiment 1) and between PUBG experts and non-experts (Experiment 2). We found that the experts and non-experts had different rs-EEG activities in both experiments, thus revealing the adaptive effect of AVG experience on brain development. Furthermore, we also found certain subgenre-specific complexity changes, supporting the recent proposal that AVG should be categorized based on the gaming mechanics of a specific game rather than a generic genre designation.
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Affiliation(s)
- Ruifang Cui
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Jinliang Jiang
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Lu Zeng
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Lijun Jiang
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Zeling Xia
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Li Dong
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Diankun Gong
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Guojian Yan
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Dezhong Yao
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
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12
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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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13
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Wang Z, Zhang Y, Dong L, Zheng Z, Zhong D, Long X, Cai Q, Jian W, Zhang S, Wu W, Yao D. Effects of Morning Blue-Green 500 nm Light Therapy on Cognition and Biomarkers in Middle-Aged and Older Adults with Subjective Cognitive Decline and Mild Cognitive Impairment: Study Protocol for a Randomized Controlled Trial. J Alzheimers Dis 2021; 83:1521-1536. [PMID: 33843675 DOI: 10.3233/jad-201560] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
BACKGROUND Given that there is no specific drug to treat Alzheimer's disease, non-pharmacologic interventions in people with subjective cognitive decline (SCD) and amnestic mild cognitive impairment (aMCI) are one of the most important treatment strategies. OBJECTIVE To clarify the efficacy of blue-green (500 nm) light therapy on sleep, mood, and physiological parameters in patients with SCD and aMCI is an interesting avenue to explore. METHODS This is a monocentric, randomized, and controlled trial that will last for 4 weeks. We will recruit 150 individuals aged 45 years or older from memory clinics and divide them into 5 groups: SCD treatment (n = 30), SCD control (n = 30), aMCI treatment (n = 30), aMCI control (n = 30), and a group of healthy adult subjects (n = 30) as a normal control (NC). RESULTS The primary outcome is the change in subjective and objective cognitive performance between baseline and postintervention visits (4 weeks after baseline). Secondary outcomes include changes in performance assessing from baseline, postintervention to follow-up (3 months after the intervention), as well as sleep, mood, and physiological parameters (including blood, urine, electrophysiology, and neuroimaging biomarkers). CONCLUSION This study aims to provide evidence of the impact of light therapy on subjective and objective cognitive performance in middle-aged and older adults with SCD or aMCI. In addition, we will identify possible neurophysiological mechanisms of action underlying light therapy. Overall, this trial will contribute to the establishment of light therapy in the prevention of Alzheimer's disease.
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Affiliation(s)
- Ziqi Wang
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China.,The Memory Clinic of department of Neurology, Chengdu Western Hospital, Chengdu, China
| | - Yige Zhang
- Hospital of Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Li Dong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China.,Research Unit of NeuroInformation, Chinese Academy of Medical Sciences, Chengdu, China.,Sichuan Institute for Brain Science and Brain-Inspired Intelligence, Chengdu, China
| | - Zihao Zheng
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Dayong Zhong
- Sichuan Provincial Revolutionary Disabled Soldiers Hospital, Chengdu, China
| | - Xunqin Long
- The Memory Clinic of department of Neurology, Chengdu Western Hospital, Chengdu, China
| | - Qingyan Cai
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Wei Jian
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Songge Zhang
- The Memory Clinic of department of Neurology, Chengdu Western Hospital, Chengdu, China
| | - Wenbin Wu
- Hospital of Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Dezhong Yao
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China.,Research Unit of NeuroInformation, Chinese Academy of Medical Sciences, Chengdu, China.,School of Electrical Engineering, Zhengzhou University, Zhengzhou, China.,Sichuan Institute for Brain Science and Brain-Inspired Intelligence, Chengdu, China
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14
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Yao Y, Cui R, Li Y, Zeng L, Jiang J, Qiu N, Dong L, Gong D, Yan G, Ma W, Liu T. Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory. Front Hum Neurosci 2020; 14:333. [PMID: 33110407 PMCID: PMC7489035 DOI: 10.3389/fnhum.2020.00333] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2020] [Accepted: 07/28/2020] [Indexed: 01/30/2023] Open
Abstract
Action real-time strategy gaming (ARSG)—a major genre of action video gaming (AVG)—has both action and strategy elements. ARSG requires attention, visual working memory (VWM), sensorimotor skills, team cooperation, and strategy-making abilities, thus offering promising insights into the learning-induced plasticity. However, it is yet unknown whether the ARSG experience is related to the development of VWM capacity. Using both behavioral and event-related potential (ERP) measurements, this study tested whether ARSG experts had larger VWM capacity than non-experts in a change detection task. The behavioral results showed that ARSG experts had higher accuracy and larger VWM capacity than non-experts. In addition, the ERP results revealed that the difference wave of the contralateral delay activity (CDA) component (size 4–size 2) elicited by experts was significantly larger than that of non-experts, suggesting that the VWM capacity was higher in experts than in non-experts. Thus, the findings suggested that prolonged ARSG experience is correlative with the enhancement of VWM.
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Affiliation(s)
- Yutong Yao
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China.,Faculty of Natural Science, University of Stirling, Stirling, United Kingdom
| | - Ruifang Cui
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Yi Li
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Lu Zeng
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Jinliang Jiang
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Nan Qiu
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Li Dong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Diankun Gong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Guojian Yan
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Tiejun Liu
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China.,Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
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15
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Gan X, Yao Y, Liu H, Zong X, Cui R, Qiu N, Xie J, Jiang D, Ying S, Tang X, Dong L, Gong D, Ma W, Liu T. Action Real-Time Strategy Gaming Experience Related to Increased Attentional Resources: An Attentional Blink Study. Front Hum Neurosci 2020; 14:101. [PMID: 32341688 PMCID: PMC7163005 DOI: 10.3389/fnhum.2020.00101] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2019] [Accepted: 03/04/2020] [Indexed: 01/31/2023] Open
Abstract
Action real-time strategy gaming (ARSG) is a cognitively demanding task which requires attention, sensorimotor skills, team cooperation, and strategy-making abilities. A recent study found that ARSG experts had superior visual selective attention (VSA) for detecting the location of a moving object that could appear in one of 24 different peripheral locations (Qiu et al., 2018), suggesting that ARSG experience is related to improvements in the spatial component of VSA. However, the influence of ARSG experience on the temporal component of VSA-the detection of an item among a sequence of items presented consecutively and quickly at a single location-still remains understudied. Using behavioral and electrophysiological measures, this study examined whether ARSG experts had superior temporal VSA performance compared to non-experts in an attentional blink (AB) task, which is typically used to examine temporal VSA. The results showed that the experts outperformed the non-experts in their detection rates of targets. Furthermore, compared to the non-experts, the experts had faster information processing as indicated by earlier P3 peak latencies in an AB period, more attentional resources distributed to targets as indicated by stronger P3 amplitudes, and a more flexible deployment of attentional resources. These findings suggest that experts were less prone to the AB effect. Thus, long-term ARSG experience is related to improvements in temporal VSA. The current findings support the benefit of video gaming experience on the development of VSA.
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Affiliation(s)
- Xianyang Gan
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Yutong Yao
- Faculty of Natural Science, University of Stirling, Stirling, United Kingdom
| | - Hui Liu
- Education Center for Students Cultural Qualities, University of Electronic Science and Technology of China, Chengdu, China
| | - Xin Zong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Ruifang Cui
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Nan Qiu
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Jiaxin Xie
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Dong Jiang
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Shaofei Ying
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Xingfeng Tang
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Li Dong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Diankun Gong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Tiejun Liu
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
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16
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Choi E, Shin SH, Ryu JK, Jung KI, Kim SY, Park MH. Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement. Behav Brain Funct 2020; 16:2. [PMID: 32014027 PMCID: PMC6996164 DOI: 10.1186/s12993-020-0165-z] [Citation(s) in RCA: 23] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Accepted: 01/27/2020] [Indexed: 12/15/2022] Open
Abstract
Background Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Literatures were searched with search terms (e.g. genres of video games, cognitive training) on database and Google scholar. Results video games, of which purpose is players’ entertainment, were found to be positively associated with cognitive functions (e.g. attention, problem solving skills) despite some discrepancy between studies. However, the enhancement of cognitive functions through video gaming was limited to the task or performance requiring the same cognitive functions. Moreover, as several factors (e.g. age, gender) were identified to modulate cognitive enhancement, the individual difference in the association between video game playing and cognitive function was found. Conclusion Commercial video games are suggested to have the potential for cognitive function enhancement. As understanding the association between video gaming and cognitive function in a more balanced view is essential to evaluate the potential outcomes of commercial video games that more people reported to engage, this review contributes to provide more objective evidence for commercial video gaming.
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Affiliation(s)
- Eunhye Choi
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Suk-Ho Shin
- Dr. Shin's Child and Adolescent Psychiatry Clinic, Seoul, Republic of Korea
| | - Jeh-Kwang Ryu
- Institute for Cognitive Science, Seoul National University, Seoul, Republic of Korea
| | - Kyu-In Jung
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Shin-Young Kim
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Min-Hyeon Park
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea.
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