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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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2
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Jia Y, Shi M, Yang P, Wang R, Sun L, Wang Y, Xu Q, Zhang J, Zhang Q, Guo D, Zheng X, Liu Y, Chang X, He Y, Hui L, Chen GC, Zhang Y, Zhu Z. Associations of computer gaming with incident dementia, cognitive functions, and brain structure: a prospective cohort study and Mendelian randomization analysis. Alzheimers Res Ther 2024; 16:131. [PMID: 38898507 PMCID: PMC11186151 DOI: 10.1186/s13195-024-01496-7] [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: 02/26/2024] [Accepted: 06/12/2024] [Indexed: 06/21/2024]
Abstract
BACKGROUND Computer gaming has recently been suggested to be associated with benefits for cognition, but its impact on incident dementia remains uncertain. We aimed to investigate the observational associations of playing computer games with incident dementia, cognitive functions, and brain structural measures, and further explore the genetic associations between computer gaming and dementia. METHODS We included 471,346 White British participants without dementia at baseline based on the UK Biobank, and followed them until November 2022. We estimated the risk of dementia using Cox proportional hazard models, and assessed the changes of cognitive functions and brain structural measures using logistic regression models and linear regression models. Mendelian randomization (MR) analyses were performed to examine the association between genetically determined computer gaming and dementia. RESULTS High frequency of playing computer games was associated with decreased risk of incident dementia (HR, 0.81 [95% CI: 0.69, 0.94]). Individuals with high frequency of playing computer games had better performance in prospective memory (OR, 1.46 [1.26, 1.70]), reaction time (beta, -0.195 [-0.243, -0.147]), fluid intelligence (0.334 [0.286, 0.382]), numeric memory (0.107 [0.047, 0.166]), incorrect pairs matching (-0.253 [-0.302, -0.203]), and high volume of gray matter in hippocampus (0.078 [0.023, 0.134]). Genetically determined high frequency of playing computer games was associated with a low risk of dementia (OR, 0.37 [0.15, 0.91]). CONCLUSIONS Computer gaming was associated with a decreased risk of dementia, favorable cognitive function, and better brain structure, suggesting that computer gaming could modulate cognitive function and may be a promising target for dementia prevention.
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Affiliation(s)
- Yiming Jia
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Mengyao Shi
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Pinni Yang
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Ruirui Wang
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Lulu Sun
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Yinan Wang
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Qingyun Xu
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Jing Zhang
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Qilu Zhang
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Daoxia Guo
- School of Nursing, Suzhou Medical College of Soochow University, Suzhou, Jiangsu Province, 215006, China
| | - Xiaowei Zheng
- Department of Public Health and Preventive Medicine, Wuxi School of Medicine, Jiangnan University, Wuxi, Jiangsu Province, 214122, China
| | - Yi Liu
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Xinyue Chang
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Yu He
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China
| | - Li Hui
- Research Center of Biological Psychiatry, The Affiliated Guangji Hospital of Soochow University, Suzhou, Jiangsu Province, 215003, China
| | - Guo-Chong Chen
- Department of Nutrition and Food Hygiene, School of Public Health, Suzhou Medical College of Soochow University, Suzhou, Jiangsu Province, 215123, China
| | - Yonghong Zhang
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China.
| | - Zhengbao Zhu
- Department of Epidemiology, School of Public Health, Jiangsu Key Laboratory of Preventive and Translational Medicine for Geriatric Diseases, MOE Key Laboratory of Geriatric Diseases and Immunology, Suzhou Medical College of Soochow University, 199 Renai Road, Industrial Park District, Suzhou, Jiangsu Province, 215123, China.
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3
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Yang Y, Wang K, Liu S, Liu H, Zhang T, Luo J. Exergames improve cognitive function in older adults and their possible mechanisms: A systematic review. J Glob Health 2023; 13:04177. [PMID: 38038376 PMCID: PMC10691300 DOI: 10.7189/jogh.13.04177] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/02/2023] Open
Abstract
Objective The degree of aging in China is deepening, leading to cognitive decline and seriously affecting the health status of the elderly. This article explores the benefits of exergames in improving cognitive function in older adults through a literature review, with aim of contributing to the development of healthy aging. Methods Using PubMed, Web of Science, CNKI, dimensional spectrum, search for research papers from 2005 to April 2023 by using keywords such as a somatosensory game, cognitive function, execute function, working memory, aged and suppression control. PEDro Scale was used to check the quality of the literature. Results A total of 16 papers were included in the review. Exergames improve the executive function of the elderly and support the relationship between exergames and cognitive performance in older adults. From a mechanistic perspective, somatosensory play promotes signal transduction of brain neurotrophin, thereby protecting the structure and function of neurons in specific brain regions and delays the decline of executive function in older adults as much as possible. Conclusions It is recommended to use exergames as an intervention measure for the physical and mental health preservation of older adults. Suggest adopting personalised exergames in the future to explore the impact of cognitive and physical functions in elderly people, as well as measurable changes in brain structure.
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Xu K, Geng S, Dou D, Liu X. Relations between Video Game Engagement and Social Development in Children: The Mediating Role of Executive Function and Age-Related Moderation. Behav Sci (Basel) 2023; 13:833. [PMID: 37887483 PMCID: PMC10604845 DOI: 10.3390/bs13100833] [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: 08/24/2023] [Revised: 10/04/2023] [Accepted: 10/08/2023] [Indexed: 10/28/2023] Open
Abstract
The global proliferation of video games, particularly among children, has led to growing concerns about the potential impact on children's social development. Executive function is a cognitive ability that plays a crucial role in children's social development, but a child's age constrains its development. To examine the association between video game engagement and children's social development while considering the mediating role of executive function and the moderating role of age, a questionnaire was distributed to a sample of 431 parents. The results revealed a negative relation between video game engagement and social development in children, with executive function found to mediate this relation fully. Additionally, the negative association between video game engagement and executive function became more pronounced as children grew older. In light of these findings, it is advisable to adopt proactive strategies to limit excessive video game use, consider the developmental characteristics of children at different ages, and prioritize the promotion of executive function to facilitate social development among children.
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Affiliation(s)
- Ke Xu
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
| | - Shuliang Geng
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
| | - Donghui Dou
- School of Sociology and Psychology, Central University of Finance and Economics, Beijing 100081, China;
| | - Xiaocen Liu
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (K.X.); (S.G.)
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5
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Nguyen A, Bavelier D. Play in video games. Neurosci Biobehav Rev 2023; 153:105386. [PMID: 37683988 DOI: 10.1016/j.neubiorev.2023.105386] [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: 03/14/2023] [Revised: 08/27/2023] [Accepted: 09/05/2023] [Indexed: 09/10/2023]
Abstract
Video game play is remarkably ubiquitous in today's society given its recent emergence only in the late 1950s. While this fast evolution could exemplify the power of play, video games exploit but also extend other types of play. Here, we review a classification of the ecosystem of video games useful in the emerging field of the cognitive neuroscience of video games. We then discuss how video games may leverage different play types, considering first locomotor-rotational, object, and social play before highlighting the importance of role, rule, and pretend play in video games. With an eye toward comparative studies of the neural bases of play across species, we discuss whether video games may fulfil the five criteria from Burghardt (2005) to identify play. Finally, in line with play's possible preparatory role for adulthood, we review the positive impact on cognition and future learning of action-like video games. Highlighting that not all video games have this impact, we note more granular hypotheses about the biological functions of play are to be encouraged.
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Affiliation(s)
- Arthur Nguyen
- Faculty of Psychology and Educational Sciences, University of Geneva, Boulevard du Pont d'Arve 40, 1211 Geneva 4, Switzerland; Brain and Learning Lab, Campus Biotech, Chemin des Mines 9, Geneva 1202, Switzerland
| | - Daphné Bavelier
- Faculty of Psychology and Educational Sciences, University of Geneva, Boulevard du Pont d'Arve 40, 1211 Geneva 4, Switzerland; Brain and Learning Lab, Campus Biotech, Chemin des Mines 9, Geneva 1202, Switzerland.
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West GL, Patai ZE, Coutrot A, Hornberger M, Bohbot VD, Spiers HJ. Landmark-dependent Navigation Strategy Declines across the Human Life-Span: Evidence from Over 37,000 Participants. J Cogn Neurosci 2023; 35:452-467. [PMID: 36603038 DOI: 10.1162/jocn_a_01956] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/06/2023]
Abstract
Humans show a remarkable capacity to navigate various environments using different navigation strategies, and we know that strategy changes across the life span. However, this observation has been based on studies of small sample sizes. To this end, we used a mobile app-based video game (Sea Hero Quest) to test virtual navigation strategies and memory performance within a distinct radial arm maze level in over 37,000 participants. Players were presented with six pathways (three open and three closed) and were required to navigate to the three open pathways to collect a target. Next, all six pathways were made available and the player was required to visit the pathways that were previously unavailable. Both reference memory and working memory errors were calculated. Crucially, at the end of the level, the player was asked a multiple-choice question about how they found the targets (i.e., a counting-dependent strategy vs. a landmark-dependent strategy). As predicted from previous laboratory studies, we found the use of landmarks declined linearly with age. Those using landmark-based strategies also performed better on reference memory than those using a counting-based strategy. These results extend previous observations in the laboratory showing a decreased use of landmark-dependent strategies with age.
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Affiliation(s)
| | - Zita Eva Patai
- University College London, United Kingdom.,King's College London, United Kingdom
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7
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Valentine C. Health Implications of Virtual Architecture: An Interdisciplinary Exploration of the Transferability of Findings from Neuroarchitecture. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:2735. [PMID: 36768106 PMCID: PMC9915076 DOI: 10.3390/ijerph20032735] [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: 12/09/2022] [Revised: 01/26/2023] [Accepted: 02/01/2023] [Indexed: 06/18/2023]
Abstract
Virtual architecture has been increasingly relied on to evaluate the health impacts of physical architecture. In this health research, exposure to virtual architecture has been used as a proxy for exposure to physical architecture. Despite the growing body of research on the health implications of physical architecture, there is a paucity of research examining the long-term health impacts of prolonged exposure to virtual architecture. In response, this paper considers: what can proxy studies, which use virtual architecture to assess the physiological response to physical architecture, tell us about the impact of extended exposure to virtual architecture on human health? The paper goes on to suggest that the applicability of these findings to virtual architecture may be limited by certain confounding variables when virtual architecture is experienced for a prolonged period of time. This paper explores the potential impact of two of these confounding variables: multisensory integration and gravitational perception. This paper advises that these confounding variables are unique to extended virtual architecture exposure and may not be captured by proxy studies that aim to capture the impact of physical architecture on human health through acute exposure to virtual architecture. While proxy studies may be suitable for measuring some aspects of the impact of both physical and virtual architecture on human health, this paper argues that they may be insufficient to fully capture the unintended consequences of extended exposure to virtual architecture on human health. Therefore, in the face of the increasing use of virtual architectural environments, the author calls for the establishment of a subfield of neuroarchitectural health research that empirically examines the physiological impacts of extended exposure to virtual architecture in its own right.
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Affiliation(s)
- Cleo Valentine
- Department of Architecture, University of Cambridge, Cambridge CB2 1PX, UK
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8
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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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Yan W, Li J, Mi C, Wang W, Xu Z, Xiong W, Tang L, Wang S, Li Y, Wang S. Does global positioning system-based navigation dependency make your sense of direction poor? A psychological assessment and eye-tracking study. Front Psychol 2022; 13:983019. [PMID: 36275274 PMCID: PMC9582945 DOI: 10.3389/fpsyg.2022.983019] [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: 07/23/2022] [Accepted: 09/21/2022] [Indexed: 11/13/2022] Open
Abstract
BackgroundGlobal positioning system (GPS)-based navigation apps are very useful in our lives. However, whether and how the usage of these apps affects spatial cognition and the sense of direction is still unclear.MethodsA total of 108 individuals were recruited and completed the GPS dependence, internet gaming behavior, and impulsivity test using scales. The eye-tracking-based general mental rotation (MR) task and target finding (TF; require individuals to find a target specified in a 3D street map in a rotated version of top 2D view map) task were used to assess their spatial cognition and the sense of direction. The correlation was used to relate GPS navigation usage, spatial cognition ability, and impulsivity. Subgroup analyses stratifying by gaming hours of individuals (< 2 h or ≥ 2 h) or maps (countryside or city) in TF task were performed. The moderating and mediating effect analyses were conducted to verify these relationships.ResultsThe GPS dependency score was nominal positively correlated with fixations in the TF task in the entire cohort (r = 0.202, unadjusted p = 0.036); it was significant in city (r = 0.254, p = 0.008) and gaming time of < 2 h (r = 0.459, p = 0.001) subgroups. The high-score (upper 30%) group of GPS dependency had more fixations on the original target building in the training area and indicative building in the test area than the low-score (lower 30%) group. GPS dependency was not associated with the correct rate and reaction time in the TF task or any of the indicators in the MR task (p > 0.05). The GPS dependency mediated the indirect effect of impulsivity on the fixations on TF. The internet gaming time moderated the association between GPS dependency and fixations on TF.ConclusionThe dependency on GPS-based navigation apps was associated with impaired spatial cognition but may not significantly affect the sense of direction.
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Affiliation(s)
- Wanling Yan
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Jialing Li
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Can Mi
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Wei Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Zhengjia Xu
- School of Clinical Medicine, Chengdu Medical College, Chengdu, China
| | - Wenjing Xiong
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Longxing Tang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Siyu Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Yanzhang Li
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Shuai Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
- *Correspondence: Shuai Wang,
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10
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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] [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
- *Correspondence: Anna Kovbasiuk,
| | - 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
- Natalia Kowalczyk-Grębska,
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Han X, Wei L, Sun Y, Hu Y, Wang Y, Ding W, Wang Z, Jiang W, Wang H, Zhou Y. MRI-Based Radiomic Machine-Learning Model May Accurately Distinguish between Subjects with Internet Gaming Disorder and Healthy Controls. Brain Sci 2021; 12:brainsci12010044. [PMID: 35053787 PMCID: PMC8774247 DOI: 10.3390/brainsci12010044] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/04/2021] [Revised: 12/27/2021] [Accepted: 12/27/2021] [Indexed: 11/16/2022] Open
Abstract
Purpose To identify cerebral radiomic features related to the diagnosis of Internet gaming disorder (IGD) and construct a radiomics-based machine-learning model for IGD diagnosis. Methods A total of 59 treatment-naïve subjects with IGD and 69 age- and sex-matched healthy controls (HCs) were recruited and underwent anatomic and diffusion-tensor magnetic resonance imaging (MRI). The features of the morphometric properties of gray matter and diffusion properties of white matter were extracted for each participant. After excluding the noise feature with single-factor analysis of variance, the remaining 179 features were included in an all-relevant feature selection procedure within cross-validation loops to identify features with significant discriminative power. Random forest classifiers were constructed and evaluated based on the identified features. Results No overall differences in the total brain volume (1,555,295.64 ± 152,316.31 mm3 vs. 154,491.19 ± 151,241.11 mm3), total gray (709,119.83 ± 59,534.46 mm3 vs. 751,018.21 ± 58,611.32 mm3) and white (465,054.49 ± 51,862.65 mm3 vs. 470,600.22 ± 47,006.67 mm3) matter volumes, and subcortical region volume (63,882.71 ± 5110.42 mm3 vs. 64,764.36 ± 4332.33 mm3) between the IGD and HC groups were observed. The mean classification accuracy was 73%. An altered cortical shape in the bilateral fusiform, left rostral middle frontal (rMFG), left cuneus, left parsopercularis (IFG), and regions around the right uncinate fasciculus (UF) and left internal capsule (IC) contributed significantly to group discrimination. Conclusions: Our study found the brain morphology alterations between IGD subjects and HCs through a radiomics-based machine-learning method, which may help revealing underlying IGD-related neurobiology mechanisms.
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Affiliation(s)
- Xu Han
- Department of Radiology, Ren Ji Hospital, School of Medicine, Shanghai Jiao Tong University, Shanghai 200127, China; (X.H.); (Y.S.); (Y.H.); (Y.W.); (W.D.)
| | - Lei Wei
- Key Laboratory of Computational Neuroscience and Brain-Inspired Intelligence, Institute of Science and Technology for Brain-Inspired Intelligence, Fudan University, Shanghai 210023, China; (L.W.); (Z.W.)
- Human Phenome Institute, Fudan University, Shanghai 210023, China
| | - Yawen Sun
- Department of Radiology, Ren Ji Hospital, School of Medicine, Shanghai Jiao Tong University, Shanghai 200127, China; (X.H.); (Y.S.); (Y.H.); (Y.W.); (W.D.)
| | - Ying Hu
- Department of Radiology, Ren Ji Hospital, School of Medicine, Shanghai Jiao Tong University, Shanghai 200127, China; (X.H.); (Y.S.); (Y.H.); (Y.W.); (W.D.)
| | - Yao Wang
- Department of Radiology, Ren Ji Hospital, School of Medicine, Shanghai Jiao Tong University, Shanghai 200127, China; (X.H.); (Y.S.); (Y.H.); (Y.W.); (W.D.)
| | - Weina Ding
- Department of Radiology, Ren Ji Hospital, School of Medicine, Shanghai Jiao Tong University, Shanghai 200127, China; (X.H.); (Y.S.); (Y.H.); (Y.W.); (W.D.)
| | - Zhe Wang
- Key Laboratory of Computational Neuroscience and Brain-Inspired Intelligence, Institute of Science and Technology for Brain-Inspired Intelligence, Fudan University, Shanghai 210023, China; (L.W.); (Z.W.)
- Human Phenome Institute, Fudan University, Shanghai 210023, China
| | - Wenqing Jiang
- Shanghai Mental Health Center, Department of Child & Adolescent Psychiatry, Shanghai Jiao Tong University, Shanghai 201109, China;
| | - He Wang
- Key Laboratory of Computational Neuroscience and Brain-Inspired Intelligence, Institute of Science and Technology for Brain-Inspired Intelligence, Fudan University, Shanghai 210023, China; (L.W.); (Z.W.)
- Human Phenome Institute, Fudan University, Shanghai 210023, China
- Correspondence: (H.W.); (Y.Z.)
| | - Yan Zhou
- Department of Radiology, Ren Ji Hospital, School of Medicine, Shanghai Jiao Tong University, Shanghai 200127, China; (X.H.); (Y.S.); (Y.H.); (Y.W.); (W.D.)
- Correspondence: (H.W.); (Y.Z.)
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12
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Schaeffer E, Roeben B, Granert O, Hanert A, Liepelt-Scarfone I, Leks E, Otterbein S, Saraykin P, Busch JH, Synofzik M, Stransky E, Bartsch T, Berg D. Effects of exergaming on hippocampal volume and brain-derived neurotrophic factor levels in Parkinson's disease. Eur J Neurol 2021; 29:441-449. [PMID: 34724287 DOI: 10.1111/ene.15165] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2021] [Revised: 10/17/2021] [Accepted: 10/27/2021] [Indexed: 12/30/2022]
Abstract
BACKGROUND AND OBJECTIVE Cognitive impairment is among the most burdensome non-motor symptoms in Parkinson's disease (PD) and has been associated with hippocampal atrophy. Exercise has been reported to enhance neuroplasticity in the hippocampus in correlation with an improvement of cognitive function. We present data from the Training-PD study, which was designed to evaluate effects of an "" training protocol on neuronal plasticity in PD. METHODS We initiated a 6-week exergaming training program, combining visually stimulating computer games with physical exercise in 17 PD patients and 18 matched healthy controls. Volumetric segmentation of hippocampal subfields on T1- and T2-weighted magnetic resonance imaging and brain-derived neurotrophic factor (BDNF) serum levels were analyzed before and after the training protocol. RESULTS The PD group showed a group-dependent significant volume increase of the left hippocampal subfields CA1, CA4/dentate gyrus (DG) and subiculum after the 6-week training protocol. The effect was most pronounced in the left DG of PD patients, who showed a significantly smaller percentage volume compared to healthy controls at baseline, but not at follow-up. Both groups had a significant increase in serum BDNF levels after training. CONCLUSIONS The results of the present study indicate that exergaming might be a suitable approach to induce hippocampal volume changes in PD patients. Further and larger studies are needed to verify our findings.
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Affiliation(s)
- Eva Schaeffer
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany
| | - Benjamin Roeben
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany.,German Center for Neurodegenerative Diseases (DZNE), Tübingen, Germany
| | - Oliver Granert
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany
| | - Annika Hanert
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany
| | - Inga Liepelt-Scarfone
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany.,German Center for Neurodegenerative Diseases (DZNE), Tübingen, Germany.,IB Hochschule, Studienzentrum Stuttgart, Stuttgart, Germany
| | - Edyta Leks
- Department of Biomedical Magnetic Resonance, University of Tübingen, Tübingen, Germany
| | - Sascha Otterbein
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
| | - Pavel Saraykin
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
| | - Jan-Hinrich Busch
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
| | - Matthis Synofzik
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany.,German Center for Neurodegenerative Diseases (DZNE), Tübingen, Germany
| | - Elke Stransky
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
| | - Thorsten Bartsch
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany
| | - Daniela Berg
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany.,Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
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13
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Vuong QH, Ho MT, La VP, Le TT, Nguyen THT, Nguyen MH. A Multinational Data Set of Game Players' Behaviors in a
Virtual World and Environmental Perceptions. DATA INTELLIGENCE 2021. [DOI: 10.1162/dint_a_00111] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/21/2022] Open
Abstract
Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.
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Affiliation(s)
- Quan-Hoang Vuong
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi 100803, Vietnam
| | - Manh-Toan Ho
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi 100803, Vietnam
| | - Viet-Phuong La
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi 100803, Vietnam
- A.I. for Social Data Lab, Vuong & Associates, Dong Da District, Hanoi 100000, Vietnam
| | - Tam-Tri Le
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi 100803, Vietnam
- A.I. for Social Data Lab, Vuong & Associates, Dong Da District, Hanoi 100000, Vietnam
| | - Thanh Huyen T. Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi 100803, Vietnam
- A.I. for Social Data Lab, Vuong & Associates, Dong Da District, Hanoi 100000, Vietnam
| | - Minh-Hoang Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi 100803, Vietnam
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14
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West GL, Konishi K, MacDonald K, Ni A, Joober R, Bohbot VD. The BDNF val66met polymorphism is associated with decreased use of landmarks and decreased fMRI activity in the hippocampus during virtual navigation. Eur J Neurosci 2021; 54:6406-6421. [PMID: 34467592 DOI: 10.1111/ejn.15431] [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: 02/22/2021] [Revised: 07/07/2021] [Accepted: 07/08/2021] [Indexed: 12/01/2022]
Abstract
People can navigate in a new environment using multiple strategies dependent on different memory systems. A series of studies have dissociated between hippocampus-dependent 'spatial' navigation and habit-based 'response' learning mediated by the caudate nucleus. The val66met polymorphism of the brain-derived neurotrophic factor (BDNF) gene leads to decreased secretion of BDNF in the brain, including the hippocampus. Here, we aim to investigate the role of the BDNF val66met polymorphism on virtual navigation behaviour and brain activity in healthy older adults. A total of 139 healthy older adult participants (mean age = 65.8 ± 4.4 years) were tested in this study. Blood samples were collected, and BDNF val66met genotyping was performed. Participants were divided into two genotype groups: val homozygotes and met carriers. Participants were tested on virtual dual-solution navigation tasks in which they could use either a hippocampus-dependent spatial strategy or a caudate nucleus-dependent response strategy to solve the task. A subset of the participants (n = 66) were then scanned in a 3T functional magnetic resonance imaging (fMRI) scanner while engaging in another dual-solution navigation task. BDNF val/val individuals and met carriers did not differ in learning performance. However, the two BDNF groups differed in learning strategy. BDNF val/val individuals relied more on landmarks to remember target locations (i.e., increased use of flexible spatial learning), while met carriers relied more on sequences and patterns to remember target locations (i.e., increased use of inflexible response learning). Additionally, BDNF val/val individuals had more fMRI activity in the hippocampus compared with BDNF met carriers during performance on the navigation task. This is the first study to show in older adults that BDNF met carriers use alternate learning strategies from val/val individuals and to identify differential brain activation of this behavioural difference between the two groups.
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Affiliation(s)
- Greg L West
- Department of Psychology, University of Montreal, Montréal, Quebec, Canada
| | - Kyoko Konishi
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, Quebec, Canada
| | - Kathleen MacDonald
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, Quebec, Canada
| | - Anjie Ni
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, Quebec, Canada
| | - Ridha Joober
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, Quebec, Canada
| | - Veronique D Bohbot
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, Quebec, Canada
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15
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Extensive long-term verbal memory training is associated with brain plasticity. Sci Rep 2021; 11:9712. [PMID: 33958676 PMCID: PMC8102627 DOI: 10.1038/s41598-021-89248-7] [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: 10/16/2020] [Accepted: 04/23/2021] [Indexed: 02/03/2023] Open
Abstract
The human brain has a remarkable capacity to store a lifetime of information through visual or auditory routes. It excels and exceeds any artificial memory system in mixing and integrating multiple pieces of information encoded. In this study, a group of verbal memory experts was evaluated by multiple structural brain analysis methods to record the changes in the brain structure. The participants were professional Hindu pandits (priests/scholars) trained in reciting Vedas and other forms of Hindu scriptures. These professional Vedic priests are experts in memorization and recitation of oral texts with precise diction. Vedas are a collection of hymns. It is estimated that there are more than 20,000 mantras and shlokas in the four Vedas. The analysis included the measurement of the grey and white matter density, gyrification, and cortical thickness in a group of Vedic pandits and comparing these measures with a matched control group. The results revealed an increased grey matter (GM) and white matter (WM) in the midbrain, pons, thalamus, parahippocampus, and orbitofrontal regions in pandits. The whole-brain corelation analysis using length of post-training teaching duration showed significant correlation with the left angular gyrus. We also found increased gyrification in the insula, supplementary motor area, medial frontal areas, and increased cortical thickness (CT) in the right temporal pole and caudate regions of the brain. These findings, collectively, provide unique information regarding the association between crucial memory regions in the brain and long-term practice of oral recitation of scriptures from memory with the proper diction that also involved controlled breathing.
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16
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West GL, Kurdi V, Fouquet C, Schachar R, Boivin M, Hastings P, Robaey P, Bohbot VD. Differential stress response to psychological and physical stressors in children using spatial versus response-dependent navigation strategies. COMPREHENSIVE PSYCHONEUROENDOCRINOLOGY 2021; 6:100043. [PMID: 35757366 PMCID: PMC9216353 DOI: 10.1016/j.cpnec.2021.100043] [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: 12/23/2020] [Revised: 02/10/2021] [Accepted: 02/27/2021] [Indexed: 11/13/2022] Open
Abstract
Previous work from our lab has shown that basal cortisol levels are different between healthy young adults who spontaneously use caudate nucleus-dependent response strategies compared to young adults who use hippocampus-dependent spatial navigation strategies. Young adults who use caudate nucleus dependent strategies display lower basal cortisol levels compared to those who use hippocampus-dependent strategies. In the current study, we assessed navigation strategies in children using a virtual navigation task and measured cortisol at baseline as well as cortisol reactivity to both a psychological and to a physical stressor. Replicating what is observed in adults, we found that children who used caudate nucleus-dependent navigation strategies displayed lower cortisol levels at baseline compared to those who used hippocampus-dependent strategies. The psychological stressor, knowledge that a blood draw would be performed by a nurse, caused a significant increase in cortisol uniquely in response learners. The physical stressor, the actual blood draw, produced a significant increase in cortisol amongst spatial learners that was then comparable to levels observed in response learners. Lower baseline cortisol and higher cortisol psychological stress response observed amongst children who used response strategies may therefore reflect early biological changes during development which may have an impact later in life when considering risk for neuropsychiatric disorders. Both adults and children rely of different navigation strategies to learn new environments. Cortisol levels differ between people dependent on spontaneous navigation strategy. We show a differential cortisol stress response in children dependent on navigational strategy.
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17
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Tavakol S, Li Q, Royer J, Vos de Wael R, Larivière S, Lowe A, Paquola C, Jefferies E, Hartley T, Bernasconi A, Bernasconi N, Smallwood J, Bohbot V, Caciagli L, Bernhardt B. A Structure-Function Substrate of Memory for Spatial Configurations in Medial and Lateral Temporal Cortices. Cereb Cortex 2021; 31:3213-3225. [PMID: 33667310 DOI: 10.1093/cercor/bhab001] [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: 07/03/2020] [Revised: 12/21/2020] [Accepted: 12/27/2020] [Indexed: 01/30/2023] Open
Abstract
Prior research has shown a role of the medial temporal lobe, particularly the hippocampal-parahippocampal complex, in spatial cognition. Here, we developed a new paradigm, the conformational shift spatial task (CSST), which examines the ability to encode and retrieve spatial relations between unrelated items. This task is short, uses symbolic cues, incorporates two difficulty levels, and can be administered inside the scanner. A cohort of 48 healthy young adults underwent the CSST, together with a set of behavioral measures and multimodal magnetic resonance imaging (MRI). Inter-individual differences in CSST performance correlated with scores on an established spatial memory paradigm, but neither with episodic memory nor mnemonic discrimination, supporting specificity. Analyzing high-resolution structural MRI data, individuals with better spatial memory showed thicker medial and lateral temporal cortices. Functional relevance of these findings was supported by task-based functional MRI analysis in the same participants and ad hoc meta-analysis. Exploratory resting-state functional MRI analyses centered on clusters of morphological effects revealed additional modulation of intrinsic network integration, particularly between lateral and medial temporal structures. Our work presents a novel spatial memory paradigm and supports an integrated structure-function substrate in the human temporal lobe. Task paradigms are programmed in python and made open access.
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Affiliation(s)
- Shahin Tavakol
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | - Qiongling Li
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | - Jessica Royer
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | - Reinder Vos de Wael
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | - Sara Larivière
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | - Alex Lowe
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | - Casey Paquola
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | | | | | - Andrea Bernasconi
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | - Neda Bernasconi
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
| | | | - Veronique Bohbot
- Douglas Mental Health University Institute, McGill University, Montreal, Quebec H4H 1R3, Canada
| | - Lorenzo Caciagli
- Department of Clinical and Experimental Epilepsy, UCL Queen Square Institute of Neurology, WC1N 3BG London, United Kingdom.,Department of Bioengineering, University of Pennsylvania, Philadelphia, PA 19104, USA
| | - Boris Bernhardt
- McConnell Brain Imaging Centre, Montreal Neurological Institute and Hospital, McGill University, Montreal, Quebec H3A 2B4, Canada
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18
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Kühn S, Gallinat J, Mascherek A. Effects of computer gaming on cognition, brain structure, and function: a critical reflection on existing literature
. DIALOGUES IN CLINICAL NEUROSCIENCE 2020; 21:319-330. [PMID: 31749656 PMCID: PMC6829166 DOI: 10.31887/dcns.2019.21.3/skuehn] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
Abstract
Video gaming as a popular form of leisure activity and its effect on cognition,
brain function, and structure has come into focus in the field of neuroscience.
Visuospatial cognition and attention seem to benefit the most, whereas for executive
functions, memory, and general cognition, the results are contradictory. The particular
characteristics of video games driving these effects remain poorly understood. We
critically discuss major challenges for the existing research, namely, the lack of
precise definitions of video gaming, the lack of distinct choice of cognitive ability
under study, and the lack of standardized study protocols. Less research exists on
neural changes in addition to cognitive changes due to video gaming. Existing studies
reveal evidence for the involvement of similar brain regions in functional and
structural changes. There seems to be a predominance in the hippocampal, prefrontal, and
parietal brain regions; however, studies differ immensely, which makes a meta-analytic
interpretation vulnerable. We conclude that theoretical work is urgently
needed.
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Affiliation(s)
- Simone Kühn
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany; Lise Meitner Group for Environmental Neuroscience, Max Planck Institute for Human Development, Berlin, Germany
| | - Jürgen Gallinat
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Anna Mascherek
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
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19
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Sodums DJ, Bohbot VD. Negative correlation between grey matter in the hippocampus and caudate nucleus in healthy aging. Hippocampus 2020; 30:892-908. [PMID: 32384195 DOI: 10.1002/hipo.23210] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2019] [Revised: 04/07/2020] [Accepted: 04/09/2020] [Indexed: 01/18/2023]
Abstract
Neurobiological changes that occur with aging include a reduction in function and volume of the hippocampus. These changes were associated with corresponding memory deficits in navigation tasks. However, navigation can involve different strategies that are dependent on the hippocampus and caudate nucleus. The proportion of people using hippocampus-dependent spatial strategies decreases across the lifespan. As such, the decrease in spatial strategies, and corresponding increase in caudate nucleus-dependent response strategies with age, may play a role in the observed neurobiological changes in the hippocampus. Furthermore, we previously showed a negative correlation between grey matter in the hippocampus and caudate nucleus/striatum in mice, young adults, and in individuals diagnosed with Alzheimer's disease. As such, we hypothesized that this negative relationship between the two structures would be present during normal aging. The aim of the current study was to investigate this gap in the literature by studying the relationship between grey matter in the hippocampus and caudate nucleus of the striatum, in relation to each other and to navigation strategies, during healthy aging. Healthy older adults (N = 39) were tested on the Concurrent Spatial Discrimination Learning Task (CSDLT), a virtual radial task that dissociates between spatial and response strategies. A regression of strategies against structural MRIs showed for the first time in older adults that the response strategy was associated with higher amounts of grey matter in the caudate nucleus. As expected, the spatial strategy correlated with grey matter in the hippocampus, which was negatively correlated with grey matter in the caudate nucleus. Interestingly, a sex difference emerged showing that among older adult response learners, women have the least amount of grey matter in the hippocampus, which is a known risk for Alzheimer's disease. This difference was absent among spatial learners. These results are discussed in the context of the putative protective role of spatial memory against grey matter loss in the hippocampus, especially in women.
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Affiliation(s)
- Devin J Sodums
- Department of Psychiatry, McGill University, Douglas Mental Health University Institute, Montreal, Quebec, Canada
| | - Véronique D Bohbot
- Department of Psychiatry, McGill University, Douglas Mental Health University Institute, Montreal, Quebec, Canada
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20
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Action video game experience is associated with increased resting state functional connectivity in the caudate nucleus and decreased functional connectivity in the hippocampus. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2019.106200] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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21
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Rudolf K, Bickmann P, Froböse I, Tholl C, Wechsler K, Grieben C. Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:E1870. [PMID: 32183070 PMCID: PMC7142975 DOI: 10.3390/ijerph17061870] [Citation(s) in RCA: 39] [Impact Index Per Article: 9.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/17/2020] [Revised: 03/05/2020] [Accepted: 03/09/2020] [Indexed: 01/29/2023]
Abstract
The number of video game and eSports players is steadily rising. Since little is known about their health behavior to date, the present study examines the demographics and health behavior of video game and eSports players. In this cross-sectional study, data on demographics, health status, physical activity, nutrition, sleep, and video game usage were assessed via a web-based survey of n = 1066 players (91.9% male; 22.9 ± 5.9 years; body mass index (BMI): 24.6 ± 4.8 kg/m²) in Germany in 2018. The majority of respondents (95%) reported a good to excellent health status. Two thirds (66.9%) engaged in moderate to vigorous physical activity for more than 2.5 h/week. The average duration of sitting and sleep time was 7.7 ± 3.6 h/day and 7.1 ± 1.3 h/day, respectively. Mean fruit and vegetable consumption was 2.7 ± 1.8 portions/day. Video games were played for 24.4 ± 15.9 h/week on average. Partial Spearman correlations revealed poor positive associations of video game play time to sedentary behavior (rho = 0.15; p < 0.01) and BMI (rho = 0.11; p < 0.01), as well as a poor negative association to self-reported health status (rho = -0.14; p < 0.01). These results indicate the good subjective health of this target group. Nevertheless, the high amount of video game play time and its poor negative association to health status indicate a need for specific health promotion strategies for this target group.
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Affiliation(s)
- Kevin Rudolf
- Institute of Movement Therapy and movement-oriented Prevention and Rehabilitation, German Sport University Cologne, Am Sportpark Muengersdorf 6, 50933 Cologne, Germany; (P.B.); (I.F.); (C.T.); (K.W.); (C.G.)
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22
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Dale G, Joessel A, Bavelier D, Green CS. A new look at the cognitive neuroscience of video game play. Ann N Y Acad Sci 2020; 1464:192-203. [DOI: 10.1111/nyas.14295] [Citation(s) in RCA: 27] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Revised: 12/03/2019] [Accepted: 12/11/2019] [Indexed: 12/12/2022]
Affiliation(s)
- Gillian Dale
- Environmental Sustainability Research CentreBrock University St. Catharines Ontario Canada
| | - Augustin Joessel
- Faculté de Psychologie et Sciences de L'Education (FPSE)Université de Genève Geneva Switzerland
- Campus Biotech Geneva Switzerland
| | - Daphne Bavelier
- Faculté de Psychologie et Sciences de L'Education (FPSE)Université de Genève Geneva Switzerland
- Campus Biotech Geneva Switzerland
| | - C. Shawn Green
- Department of PsychologyUniversity of Wisconsin–Madison Madison Wisconsin
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23
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da Cruz Netto OL, Rodrigues SCM, de Castro MV, da Silva DP, da Silva RR, de Souza RRB, de Souza AAF, Bissaco MAS. Memorization of daily routines by children with Down syndrome assisted by a playful virtual environment. Sci Rep 2020; 10:3144. [PMID: 32081920 PMCID: PMC7035352 DOI: 10.1038/s41598-020-60014-5] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/21/2018] [Accepted: 02/05/2020] [Indexed: 11/09/2022] Open
Abstract
A child with Down syndrome, like any other child, may benefit from interacting with memory stimuli, but needs additional support and help. The use of special teaching methods, which add playfulness and use of the computer, can enhance the memory processes of these children. In this work, we present the virtual environment "Nossa Vida (Our Life)", which was developed to assist children with Down syndrome to memorize action sequences of their daily routine. A daily routine memorization test (DRMT), consisting of a weekly reminder of typical daily routines completed by the children and parents, was performed before (pre-test) and after (post-test) the intervention. The work involved a multidisciplinary team and assessed the effectiveness of the test performed by 30 children with Down syndrome from APAE, a special education school for children with intellectual disabilities in São Paulo, Brazil. The children were separated into two groups (Experimental - GE and Control - GC) with homogeneity and normality of the data. Two hypotheses were tested in this study: H0 and H1, where: H0 = There is no statistical difference between memorizing daily tasks between individuals with Down syndrome who used our ludic virtual environment and those who used the conventional memory method.H1 = There is a difference between the group of subjects with Down Syndrome who used our virtual game environment and the group that did not use it in relation to memorizing the daily task. This produces t = -14.98 and p <0.0001, with H1 being accepted. The results showed that the EG presented significance in relation to the CG and the evolution mean of the children in the EG was 81.82% higher. According to experts (psychologist and pedagogue) from APAE and parents, the playful activities implemented in this virtual environment have been of great interest to children, who had fun, tested hypotheses and questioned them about the sequences of actions performed in their routine daily.
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Affiliation(s)
- Ovidio Lopes da Cruz Netto
- Technological Research Center, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
- Nove de Julho University (UNINOVE), São Paulo, SP, Brazil
| | - Silvia Cristina Martini Rodrigues
- Technological Research Center, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
- Postgraduate Programme in Biomedical Engineering, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
| | | | - Diego Pereira da Silva
- Technological Research Center, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
- Postgraduate Programme in Biomedical Engineering, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
| | - Robson Rodrigues da Silva
- Technological Research Center, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
- Postgraduate Programme in Biomedical Engineering, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
| | - Richard Ribeiro Brancato de Souza
- Technological Research Center, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
- Postgraduate Programme in Biomedical Engineering, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil
- Behavior Analysis Core, São Paulo, SP, Brazil
| | | | - Marcia Aparecida Silva Bissaco
- Technological Research Center, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil.
- Postgraduate Programme in Biomedical Engineering, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil.
- Professional Master's program in Health Science and Technology, University of Mogi das Cruzes, Mogi das Cruzes, SP, Brazil.
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Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial. JOURNAL OF HEALTHCARE ENGINEERING 2020; 2020:5480315. [PMID: 32148744 PMCID: PMC7040403 DOI: 10.1155/2020/5480315] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/30/2019] [Revised: 12/10/2019] [Accepted: 01/17/2020] [Indexed: 12/18/2022]
Abstract
Purpose To determine the effects of a structured protocol using commercial video games on balance, postural control, functionality, quality of life, and level of motivation in patients with subacute stroke. Methods A randomized controlled trial was conducted. A control group (n = 25) received eight weeks of conventional rehabilitation consisting of five weekly sessions based on an approach for task-oriented motor training. The experimental group (n = 25) received eight weeks of conventional rehabilitation consisting of five weekly sessions based on an approach for task-oriented motor training. The experimental group ( Results In the between-group comparison, statistically significant differences were observed in the Modified Rankin scores (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index (p < 0.01), the Barthel Index ( Conclusion A protocol of semi-immersive video-game based therapy, combined with conventional therapy, may be effective for improving balance, functionality, quality of life, and motivation in patients with subacute stroke. This trial is registered with NCT03528395.
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Blanchette CA, Kurdi V, Fouquet C, Schachar R, Boivin M, Hastings P, Robaey P, West GL, Bohbot VD. Opposing effects of cortisol on learning and memory in children using spatial versus response-dependent navigation strategies. Neurobiol Learn Mem 2020; 169:107172. [PMID: 31978550 DOI: 10.1016/j.nlm.2020.107172] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/22/2019] [Accepted: 01/19/2020] [Indexed: 12/28/2022]
Abstract
Previous studies showed that healthy young adults who spontaneously use caudate nucleus-dependent strategies on a virtual navigation task, have significantly lower basal levels of cortisol compared with adults who use hippocampus-dependent spatial navigation strategies. In the current paper, we assessed the relation between basal cortisol levels and learning using a virtual navigation task in children. We show that basal cortisol level has a differential effect on learning and memory between children using spatial and response navigation strategies. Specifically, cortisol was found to be beneficial for learning performance in children using spatial strategies, such that higher levels of cortisol were associated with more efficient learning in a virtual maze. In contrast, cortisol had a deleterious effect on learning the virtual maze in children using response strategies, such that higher cortisol levels were associated with increased spatial working memory errors. Based on these results, individual differences in navigation strategy could help explain contradictory results in the literature showing that cortisol can have either a positive or negative association with learning and memory performance.
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Affiliation(s)
| | - Vanessa Kurdi
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, QC, Canada
| | - Celine Fouquet
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, QC, Canada
| | | | - Michel Boivin
- Dept. of Psychology, Laval University, Quebec, QC, Canada
| | - Paul Hastings
- Centre for Mind and Brain, University of California Davis, CA, United States
| | - Philippe Robaey
- Dept. of Psychiatry, Ste-Justine Res. Ctr., Montreal, QC, Canada
| | - Greg L West
- Department of Psychology, University of Montreal, Montreal, QC, Canada
| | - Veronique D Bohbot
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, QC, Canada.
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26
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Enhancing Attentional Control: Lessons from Action Video Games. Neuron 2019; 104:147-163. [DOI: 10.1016/j.neuron.2019.09.031] [Citation(s) in RCA: 79] [Impact Index Per Article: 15.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/29/2019] [Revised: 09/11/2019] [Accepted: 09/19/2019] [Indexed: 02/07/2023]
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Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review. Brain Sci 2019; 9:brainsci9100251. [PMID: 31557907 PMCID: PMC6826942 DOI: 10.3390/brainsci9100251] [Citation(s) in RCA: 28] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2019] [Revised: 09/17/2019] [Accepted: 09/23/2019] [Indexed: 01/05/2023] Open
Abstract
Video gaming, the experience of playing electronic games, has shown several benefits for human health. Recently, numerous video gaming studies showed beneficial effects on cognition and the brain. A systematic review of video gaming has been published. However, the previous systematic review has several differences to this systematic review. This systematic review evaluates the beneficial effects of video gaming on neuroplasticity specifically on intervention studies. Literature research was conducted from randomized controlled trials in PubMed and Google Scholar published after 2000. A systematic review was written instead of a meta-analytic review because of variations among participants, video games, and outcomes. Nine scientific articles were eligible for the review. Overall, the eligible articles showed fair quality according to Delphi Criteria. Video gaming affects the brain structure and function depending on how the game is played. The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16–90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.
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Caplan JB, Legge EL, Cheng B, Madan CR. Effectiveness of the method of loci is only minimally related to factors that should influence imagined navigation. Q J Exp Psychol (Hove) 2019; 72:2541-2553. [PMID: 31272296 DOI: 10.1177/1747021819858041] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
The method of loci is arguably the most famous mnemonic strategy and is highly effective for memorising lists of non-spatial information in order. As described and instructed, this strategy apparently relies on a spatial/navigational metaphor. The user imagines moving through an environment, placing (study) and reporting (recall) list items along the way. However, whether the method relies critically on this spatial/navigation metaphor is unknown. An alternative hypothesis is that the navigation component is superfluous to memory success, and the method of loci is better viewed as a special case of a larger class of imagery-based peg strategies. Training participants on three virtual environments varying in their characteristics (an apartment, an open field, and a radial-arm maze), we asked participants to use each trained environment as the basis of the method of loci to learn five 11-word lists. Performance varied significantly across environment. However, the effects were small in magnitude. Further tests suggested that navigation-relevant knowledge and ability were not major determinants of success in verbal memory, even for participants who were confirmed to have been compliant with the strategy. These findings echo neuroimaging findings that navigation-based cognition does occur during application of the method of loci, but imagined navigation is unlikely to be directly responsible for its effectiveness. Instead, the method of loci may be best viewed as a variant of peg methods.
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Affiliation(s)
- Jeremy B Caplan
- 1 Department of Psychology, University of Alberta, Edmonton, Alberta, Canada.,2 Neuroscience and Mental Health Institute, University of Alberta, Edmonton, Alberta, Canada
| | - Eric Lg Legge
- 1 Department of Psychology, University of Alberta, Edmonton, Alberta, Canada.,3 Department of Psychology, MacEwan University, Edmonton, Alberta, Canada
| | - Bevin Cheng
- 1 Department of Psychology, University of Alberta, Edmonton, Alberta, Canada
| | - Christopher R Madan
- 1 Department of Psychology, University of Alberta, Edmonton, Alberta, Canada.,4 School of Psychology, University of Nottingham, Nottingham, UK
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Aumont É, Arguin M, Bohbot V, West GL. Increased flanker task and forward digit span performance in caudate-nucleus-dependent response strategies. Brain Cogn 2019; 135:103576. [PMID: 31203022 DOI: 10.1016/j.bandc.2019.05.014] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/06/2018] [Revised: 05/28/2019] [Accepted: 05/28/2019] [Indexed: 11/28/2022]
Abstract
One of two memory systems can be used to navigate in a new environment. Hippocampus-dependent spatial strategy consists of creating a cognitive map of an environment and caudate nucleus-dependent response strategy consists of memorizing a rigid sequence of turns. Spontaneous use of the response strategy is associated with greater activity and grey matter within the caudate nucleus while the spatial strategy is associated with greater activity and grey matter in the hippocampus. The caudate nucleus is involved in executive functions such as working memory, cognitive control and certain aspects of attention such as attentional disengaging. This study therefore aimed to investigate whether response learners would display better performance on tests of executive and attention functioning compared to spatial learners. Fifty participants completed the 4/8 virtual maze to assess navigational strategy, the forward and backward visual digit span and the Attention Network Test - Revised to assess both attention disengagement and cognitive control. Results revealed that response learners showed significantly higher working memory capacity, more efficient attention disengagement and better cognitive control. Results suggest that response learners, who putatively display more grey matter and activity in the caudate nucleus, are associated with better working memory span, cognitive control and attentional disengagement.
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Affiliation(s)
- Étienne Aumont
- Center of Research in Neuropsychology and Cognition, Department of Psychology, University of Montreal, Montreal, Quebec, Canada.
| | - Martin Arguin
- Center of Research in Neuropsychology and Cognition, Department of Psychology, University of Montreal, Montreal, Quebec, Canada
| | - Véronique Bohbot
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, Quebec, Canada
| | - Greg L West
- Center of Research in Neuropsychology and Cognition, Department of Psychology, University of Montreal, Montreal, Quebec, Canada
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Aumont É, Blanchette CA, Bohbot VD, West GL. Caudate nucleus-dependent navigation strategies are associated with increased risk-taking and set-shifting behavior. ACTA ACUST UNITED AC 2019; 26:101-108. [PMID: 30898972 PMCID: PMC6432169 DOI: 10.1101/lm.048306.118] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/27/2018] [Accepted: 02/07/2019] [Indexed: 01/12/2023]
Abstract
When people navigate, they use strategies dependent on one of two memory systems. The hippocampus-based spatial strategy consists of using multiple landmarks to create a cognitive map of the environment. In contrast, the caudate nucleus-based response strategy is based on the memorization of a series of turns. Importantly, response learners display more gray matter and functional activity in the caudate nucleus and less gray matter in the hippocampus. In parallel, the caudate nucleus is involved in decision-making by mediating attention toward rewards and in set-shifting by mediating preparatory actions. The present study, therefore, examined the link between navigational strategy use, that are associated with gray matter differences in the caudate nucleus and hippocampus, and decision-making and set-shifting performance. Fifty-three participants completed the 4 on 8 virtual maze, the Iowa Gambling Task (IGT), the Wisconsin Card Sorting Test-64 (WCST-64), and a task-switching test. The results revealed that people who use response strategies displayed increased risk-taking behavior in the IGT compared to the people using hippocampus-dependent spatial strategies. Response strategy was also associated with enhanced set-shifting performance in the WCST-64 and task-switching test. These results confirm that risk-taking and set-shifting behavior, that are differentially impacted by the caudate nucleus and hippocampus memory systems, can be predicted by navigational strategy.
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Affiliation(s)
- Étienne Aumont
- Centre de Recherche en Neuropsychologie et Cognition, University of Montreal, Montreal, Quebec H3C 3J7, Canada
| | - Caroll-Ann Blanchette
- Centre de Recherche en Neuropsychologie et Cognition, University of Montreal, Montreal, Quebec H3C 3J7, Canada
| | - Veronique D Bohbot
- Douglas Mental Health University Institute, Department of Psychiatry, McGill University, Verdun, Québec H4H 1R3, Canada
| | - Greg L West
- Centre de Recherche en Neuropsychologie et Cognition, University of Montreal, Montreal, Quebec H3C 3J7, Canada
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Clemenson GD, Henningfield CM, Stark CEL. Improving Hippocampal Memory Through the Experience of a Rich Minecraft Environment. Front Behav Neurosci 2019; 13:57. [PMID: 30949036 PMCID: PMC6437107 DOI: 10.3389/fnbeh.2019.00057] [Citation(s) in RCA: 20] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/08/2019] [Accepted: 03/06/2019] [Indexed: 12/15/2022] Open
Abstract
It is well known that the brain changes in response to the surrounding environment. The hippocampus has been shown to be particularly susceptible to environmental enrichment, with effects ranging from the generation of new hippocampal neurons and synapses to an increased expression of neurotrophic factors. While many of these changes in the hippocampus are well documented in animals, our understanding of how environmental enrichment can apply to humans is more ambiguous. In animals, spatial exploration has been shown to be a clear way to elicit the effects of environmental enrichment and considering the role of the hippocampus in spatial navigation, which has been shown in both animal models and humans, it suggests a viable avenue for translation of environmental enrichment to humans. Here, we test the hypothesis that the spatial exploration of a virtual video game environment, can impact the hippocampus and lead to an improvement in hippocampal-dependent memory. Using the video game Minecraft, we tested four groups of participants, each playing on custom servers and focusing on different aspects of Minecraft to test the effects of both building and exploration over the course of 2 weeks. We found an improvement in hippocampus-associated memory from pre-test to post-test and that the degree of improvement was tied to both the amount of exploration of the Minecraft world and the complexity of the structures built within Minecraft. Thus, the number of enrichment participants engaged in while playing Minecraft was directly correlated with improvements in hippocampal-dependent memory outside of the game.
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Affiliation(s)
- Gregory D Clemenson
- Department of Neurobiology and Behavior, University of California, Irvine, Irvine, CA, United States
| | - Caden M Henningfield
- Department of Neurobiology and Behavior, University of California, Irvine, Irvine, CA, United States
| | - Craig E L Stark
- Department of Neurobiology and Behavior, University of California, Irvine, Irvine, CA, United States
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An Expectancy Effect Causes Improved Visual Attention Performance After Video Game Playing. JOURNAL OF COGNITIVE ENHANCEMENT 2019. [DOI: 10.1007/s41465-019-00130-x] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
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Konishi K, Joober R, Poirier J, MacDonald K, Chakravarty M, Patel R, Breitner J, Bohbot VD. Healthy versus Entorhinal Cortical Atrophy Identification in Asymptomatic APOE4 Carriers at Risk for Alzheimer's Disease. J Alzheimers Dis 2019; 61:1493-1507. [PMID: 29278888 PMCID: PMC5798531 DOI: 10.3233/jad-170540] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/28/2023]
Abstract
Early detection of Alzheimer’s disease (AD) has been challenging as current biomarkers are invasive and costly. Strong predictors of future AD diagnosis include lower volume of the hippocampus and entorhinal cortex, as well as the ɛ4 allele of the Apolipoprotein E gene (APOE) gene. Therefore, studying functions that are critically mediated by the hippocampus and entorhinal cortex, such as spatial memory, in APOE ɛ4 allele carriers, may be key to the identification of individuals at risk of AD, prior to the manifestation of cognitive impairments. Using a virtual navigation task developed in-house, specifically designed to assess spatial versus non-spatial strategies, the current study is the first to differentiate functional and structural differences within APOE ɛ4 allele carriers. APOE ɛ4 allele carriers that predominantly use non-spatial strategies have decreased fMRI activity in the hippocampus and increased atrophy in the hippocampus, entorhinal cortex, and fimbria compared to APOE ɛ4 allele carriers who use spatial strategies. In contrast, APOE ɛ4 allele carriers who use spatial strategies have grey matter levels comparable to non-APOE ɛ4 allele carriers. Furthermore, in a leave-one-out analysis, grey matter in the entorhinal cortex could predict navigational strategy with 92% accuracy.
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Affiliation(s)
- Kyoko Konishi
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University, Montreal, QC, Canada
| | - Ridha Joober
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University, Montreal, QC, Canada
| | - Judes Poirier
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University, Montreal, QC, Canada
| | - Kathleen MacDonald
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University, Montreal, QC, Canada
| | - Mallar Chakravarty
- Department of Biomedical Engineering, Brain Imaging Centre, Douglas Mental Health University Institute, McGill University, Montreal, QC, Canada
| | - Raihaan Patel
- Department of Biomedical Engineering, Brain Imaging Centre, Douglas Mental Health University Institute, McGill University, Montreal, QC, Canada
| | - John Breitner
- Department of Psychiatry, Centre for Studies on Prevention of Alzheimer's Disease (StoP-AD), Douglas Mental Health University Institute, McGill University, Montreal, QC, Canada
| | - Véronique D Bohbot
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University, Montreal, QC, Canada
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Playing Super Mario increases oculomotor inhibition and frontal eye field grey matter in older adults. Exp Brain Res 2018; 237:723-733. [DOI: 10.1007/s00221-018-5453-6] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/28/2018] [Accepted: 12/06/2018] [Indexed: 01/18/2023]
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Madrigal-Pana J, Gómez-Figueroa J, Moncada-Jiménez J. Adult Perception Toward Videogames and Physical Activity Using Pokémon Go. Games Health J 2018; 8:227-235. [PMID: 30339063 DOI: 10.1089/g4h.2018.0100] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Objective: The purpose of the study was to determine perception of videogames and the use Pokémon Go in Costa Rica. Materials and Methods: A national representative sample (n = 1059) of adults aged 18 years and older was chosen to complete a face-to-face survey on videogame perceptions and the use of Pokémon Go. Statistical analyses included 95% confidence intervals (95% CI) around the estimate, multiple regression, cluster, and factor analysis. Results: The 85.2% of the population (n = 866) were familiar with videogames, especially those in the 18- to 29-year age group (96.3%) and college education (94.8%). Perceptions about videogames were negative (Addictive = 89.6%, Violence = 75.5%, Bad for health = 51.3%) and positive (Stimulate mental abilities = 59.6%, Relaxing = 55.2%, Improve family communication = 49.4%); and 28.4% perceived that people without responsibilities played videogames. Perceptions were different by age group and educational level. Age and gender were significant predictors of attitudes toward videogame playing. Pokémon Go was played by 3.9% of those respondents who knew or had heard about videogames, who reported spending 6.7 h/week (95% CI = 3.9-9.5) playing the game, walking 24.7 km (95% CI = 12.5-36.9), and covering 70.4 km (95% CI = 45.3-95.5) by other transportation means. Conclusions: Positive and negative perceptions toward videogames mediated by age and education level were found in a Costa Rican sample. Age and gender predicted attitudes toward videogame playing. A small number of participants played Pokémon Go, which might suggest that this videogame was not engaging in this population.
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Affiliation(s)
| | | | - José Moncada-Jiménez
- 3 School of Physical Education and Sports, University of Costa Rica, San José, Costa Rica
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Blanchette CA, Amirova J, Bohbot VD, West GL. Autistic traits in neurotypical individuals are associated with increased landmark use during navigation. Psych J 2018; 8:137-146. [PMID: 30294869 DOI: 10.1002/pchj.230] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/21/2018] [Revised: 06/08/2018] [Accepted: 07/12/2018] [Indexed: 11/07/2022]
Abstract
People adopt two distinct learning strategies during navigation. "Spatial learners" navigate by building a cognitive map using environmental landmarks, and display more grey matter in the hippocampus. Conversely, "response learners" memorize a series of rigid turns to navigate and display more grey matter in the caudate nucleus of the striatum. Evidence has linked these two structures with autism spectrum disorder (ASD) and autistic traits in non-clinical populations. Both people with ASD and neurotypical people with higher levels of autistic traits have been shown to display more grey matter in the hippocampus and less functional activity in the caudate nucleus. We therefore tested 56 healthy participants who completed the Autism Quotient (AQ) Scale and the 4-on-8 Virtual Maze (4/8 VM), which determines the reliance on landmarks during navigation. We found that people who relied on landmarks during navigation also displayed significantly higher scores on the AQ Scale. Because spatial strategies are associated with increased attention to environmental landmark use and are supported by the hippocampus, our results provide a potential behavioral mechanism linking higher autistic traits (e.g., increased attention to detail and increased sensory processes) to increased hippocampal grey matter.
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Affiliation(s)
| | - Jamila Amirova
- Department of Psychology, University of Montreal, Montreal, Canada
| | - Veronique D Bohbot
- Department of Psychiatry, Douglas Hospital Research Centre, McGill University, Verdun, Canada
| | - Greg L West
- Department of Psychology, University of Montreal, Montreal, Canada
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Aumont É, Bohbot VD, West GL. Spatial learners display enhanced oculomotor performance. JOURNAL OF COGNITIVE PSYCHOLOGY 2018. [DOI: 10.1080/20445911.2018.1526178] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/18/2022]
Affiliation(s)
- Étienne Aumont
- Department of Psychology, University of Montreal, Montreal, Canada
| | | | - Gregory L. West
- Department of Psychology, University of Montreal, Montreal, Canada
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Müller NCJ, Konrad BN, Kohn N, Muñoz-López M, Czisch M, Fernández G, Dresler M. Hippocampal-caudate nucleus interactions support exceptional memory performance. Brain Struct Funct 2018; 223:1379-1389. [PMID: 29138923 PMCID: PMC5869896 DOI: 10.1007/s00429-017-1556-2] [Citation(s) in RCA: 12] [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: 12/01/2016] [Accepted: 10/24/2017] [Indexed: 11/26/2022]
Abstract
Participants of the annual World Memory Championships regularly demonstrate extraordinary memory feats, such as memorising the order of 52 playing cards in 20 s or 1000 binary digits in 5 min. On a cognitive level, memory athletes use well-known mnemonic strategies, such as the method of loci. However, whether these feats are enabled solely through the use of mnemonic strategies or whether they benefit additionally from optimised neural circuits is still not fully clarified. Investigating 23 leading memory athletes, we found volumes of their right hippocampus and caudate nucleus were stronger correlated with each other compared to matched controls; both these volumes positively correlated with their position in the memory sports world ranking. Furthermore, we observed larger volumes of the right anterior hippocampus in athletes. Complementing these structural findings, on a functional level, fMRI resting state connectivity of the anterior hippocampus to both the posterior hippocampus and caudate nucleus predicted the athletes rank. While a competitive interaction between hippocampus and caudate nucleus is often observed in normal memory function, our findings suggest that a hippocampal-caudate nucleus cooperation may enable exceptional memory performance. We speculate that this cooperation reflects an integration of the two memory systems at issue-enabling optimal combination of stimulus-response learning and map-based learning when using mnemonic strategies as for example the method of loci.
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Affiliation(s)
- Nils C J Müller
- Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Centre, Nijmegen, The Netherlands.
| | - Boris N Konrad
- Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Centre, Nijmegen, The Netherlands
- Max Planck Institute of Psychiatry, Munich, Germany
| | - Nils Kohn
- Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Centre, Nijmegen, The Netherlands
| | - Monica Muñoz-López
- Human Neuroanatomy Laboratory, School of Medicine and Regional Centre for Biomedical Research, University of Castilla-La Mancha, Albacete, Spain
| | | | - Guillén Fernández
- Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Centre, Nijmegen, The Netherlands
| | - Martin Dresler
- Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Centre, Nijmegen, The Netherlands.
- Max Planck Institute of Psychiatry, Munich, Germany.
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Playing Super Mario 64 increases hippocampal grey matter in older adults. PLoS One 2017; 12:e0187779. [PMID: 29211727 PMCID: PMC5718432 DOI: 10.1371/journal.pone.0187779] [Citation(s) in RCA: 34] [Impact Index Per Article: 4.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2017] [Accepted: 10/25/2017] [Indexed: 01/23/2023] Open
Abstract
Maintaining grey matter within the hippocampus is important for healthy cognition. Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults. In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64) on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC) of older adults. Older adults who were 55 to 75 years of age were randomized into three groups. The video game experimental group (VID; n = 8) engaged in a 3D-platform video game training over a period of 6 months. Additionally, an active control group took a series of self-directed, computerized music (piano) lessons (MUS; n = 12), while a no-contact control group did not engage in any intervention (CON; n = 13). After training, a within-subject increase in grey matter within the hippocampus was significant only in the VID training group, replicating results observed in younger adults. Active control MUS training did, however, lead to a within-subject increase in the DLPFC, while both the VID and MUS training produced growth in the cerebellum. In contrast, the CON group displayed significant grey matter loss in the hippocampus, cerebellum and the DLPFC.
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Kokkinakis AV, Cowling PI, Drachen A, Wade AR. Exploring the relationship between video game expertise and fluid intelligence. PLoS One 2017; 12:e0186621. [PMID: 29141019 PMCID: PMC5687598 DOI: 10.1371/journal.pone.0186621] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/02/2017] [Accepted: 10/04/2017] [Indexed: 12/17/2022] Open
Abstract
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends’ correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.
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Affiliation(s)
- Athanasios V. Kokkinakis
- Department of Psychology, University of York, York, United Kingdom
- Department of Computer Science, University of York, York, United Kingdom
| | - Peter I. Cowling
- Department of Computer Science, University of York, York, United Kingdom
| | - Anders Drachen
- Department of Computer Science, University of York, York, United Kingdom
| | - Alex R. Wade
- Department of Psychology, University of York, York, United Kingdom
- * E-mail:
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