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Nuernberger M, Finke K, Nuernberger L, Ruiz-Rizzo AL, Gaser C, Klingner C, Witte OW, Brodoehl S. Visual stimulation by extensive visual media consumption can be beneficial for motor learning. Sci Rep 2023; 13:22056. [PMID: 38086999 PMCID: PMC10716399 DOI: 10.1038/s41598-023-49415-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/07/2023] [Accepted: 12/07/2023] [Indexed: 12/18/2023] Open
Abstract
In this randomized controlled intervention trial, we investigated whether intense visual stimulation through television watching can enhance visual information processing and motor learning performance. 74 healthy young adults were trained in a motor skill with visual information processing demands while being accommodated in a controlled environment for five days. The experimental manipulation (n = 37) consisted of prolonged television watching (i.e., 8 h/day, + 62.5% on average) to induce intense exposure to visual stimulation. The control group (n = 37) did not consume visual media. The groups were compared by motor learning performance throughout the study as well as pre/post visual attention parameters and resting-state network connectivity in functional MRI. We found that the intervention group performed significantly better in the motor learning task (+ 8.21% (95%-CI[12.04, 4.31], t(70) = 4.23, p < 0.001) while showing an increased capacity of visual short-term memory (+ 0.254, t(58) = - 3.19, p = 0.002) and increased connectivity between visual and motor-learning associated resting-state networks. Our findings suggest that the human brain might enter a state of accentuated visuomotor integration to support the implementation of motor learning with visual information processing demands if challenged by ample input of visual stimulation. Further investigation is needed to evaluate the persistence of this effect regarding participants exposed to accustomed amounts of visual media consumption.Clinical Trials Registration: This trial was registered in the German Clinical Trials Register/Deutsches Register klinischer Studien (DRKS): DRKS00019955.
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Affiliation(s)
- Matthias Nuernberger
- Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany.
- Biomagnetic Center, Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany.
| | - Kathrin Finke
- Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
| | - Lisa Nuernberger
- Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
- Biomagnetic Center, Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
| | - Adriana L Ruiz-Rizzo
- Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
| | - Christian Gaser
- Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
- Biomagnetic Center, Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
- German Center for Mental Health (DZPG), Department of Psychiatry and Psychotherapy, Jena University Hospital, Jena, Germany
| | - Carsten Klingner
- Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
- Biomagnetic Center, Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
| | - Otto W Witte
- Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
| | - Stefan Brodoehl
- Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
- Biomagnetic Center, Department of Neurology, Jena University Hospital, Friedrich Schiller University, Jena, Germany
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2
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Pavan A, Malloni WM, Frank SM, Wein S, Donato R, Greenlee MW. Lack of orientation specific adaptation to vertically oriented Glass patterns in human visual cortex: an fMRI adaptation investigation. Sci Rep 2023; 13:12362. [PMID: 37524748 PMCID: PMC10390522 DOI: 10.1038/s41598-023-39247-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/03/2022] [Accepted: 07/21/2023] [Indexed: 08/02/2023] Open
Abstract
The perception of coherent form configurations in natural scenes relies on the activity of early visual areas that respond to local orientation cues. Subsequently, high-level visual areas pool these local signals to construct a global representation of the initial visual input. However, it is still debated whether neurons in the early visual cortex respond also to global form features. Glass patterns (GPs) are visual stimuli employed to investigate local and global form processing and consist of randomly distributed dots pairs called dipoles arranged to form specific global configurations. In the current study, we used GPs and functional magnetic resonance imaging (fMRI) adaptation to reveal the visual areas that subserve the processing of oriented GPs. Specifically, we adapted participants to vertically oriented GP, then we presented test GPs having either the same or different orientations with respect to the adapting GP. We hypothesized that if local form features are processed exclusively by early visual areas and global form by higher-order visual areas, then the effect of visual adaptation should be more pronounced in higher tier visual areas as it requires global processing of the pattern. Contrary to this expectation, our results revealed that adaptation to GPs is robust in early visual areas (V1, V2, and V3), but not in higher tier visual areas (V3AB and V4v), suggesting that form cues in oriented GPs are primarily derived from local-processing mechanisms that originate in V1. Finally, adaptation to vertically oriented GPs causes a modification in the BOLD response within early visual areas, regardless of the relative orientations of the adapting and test stimuli, indicating a lack of orientation selectivity.
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Affiliation(s)
- Andrea Pavan
- Department of Psychology, University of Bologna, Viale Berti Pichat, 5, 40127, Bologna, Italy.
- Institute for Experimental Psychology, University of Regensburg, 93053, Regensburg, Germany.
- School of Psychology, University of Lincoln, Brayford Pool, Lincoln, LN6 7TS, UK.
| | - Wilhelm M Malloni
- Institute for Experimental Psychology, University of Regensburg, 93053, Regensburg, Germany
| | - Sebastian M Frank
- Institute for Experimental Psychology, University of Regensburg, 93053, Regensburg, Germany
| | - Simon Wein
- Institute for Experimental Psychology, University of Regensburg, 93053, Regensburg, Germany
| | - Rita Donato
- Department of General Psychology, University of Padova, Padova, Italy
- Proaction Laboratory, Faculty of Psychology and Educational Sciences, University of Coimbra, Colégio de Jesus, Rua Inácio Duarte 65, 3000-481, Coimbra, Portugal
- CINEICC, Faculty of Psychology and Educational Sciences, University of Coimbra, Rua Colégio Novo, 3000-115, Coimbra, Portugal
| | - Mark W Greenlee
- Institute for Experimental Psychology, University of Regensburg, 93053, Regensburg, Germany.
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3
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Donato R, Pavan A, Cavallin G, Ballan L, Betteto L, Nucci M, Campana G. Mechanisms Underlying Directional Motion Processing and Form-Motion Integration Assessed with Visual Perceptual Learning. Vision (Basel) 2022; 6:vision6020029. [PMID: 35737415 PMCID: PMC9229663 DOI: 10.3390/vision6020029] [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: 04/19/2022] [Revised: 05/17/2022] [Accepted: 05/27/2022] [Indexed: 11/18/2022] Open
Abstract
Dynamic Glass patterns (GPs) are visual stimuli commonly employed to study form–motion interactions. There is brain imaging evidence that non-directional motion induced by dynamic GPs and directional motion induced by random dot kinematograms (RDKs) depend on the activity of the human motion complex (hMT+). However, whether dynamic GPs and RDKs rely on the same processing mechanisms is still up for dispute. The current study uses a visual perceptual learning (VPL) paradigm to try to answer this question. Identical pre- and post-tests were given to two groups of participants, who had to discriminate random/noisy patterns from coherent form (dynamic GPs) and motion (RDKs). Subsequently, one group was trained on dynamic translational GPs, whereas the other group on RDKs. On the one hand, the generalization of learning to the non-trained stimulus would indicate that the same mechanisms are involved in the processing of both dynamic GPs and RDKs. On the other hand, learning specificity would indicate that the two stimuli are likely to be processed by separate mechanisms possibly in the same cortical network. The results showed that VPL is specific to the stimulus trained, suggesting that directional and non-directional motion may depend on different neural mechanisms.
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Affiliation(s)
- Rita Donato
- Dipartimento di Psicologia Generale, University of Padova, Via Venezia 8, 35131 Padova, Italy; (L.B.); (M.N.); (G.C.)
- Human Inspired Technology Research Centre, University of Padova, Via Luzzati 4, 35121 Padova, Italy;
- Proaction Laboratory, Faculty of Psychology and Educational Sciences, University of Coimbra, Colégio de Jesus, Rua Inácio Duarte 65, 3000-481 Coimbra, Portugal
- CINEICC, Faculty of Psychology and Educational Sciences, University of Coimbra, Rua Colégio Novo, 3000-115 Coimbra, Portugal
- Correspondence: (R.D.); (A.P.)
| | - Andrea Pavan
- Dipartimento di Psicologia, University of Bologna, Viale Berti Pichat, 5, 40127 Bologna, Italy
- Correspondence: (R.D.); (A.P.)
| | - Giovanni Cavallin
- Dipartimento di Matematica, University of Padova, Via Trieste 63, 35121 Padova, Italy;
| | - Lamberto Ballan
- Human Inspired Technology Research Centre, University of Padova, Via Luzzati 4, 35121 Padova, Italy;
- Dipartimento di Matematica, University of Padova, Via Trieste 63, 35121 Padova, Italy;
| | - Luca Betteto
- Dipartimento di Psicologia Generale, University of Padova, Via Venezia 8, 35131 Padova, Italy; (L.B.); (M.N.); (G.C.)
| | - Massimo Nucci
- Dipartimento di Psicologia Generale, University of Padova, Via Venezia 8, 35131 Padova, Italy; (L.B.); (M.N.); (G.C.)
- Human Inspired Technology Research Centre, University of Padova, Via Luzzati 4, 35121 Padova, Italy;
| | - Gianluca Campana
- Dipartimento di Psicologia Generale, University of Padova, Via Venezia 8, 35131 Padova, Italy; (L.B.); (M.N.); (G.C.)
- Human Inspired Technology Research Centre, University of Padova, Via Luzzati 4, 35121 Padova, Italy;
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4
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Hauck C, Lien MC. The role of visual working memory capacity in attention capture among video game players. PSYCHOLOGICAL RESEARCH 2022; 86:2128-2143. [PMID: 34997329 DOI: 10.1007/s00426-021-01640-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/10/2021] [Accepted: 12/20/2021] [Indexed: 02/02/2023]
Abstract
It is well established that attention can be captured by salient distractors. Some studies have found that action video game players were less susceptible to attention capture by irrelevant distractors than non-players. Other studies have also found that individuals with greater visual working memory capacity are less susceptible to capture by irrelevant distractors than individuals with lower visual working memory capacity. The present study examined whether action video game players were less susceptible to be captured by salient distractors and, if so, whether that relationship was due to greater visual working memory capacity. Participants completed a questionnaire reporting their video game playing experience, followed by a color change detection task assessing their visual working memory capacity. They then performed an attention capture task, where they determined the orientation of a bar within a shape singleton while attempting to ignore a color singleton distractor that appeared in 50% of the trials. Results showed that action video game players did not produce less capture effect than non-action video game players. However, high visual working memory capacity individuals produced less capture effect than low visual working memory capacity individuals regardless of their video game experience. These results suggest that the ability to resist capture by irrelevant distractors may be better explained by individual differences in visual working memory capacity than by action video game experience.
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Affiliation(s)
- Christopher Hauck
- School of Psychological Science, Oregon State University, Corvallis, OR, 97331, USA.
| | - Mei-Ching Lien
- School of Psychological Science, Oregon State University, Corvallis, OR, 97331, USA
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Pavan A, Ghin F, Campana G. Visual Short-Term Memory for Coherent and Sequential Motion: A rTMS Investigation. Brain Sci 2021; 11:brainsci11111471. [PMID: 34827470 PMCID: PMC8615668 DOI: 10.3390/brainsci11111471] [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: 08/27/2021] [Revised: 11/01/2021] [Accepted: 11/04/2021] [Indexed: 01/10/2023] Open
Abstract
We investigated the role of the human medio-temporal complex (hMT+) in the memory encoding and storage of a sequence of four coherently moving random dot kinematograms (RDKs), by applying repetitive transcranial magnetic stimulation (rTMS) during an early or late phase of the retention interval. Moreover, in a second experiment, we also tested whether disrupting the functional integrity of hMT+ during the early phase impaired the precision of the encoded motion directions. Overall, results showed that both recognition accuracy and precision were worse in middle serial positions, suggesting the occurrence of primacy and recency effects. We found that rTMS delivered during the early (but not the late) phase of the retention interval was able to impair not only recognition of RDKs, but also the precision of the retained motion direction. However, such impairment occurred only for RDKs presented in middle positions along the presented sequence, where performance was already closer to chance level. Altogether these findings suggest an involvement of hMT+ in the memory encoding of visual motion direction. Given that both position sequence and rTMS modulated not only recognition but also the precision of the stored information, these findings are in support of a model of visual short-term memory with a variable resolution of each stored item, consistent with the assigned amount of memory resources, and that such item-specific memory resolution is supported by the functional integrity of area hMT+.
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Affiliation(s)
- Andrea Pavan
- Department of Psychology, University of Bologna, Viale Berti Pichat 5, 40127 Bologna, Italy
- School of Psychology, University of Lincoln, Brayford Wharf East, Lincoln LN5 7AY, UK;
- Correspondence:
| | - Filippo Ghin
- School of Psychology, University of Lincoln, Brayford Wharf East, Lincoln LN5 7AY, UK;
- Department of Child and Adolescent Psychiatry, Cognitive Neurophysiology, Faculty of Medicine of the TU Dresden, Fetscherstraße 74, 01307 Dresden, Germany
| | - Gianluca Campana
- Dipartimento di Psicologia Generale, University of Padova, Via Venezia 8, 35131 Padova, Italy;
- Human Inspired Technology Research Centre, University of Padova, Via Luzzati 4, 35121 Padova, Italy
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6
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Stäb J, Ilg UJ. Video-game play and non-symbolic numerical comparison. Addict Biol 2021; 26:e13065. [PMID: 34036691 DOI: 10.1111/adb.13065] [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: 09/11/2020] [Revised: 05/07/2021] [Accepted: 05/12/2021] [Indexed: 11/26/2022]
Abstract
Visual display was used by Stäb and Ilg to examine the abilities of video-game players and non-players to determine simple mathematical abilities.
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Affiliation(s)
- Joana Stäb
- Zentrum für Neurologie Hertie‐Institut für klinische Hirnforschung, Abteilung Kognitive Neurologie Tübingen Germany
| | - Uwe J. Ilg
- Zentrum für Neurologie Hertie‐Institut für klinische Hirnforschung, Abteilung Kognitive Neurologie Tübingen Germany
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7
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Donato R, Pavan A, Almeida J, Nucci M, Campana G. Temporal characteristics of global form perception in translational and circular Glass patterns. Vision Res 2021; 187:102-109. [PMID: 34246174 DOI: 10.1016/j.visres.2021.06.003] [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: 01/12/2021] [Revised: 05/05/2021] [Accepted: 06/16/2021] [Indexed: 10/20/2022]
Abstract
The human visual system is continuously exposed to a natural environment with static and moving objects that the visual system needs to continuously integrate and process. Glass patterns (GPs) are a class of visual stimuli widely used to study how the human visual system processes and integrates form and motion signals. GPs are made of pairs of dots that elicit a strong percept of global form. A rapid succession of unique frames originates dynamic GPs. Previous psychophysical studies showed that dynamic translational GPs are easier to detect than the static version because of the spatial summation across the unique frames composing the pattern. However, it is not clear whether the same mechanism is involved in dynamic circular GPs. In the present study, we psychophysically investigated the role of the temporal and spatial summation in the perception of both translational and circular GPs. We manipulated the number of unique frames in dynamic GPs and the update rate of the frames presentation. The results suggest that spatial and temporal summation across unique frames takes place for both translational and circular GPs. Moreover, the number of unique frames and the pattern update rate equally influence the discrimination thresholds of translational and circular GPs. These results show that form and motion integration is likely to be processed similarly for translational and circular GPs.
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Affiliation(s)
- Rita Donato
- University of Padova, Department of General Psychology, Via Venezia 8, 35131 Padova, Italy; Human Inspired Technology Research Centre, University of Padova, Via Luzzati 4, 35121 Padova, Italy; Proaction Laboratory, University of Coimbra, Faculty of Psychology and Educational Sciences, Colégio de Jesus, Rua Inácio Duarte 65, 3000-481 Coimbra, Portugal.
| | - Andrea Pavan
- University of Bologna, Department of Psychology, Viale Berti Pichat, 5, 40127 Bologna, Italy
| | - Jorge Almeida
- Proaction Laboratory, University of Coimbra, Faculty of Psychology and Educational Sciences, Colégio de Jesus, Rua Inácio Duarte 65, 3000-481 Coimbra, Portugal; CINEICC, University of Coimbra, Faculty of Psychology and Educational Sciences, Rua Colégio Novo, 3000-115 Coimbra, Portugal
| | - Massimo Nucci
- University of Padova, Department of General Psychology, Via Venezia 8, 35131 Padova, Italy
| | - Gianluca Campana
- University of Padova, Department of General Psychology, Via Venezia 8, 35131 Padova, Italy; Human Inspired Technology Research Centre, University of Padova, Via Luzzati 4, 35121 Padova, Italy
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8
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Abstract
This experimental study investigated the state (short-term) effects of action video game (AVG) training on arithmetic performance and their persistence over time. In addition, it examined group differences between experienced and novice AVGers. Twenty-nine college students without a prior AVG experience were randomly assigned to one of the two training groups: AVG and non-AVG. After 40 minutes of video game training, the arithmetic problem-solving speed and accuracy of non-AVG group increased, while the AVG group's arithmetic performance decreased, thus suggesting a possibility of state effects of a non-AVG training on arithmetic performance. The state effects did not persist over time; on a delayed posttest, both groups' arithmetic performance was similar to their pretraining scores. In addition, there were nonsignificant differences in arithmetic performance between experienced and novice AVGers. Implications for investigating the game mechanics and transfer mechanism between the game and transfer task are discussed.
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9
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Pratviel Y, Deschodt-Arsac V, Larrue F, Arsac LM. Reliability of the Dynavision task in virtual reality to explore visuomotor phenotypes. Sci Rep 2021; 11:587. [PMID: 33436738 PMCID: PMC7803942 DOI: 10.1038/s41598-020-79885-9] [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: 07/31/2020] [Accepted: 12/11/2020] [Indexed: 12/21/2022] Open
Abstract
Daily-life behaviors strongly rely on visuomotor integration, a complex sensorimotor process with obvious plasticity. Visual-perceptive and visual-cognitive functions are degraded by neurological disorders and brain damage, but are improved by vision training, e.g. in athletes. Hence, developing tools to evaluate/improve visuomotor abilities has found echo among psychologists, neurophysiologists, clinicians and sport professionals. Here we implemented the Dynavision visuomotor reaction task in virtual reality (VR) to get a flexible tool to place high demands on visual-perceptive and visual-cognitive processes, and explore individual abilities in visuomotor integration. First, we demonstrated high test–retest reliability for the task in VR among healthy physically-active students (n = 64, 32 females). Second, the capture of head movements thanks to the VR-headset sensors provided new and reliable information on individual visual-perceptual strategies, which added significant value to explore visuomotor phenotypes. A factor analysis of mixed data and hierarchical clustering on principal components points to head movements, video-games practice and ball-tracking sports as critical cues to draw visuomotor phenotypes among our participants. We conclude that the visuomotor task in VR is a reliable, flexible and promising tool. Since VR nowadays can serve e.g. to modulate multisensorial integration by creating visual interoceptive-exteroceptive conflicts, or placing specifically designed cognitive demand, much could be learned on complex integrated visuomotor processes through VR experiments. This offers new perspectives for post brain injury risk evaluation, rehabilitation programs and visual-cognitive training.
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Affiliation(s)
- Yvan Pratviel
- Univ. Bordeaux, CNRS, Laboratoire IMS, UMR 5218, 33400, Talence, France.,CATIE, Centre Aquitain des Technologies de l'Information et Electroniques, Talence, France
| | | | - Florian Larrue
- CATIE, Centre Aquitain des Technologies de l'Information et Electroniques, Talence, France
| | - Laurent M Arsac
- Univ. Bordeaux, CNRS, Laboratoire IMS, UMR 5218, 33400, Talence, France.
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10
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Hilla Y, von Mankowski J, Föcker J, Sauseng P. Faster Visual Information Processing in Video Gamers Is Associated With EEG Alpha Amplitude Modulation. Front Psychol 2020; 11:599788. [PMID: 33363498 PMCID: PMC7753097 DOI: 10.3389/fpsyg.2020.599788] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2020] [Accepted: 11/04/2020] [Indexed: 12/03/2022] Open
Abstract
Video gaming, specifically action video gaming, seems to improve a range of cognitive functions. The basis for these improvements may be attentional control in conjunction with reward-related learning to amplify the execution of goal-relevant actions while suppressing goal-irrelevant actions. Given that EEG alpha power reflects inhibitory processing, a core component of attentional control, it might represent the electrophysiological substrate of cognitive improvement in video gaming. The aim of this study was to test whether non-video gamers (NVGs), non-action video gamers (NAVGs) and action video gamers (AVGs) exhibit differences in EEG alpha power, and whether this might account for differences in visual information processing as operationalized by the theory of visual attention (TVA). Forty male volunteers performed a visual short-term memory paradigm where they memorized shape stimuli depicted on circular stimulus displays at six different exposure durations while their EEGs were recorded. Accuracy data was analyzed using TVA-algorithms. There was a positive correlation between the extent of post-stimulus EEG alpha power attenuation (10–12 Hz) and speed of information processing across all participants. Moreover, both EEG alpha power attenuation and speed of information processing were modulated by an interaction between group affiliation and time on task, indicating that video gamers showed larger EEG alpha power attenuations and faster information processing over time than NVGs – with AVGs displaying the largest increase. An additional regression analysis affirmed this observation. From this we concluded that EEG alpha power might be a promising neural substrate for explaining cognitive improvement in video gaming.
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Affiliation(s)
- Yannik Hilla
- Research Unit of Biological Psychology, Department of Psychology, Ludwig-Maximilians-Universität München, Munich, Germany
| | - Jörg von Mankowski
- Chair of Communication Networks, Technische Universität München, Munich, Germany
| | - Julia Föcker
- School of Psychology, College of Social Sciences, University of Lincoln, Lincoln, United Kingdom
| | - Paul Sauseng
- Research Unit of Biological Psychology, Department of Psychology, Ludwig-Maximilians-Universität München, Munich, Germany
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Mallik PR, Metzger MM, Outen H, MacKay J, Fogle T, Wilson J, Lewis S. Assessing Differences in Visual Cognition Between Nongamers, Moderate Action Gamers, and Heavy Action Gamers: An Alternative to Extreme Group Designs. JOURNAL OF COGNITIVE ENHANCEMENT 2020. [DOI: 10.1007/s41465-020-00169-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
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12
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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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