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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: 7] [Impact Index Per Article: 3.5] [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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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: 1] [Impact Index Per Article: 0.3] [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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The Influence of Action Video Gaming Experience on the Perception of Emotional Faces and Emotional Word Meaning. Neural Plast 2021; 2021:8841156. [PMID: 34135955 PMCID: PMC8178008 DOI: 10.1155/2021/8841156] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2020] [Revised: 12/30/2020] [Accepted: 05/06/2021] [Indexed: 11/21/2022] Open
Abstract
Action video gaming (AVG) experience has been found related to sensorimotor and attentional development. However, the influence of AVG experience on the development of emotional perception skills is still unclear. Using behavioral and ERP measures, this study examined the relationship between AVG experience and the ability to decode emotional faces and emotional word meanings. AVG experts and amateurs completed an emotional word-face Stroop task prior to (the pregaming phase) and after (the postgaming phase) a 1 h AVG session. Within-group comparisons showed that after the 1 h AVG session, a more negative N400 was observed in both groups of participants, and a more negative N170 was observed in the experts. Between-group comparisons showed that the experts had a greater change of N170 and N400 amplitudes across phases than the amateurs. The results suggest that both the 1 h and long-term AVG experiences may be related to an increased difficulty of emotional perception. Furthermore, certain behavioral and ERP measures showed neither within- nor between-group differences, suggesting that the relationship between AVG experience and emotional perception skills still needs further research.
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Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review. Brain Sci 2020; 10:brainsci10110859. [PMID: 33203067 PMCID: PMC7696945 DOI: 10.3390/brainsci10110859] [Citation(s) in RCA: 16] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2020] [Accepted: 11/10/2020] [Indexed: 12/14/2022] Open
Abstract
(1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the increased engagement young adults have with AVGs. While evidence exists supporting the benefits of exercise for cognition generally in older adult, children and clinical populations, little to no work has synthesized the existing knowledge regarding the effect of exercise specifically on the cognitive abilities required for optimal esports performance in young adults. (2) Method: We conducted a dual-systematic review to identify the cognitive abilities integral to esports performance (Phase 1) and the efficacy of exercise to enhance said cognitive abilities (Phase 2). (3) Results: We demonstrate the importance of four specific cognitive abilities for AVG play (attention, task-switching, information processing, and memory abilities) and the effect that different types and durations of physical exercise has on each. (4) Conclusion: Together, these results highlight the role that exercise can have on not only combating the sedentary nature of gaming, but also its potential role in facilitating the cognitive aspects of gaming performance.
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Schenk S, Bellebaum C, Lech RK, Heinen R, Suchan B. Play to Win: Action Video Game Experience and Attention Driven Perceptual Exploration in Categorization Learning. Front Psychol 2020; 11:933. [PMID: 32477224 PMCID: PMC7239510 DOI: 10.3389/fpsyg.2020.00933] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2019] [Accepted: 04/15/2020] [Indexed: 01/01/2023] Open
Abstract
Categorization learning is a fundamental and complex cognitive ability. The present EEG study examined how much action video gamers differ from non-gamers in the usage of visual exploration and attention driven perceptual analyses during a categorization learning task. Seventeen healthy right-handed non-gamers and 16 healthy right-handed action video gamers performed a visual categorization task with 14 ring stimuli, which were divided into two categories. All stimuli had the same structure but differed with respect to their color combinations and were forming two categories including a prototype, five typical stimuli and one exception. The exception shared most similarities with the prototype of the opposite group. Prototypes and typical stimuli were correctly categorized at an early stage of the experiment, whereas the successful categorization of exceptions occurred later. The behavioral data yield evidence that action video gamers perform correct categorizations of exceptions earlier than non-gamers. Additionally, groups differed with respect to differential expressions of the attention related P150 ERP component (early perceptual analysis) and the N170 ERP component, which reflected differential processing demands for the stimulus material. In comparison to non-gamers, the analyses of the eye movements yield for action video gamers different, more central fixations possibly indicating covert peripheral processing. For both groups fixations as well as saccades decrease and in the case of exceptions, one of the two segments that are decisive for correct categorization shows higher fixation rates at the end of the experiment. These findings indicate for both groups a learning process regarding the stimulus material. Regarding the group differences, we interpret the results to indicate that action video gamers show a different stimulus exploration, use an enhanced early perceptual analysis of the stimulus material and therefore may detect changes in objects faster and learned the belonging of the stimuli to their categories in an earlier trial phase.
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Affiliation(s)
- Sabrina Schenk
- Institute of Cognitive Neuroscience, Clinical Neuropsychology, Neuropsychological Therapy Centre, Ruhr University Bochum, Bochum, Germany
- Department of Children’s Pain Therapy and Paediatric Palliative Care, Faculty of Health, School of Medicine, Witten/Herdecke University, Witten, Germany
- German Paediatric Pain Centre, Children’s and Adolescents’ Hospital, Datteln, Germany
| | | | - Robert K. Lech
- Institute of Cognitive Neuroscience, Clinical Neuropsychology, Neuropsychological Therapy Centre, Ruhr University Bochum, Bochum, Germany
| | - Rebekka Heinen
- Institute of Cognitive Neuroscience, Neuropsychology, Ruhr University Bochum, Bochum, Germany
| | - Boris Suchan
- Institute of Cognitive Neuroscience, Clinical Neuropsychology, Neuropsychological Therapy Centre, Ruhr University Bochum, Bochum, Germany
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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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Gan X, Yao Y, Liu H, Zong X, Cui R, Qiu N, Xie J, Jiang D, Ying S, Tang X, Dong L, Gong D, Ma W, Liu T. Action Real-Time Strategy Gaming Experience Related to Increased Attentional Resources: An Attentional Blink Study. Front Hum Neurosci 2020; 14:101. [PMID: 32341688 PMCID: PMC7163005 DOI: 10.3389/fnhum.2020.00101] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2019] [Accepted: 03/04/2020] [Indexed: 01/31/2023] Open
Abstract
Action real-time strategy gaming (ARSG) is a cognitively demanding task which requires attention, sensorimotor skills, team cooperation, and strategy-making abilities. A recent study found that ARSG experts had superior visual selective attention (VSA) for detecting the location of a moving object that could appear in one of 24 different peripheral locations (Qiu et al., 2018), suggesting that ARSG experience is related to improvements in the spatial component of VSA. However, the influence of ARSG experience on the temporal component of VSA-the detection of an item among a sequence of items presented consecutively and quickly at a single location-still remains understudied. Using behavioral and electrophysiological measures, this study examined whether ARSG experts had superior temporal VSA performance compared to non-experts in an attentional blink (AB) task, which is typically used to examine temporal VSA. The results showed that the experts outperformed the non-experts in their detection rates of targets. Furthermore, compared to the non-experts, the experts had faster information processing as indicated by earlier P3 peak latencies in an AB period, more attentional resources distributed to targets as indicated by stronger P3 amplitudes, and a more flexible deployment of attentional resources. These findings suggest that experts were less prone to the AB effect. Thus, long-term ARSG experience is related to improvements in temporal VSA. The current findings support the benefit of video gaming experience on the development of VSA.
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Affiliation(s)
- Xianyang Gan
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Yutong Yao
- Faculty of Natural Science, University of Stirling, Stirling, United Kingdom
| | - Hui Liu
- Education Center for Students Cultural Qualities, University of Electronic Science and Technology of China, Chengdu, China
| | - Xin Zong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Ruifang Cui
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Nan Qiu
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Jiaxin Xie
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Dong Jiang
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Shaofei Ying
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Xingfeng Tang
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Li Dong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Diankun Gong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Tiejun Liu
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Science and Technology, University of Electronic Science and Technology of China, Chengdu, China
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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: 5.4] [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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Choi E, Shin SH, Ryu JK, Jung KI, Kim SY, Park MH. Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement. Behav Brain Funct 2020; 16:2. [PMID: 32014027 PMCID: PMC6996164 DOI: 10.1186/s12993-020-0165-z] [Citation(s) in RCA: 23] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Accepted: 01/27/2020] [Indexed: 12/15/2022] Open
Abstract
Background Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Literatures were searched with search terms (e.g. genres of video games, cognitive training) on database and Google scholar. Results video games, of which purpose is players’ entertainment, were found to be positively associated with cognitive functions (e.g. attention, problem solving skills) despite some discrepancy between studies. However, the enhancement of cognitive functions through video gaming was limited to the task or performance requiring the same cognitive functions. Moreover, as several factors (e.g. age, gender) were identified to modulate cognitive enhancement, the individual difference in the association between video game playing and cognitive function was found. Conclusion Commercial video games are suggested to have the potential for cognitive function enhancement. As understanding the association between video gaming and cognitive function in a more balanced view is essential to evaluate the potential outcomes of commercial video games that more people reported to engage, this review contributes to provide more objective evidence for commercial video gaming.
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Affiliation(s)
- Eunhye Choi
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Suk-Ho Shin
- Dr. Shin's Child and Adolescent Psychiatry Clinic, Seoul, Republic of Korea
| | - Jeh-Kwang Ryu
- Institute for Cognitive Science, Seoul National University, Seoul, Republic of Korea
| | - Kyu-In Jung
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Shin-Young Kim
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea
| | - Min-Hyeon Park
- Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea.
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Goodman J, McClay M, Dunsmoor JE. Threat-induced modulation of hippocampal and striatal memory systems during navigation of a virtual environment. Neurobiol Learn Mem 2020; 168:107160. [PMID: 31918021 DOI: 10.1016/j.nlm.2020.107160] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2019] [Revised: 12/11/2019] [Accepted: 01/03/2020] [Indexed: 02/08/2023]
Abstract
The brain is composed of multiple memory systems that mediate distinct types of navigation. The hippocampus is important for encoding and retrieving allocentric spatial cognitive maps, while the dorsal striatum mediates procedural memories based on stimulus-response (S-R) associations. These memory systems are differentially affected by emotional arousal. In particular, rodent studies show that stress typically impairs hippocampal spatial memory while it spares or sometimes enhances striatal S-R memory. The influence of emotional arousal on these separate navigational memory systems has received less attention in human subjects. We investigated the effect of dynamic changes in anticipatory anxiety on hippocampal spatial and dorsal striatal S-R memory systems while participants attempted to solve a virtual eight-arm radial maze. In Experiment 1, participants completed a hippocampus-dependent spatial version of the eight-arm radial maze that required allocentric spatial memory to successfully navigate the environment. In Experiment 2, participants completed a dorsal striatal S-R version of the maze where no allocentric spatial cues were present, requiring the use of S-R navigation. Anticipatory anxiety was modulated via threat of receiving an unpleasant electrical shock to the wrist during memory retrieval. Results showed that threat of shock was associated with more errors and increased use of non-spatial navigational strategies in the hippocampal spatial task, but did not influence memory performance in the striatal S-R task. Findings indicate a dissociation regarding the influence of anticipatory anxiety on memory systems that has implications for understanding how fear and anxiety contribute to memory-related symptoms in human psychopathologies.
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Affiliation(s)
- Jarid Goodman
- Department of Psychology, Delaware State University, Dover, DE, United States; Department of Psychiatry, Dell Medical School, University of Texas at Austin, United States.
| | - Mason McClay
- Department of Psychiatry, Dell Medical School, University of Texas at Austin, United States
| | - Joseph E Dunsmoor
- Department of Psychiatry, Dell Medical School, University of Texas at Austin, United States.
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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: 0.5] [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: 0.5] [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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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: 2.2] [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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Aggarwal A, Pandian J. Internet gaming disorder in undergraduate medical and dentistry students. CHRISMED JOURNAL OF HEALTH AND RESEARCH 2019. [DOI: 10.4103/cjhr.cjhr_117_18] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022] Open
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15
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Drisdelle BL, Jolicœur P. Stimulus- and Response-locked Posterior Contralateral Negativity Bisect Cognitive Operations in Visual Search. J Cogn Neurosci 2018; 31:574-591. [PMID: 30566367 DOI: 10.1162/jocn_a_01364] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
Abstract
We explored the flow of information during visual search by examining activity indexing visual attention (N2pc) and the subsequent processing of the selected objects in visual short-term memory (SPCN) time-locked to stimulus presentation and to the motor response. We measured event-related activity at posterior sites (PO7/PO8) for 96 participants during a simple visual search task. A response-locked posterior contralateral negativity (RLpcN) was observed with a scalp distribution similar to that of the N2pc and SPCN. The RLpcN was compared with the stimulus-locked activity (N2pc and SPCN) across experimental manipulations (targets were either closer or farther from fixation in visual space, and the response was either more frequent [75%] or less frequent [25%]) and across response speeds (EEG data were separated into tertiles by RT both within-subjects and between-subjects). The leading edge and early portion of the RLpcN appeared to reflect the initial deployment of attention (N2pc), whereas the later portion (up to peak amplitude) reflected subsequent processing of visual information (SPCN). SPCN and RLpcN also had similar modulations in amplitude for both analyses. Moreover, whereas very small N2pc and SPCN onset latency differences were observed when data were separated into tertiles by RT, there were large onset differences for the RLpcN, with earlier RLpcN onsets for longer RTs, suggesting that RT variance is in large determined by processing after the initial deployment of attention. The results show how we can bisect processing responsible for variations in RT relative to the onset of visual spatial attention.
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Affiliation(s)
- Brandi Lee Drisdelle
- Université de Montréal.,International Laboratory for Brain, Music, and Sound Research (BRAMS), Montreal, Canada.,Institut Universitaire de Gériatrie de Montréal (CRIUGM)
| | - Pierre Jolicœur
- Université de Montréal.,International Laboratory for Brain, Music, and Sound Research (BRAMS), Montreal, Canada.,Institut Universitaire de Gériatrie de Montréal (CRIUGM)
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16
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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: 1.3] [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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17
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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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18
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Spiegel JS. The Ethics of Virtual Reality Technology: Social Hazards and Public Policy Recommendations. SCIENCE AND ENGINEERING ETHICS 2018; 24:1537-1550. [PMID: 28942536 DOI: 10.1007/s11948-017-9979-y] [Citation(s) in RCA: 32] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/06/2017] [Accepted: 09/08/2017] [Indexed: 06/07/2023]
Abstract
This article explores four major areas of moral concern regarding virtual reality (VR) technologies. First, VR poses potential mental health risks, including Depersonalization/Derealization Disorder. Second, VR technology raises serious concerns related to personal neglect of users' own actual bodies and real physical environments. Third, VR technologies may be used to record personal data which could be deployed in ways that threaten personal privacy and present a danger related to manipulation of users' beliefs, emotions, and behaviors. Finally, there are other moral and social risks associated with the way VR blurs the distinction between the real and illusory. These concerns regarding VR naturally raise questions about public policy. The article makes several recommendations for legal regulations of VR that together address each of the above concerns. It is argued that these regulations would not seriously threaten personal liberty but rather would protect and enhance the autonomy of VR consumers.
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Affiliation(s)
- James S Spiegel
- Taylor University, 236 West Reade Ave., Upland, IN, 46989, USA.
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19
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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: 0.4] [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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20
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Wang M, Dong G, Wang L, Zheng H, Potenza MN. Brain responses during strategic online gaming of varying proficiencies: Implications for better gaming. Brain Behav 2018; 8:e01076. [PMID: 30020566 PMCID: PMC6085917 DOI: 10.1002/brb3.1076] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/13/2018] [Revised: 06/21/2018] [Accepted: 06/25/2018] [Indexed: 01/24/2023] Open
Abstract
BACKGROUND Online gaming is a complex and competitive activity. However, little attention has been paid to brain activities relating to gaming proficiency. METHODS In the current study, fMRI data were obtained from 70 subjects while they were playing online games. Based on their playing, we selected 24 clips from each subject for three levels of gaming proficiency (good, poor, and average), with each clip lasting for 8 seconds. RESULTS When comparing the brain responses during the three conditions, good-play trials, relative to poor- or average-play trials, were associated with greater activation of the declive, postcentral gyrus, and striatum. In post-hoc analyses taking the identified clusters as regions of interest to calculate their functional connectivity, activation of the declive during good-play conditions was associated with that in the precentral gyrus and thalamus, and activation in the striatum was associated with that in the inferior frontal gyrus and middle frontal cortex. CONCLUSIONS Taken together, findings suggest specific regional brain activations and functional connectivity patterns involving brain regions and circuits involved in sensory, motor, automatic and executive functioning and their coordination are associated with better gaming. Specifically, for basic functions, such as simple reaction, motor control, and motor coordination, people need to perform them automatically; for highly cognitive functions, such as plan and strategic playing, people need to engage more executive functions in finishing these works. The automatically processed basic functions spare cognitive resources for the highly cognitive functions, which facilitates their gaming behaviors.
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Affiliation(s)
- Min Wang
- Department of Psychology, Zhejiang Normal University, Jinhua, China
| | - Guangheng Dong
- Department of Psychology, Zhejiang Normal University, Jinhua, China.,Institute of Psychological and Brain Sciences, Zhejiang Normal University, Jinhua, China
| | - Lingxiao Wang
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Beijing, China
| | - Hui Zheng
- Department of Psychology, Zhejiang Normal University, Jinhua, China
| | - Marc N Potenza
- Department of Psychiatry, Department of Neurobiology, Child Study Center, and National Center on Addiction and Substance Abuse, Yale University School of Medicine, New Haven, Connecticut.,Connecticut Mental Health Center, New Haven, Connecticut
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21
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Impact of video games on plasticity of the hippocampus. Mol Psychiatry 2018; 23:1566-1574. [PMID: 28785110 DOI: 10.1038/mp.2017.155] [Citation(s) in RCA: 71] [Impact Index Per Article: 10.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/09/2017] [Revised: 06/05/2017] [Accepted: 06/07/2017] [Indexed: 01/18/2023]
Abstract
The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.
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22
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Veissière SPL, Stendel M. Hypernatural Monitoring: A Social Rehearsal Account of Smartphone Addiction. Front Psychol 2018; 9:141. [PMID: 29515480 PMCID: PMC5826267 DOI: 10.3389/fpsyg.2018.00141] [Citation(s) in RCA: 59] [Impact Index Per Article: 8.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2017] [Accepted: 01/29/2018] [Indexed: 01/03/2023] Open
Abstract
We present a deflationary account of smartphone addiction by situating this purportedly antisocial phenomenon within the fundamentally social dispositions of our species. While we agree with contemporary critics that the hyper-connectedness and unpredictable rewards of mobile technology can modulate negative affect, we propose to place the locus of addiction on an evolutionarily older mechanism: the human need to monitor and be monitored by others. Drawing from key findings in evolutionary anthropology and the cognitive science of religion, we articulate a hypernatural monitoring model of smartphone addiction grounded in a general social rehearsal theory of human cognition. Building on recent predictive-processing views of perception and addiction in cognitive neuroscience, we describe the role of social reward anticipation and prediction errors in mediating dysfunctional smartphone use. We conclude with insights from contemplative philosophies and harm-reduction models on finding the right rituals for honoring social connections and setting intentional protocols for the consumption of social information.
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Affiliation(s)
- Samuel P. L. Veissière
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Department of Anthropology, McGill University, Montreal, QC, Canada
- Raz Lab in Cognitive Neuroscience, McGill University, Montreal, QC, Canada
- Culture, Mind, and Brain Program, McGill University, Montreal, QC, Canada
| | - Moriah Stendel
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Raz Lab in Cognitive Neuroscience, McGill University, Montreal, QC, Canada
- Culture, Mind, and Brain Program, McGill University, Montreal, QC, Canada
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23
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Qiu N, Ma W, Fan X, Zhang Y, Li Y, Yan Y, Zhou Z, Li F, Gong D, Yao D. Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience. Front Hum Neurosci 2018; 12:47. [PMID: 29487514 PMCID: PMC5816940 DOI: 10.3389/fnhum.2018.00047] [Citation(s) in RCA: 27] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2017] [Accepted: 01/26/2018] [Indexed: 12/31/2022] Open
Abstract
A central issue in cognitive science is understanding how learning induces cognitive and neural plasticity, which helps illuminate the biological basis of learning. Research in the past few decades showed that action video gaming (AVG) offered new, important perspectives on learning-related cognitive and neural plasticity. However, it is still unclear whether cognitive and neural plasticity is observable after a brief AVG session. Using behavioral and electrophysiological measures, this study examined the plasticity of visual selective attention (VSA) associated with a 1 h AVG session. Both AVG experts and non-experts participated in this study. Their VSA was assessed prior to and after the AVG session. Within-group comparisons on the participants' performance before and after the AVG session showed improvements in response time in both groups and modulations of electrophysiological measures in the non-experts. Furthermore, between-group comparisons showed that the experts had superior VSA, relative to the non-experts, prior to the AVG session. These findings suggested an association between the plasticity of VSA and AVG. Most importantly, this study showed that the plasticity of VSA was observable after even a 1 h AVG session.
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Affiliation(s)
- Nan Qiu
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Xin Fan
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Youjin Zhang
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Yi Li
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Yuening Yan
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Zhongliang Zhou
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Fali Li
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Diankun Gong
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
- School of Life Science and Technology, Center for Information in Medicine, 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
- School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
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24
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Smith RO. Technology and Occupation: Past, Present, and the Next 100 Years of Theory and Practice. Am J Occup Ther 2017; 71:7106150010p1-7106150010p15. [PMID: 29135423 DOI: 10.5014/ajot.2017.716003] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
During the first 100 years of occupational therapy, the profession developed a remarkable practice and theory base. All along, technology was an active and core component of practice, but often technology was mentioned only as an adjunct component of therapy and as if it was a specialty. This lecture proposes a new foundational theory that places technology at the heart of occupational therapy as a fundamental part of human occupation and the human experience. Moreover, this new Metaphysical Physical-Emotive Theory of Occupation pushes the occupational therapy profession and the occupational science discipline to overtly consider occupation on the level of a metaphysical-level reality. The presentation of this theory at the Centennial of the profession charges the field to test and further define the theory over the next 100 years and to leverage technology and its role in optimizing occupational performance into the future.
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Affiliation(s)
- Roger O Smith
- Roger O. Smith, PhD, OT, FAOTA, RESNA Fellow, is Professor, Department of Occupational Science and Technology, College of Health Sciences, and Director, Rehabilitation Research Design & Disability (R₂D₂) Center, University of Wisconsin-Milwaukee, and President, Rehabilitation Engineering and Assistive Technology Society of North America, Arlington, VA;
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25
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Palaus M, Marron EM, Viejo-Sobera R, Redolar-Ripoll D. Neural Basis of Video Gaming: A Systematic Review. Front Hum Neurosci 2017; 11:248. [PMID: 28588464 PMCID: PMC5438999 DOI: 10.3389/fnhum.2017.00248] [Citation(s) in RCA: 98] [Impact Index Per Article: 12.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/16/2016] [Accepted: 04/26/2017] [Indexed: 12/22/2022] Open
Abstract
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.
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Affiliation(s)
- Marc Palaus
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
| | - Elena M Marron
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
| | - Raquel Viejo-Sobera
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain.,Laboratory for Neuropsychiatry and Neuromodulation, Massachusetts General HospitalBoston, MA, USA
| | - Diego Redolar-Ripoll
- Cognitive NeuroLab, Faculty of Health Sciences, Universitat Oberta de CatalunyaBarcelona, Spain
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26
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West GL, Konishi K, Bohbot VD. Video Games and Hippocampus-Dependent Learning. CURRENT DIRECTIONS IN PSYCHOLOGICAL SCIENCE 2017. [DOI: 10.1177/0963721416687342] [Citation(s) in RCA: 45] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/03/2023]
Abstract
Research examining the impact of video games on neural systems has largely focused on visual attention and motor control. Recent evidence now shows that video games can also impact the hippocampal memory system. Further, action and 3D-platform video-game genres are thought to have differential impacts on this system. In this review, we examine the specific design elements unique to either action or 3D-platform video games and break down how they could either favor or discourage use of the hippocampal memory system during gameplay. Analysis is based on well-established principles of hippocampus-dependent and non-hippocampus-dependent forms of learning from the human and rodent literature.
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Affiliation(s)
- Greg L. West
- Centre de Recherche en Neuropsychologie et Cognition, University of Montreal
| | - Kyoko Konishi
- Douglas Hospital Research Centre, Montreal, Canada
- Department of Psychiatry, McGill University
| | - Veronique D. Bohbot
- Douglas Hospital Research Centre, Montreal, Canada
- Department of Psychiatry, McGill University
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27
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Drisdelle BL, Konishi K, Diarra M, Bohbot VD, Jolicoeur P, West GL. Electrophysiological evidence for enhanced attentional deployment in spatial learners. Exp Brain Res 2017; 235:1387-1395. [PMID: 28229169 DOI: 10.1007/s00221-017-4884-9] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2016] [Accepted: 01/13/2017] [Indexed: 11/28/2022]
Abstract
Visual spatial attention is important during navigation processes that rely on a cognitive map, because spatial relationships between environmental landmarks need to be selected, encoded, and learned. People who navigate using this strategy are spatial learners, and this process relies on the hippocampus. Conversely, response learners memorize a series of actions to navigate, which relies on the caudate nucleus. Response learning, which is more efficient, is thought to involve less demanding cognitive operations, and is related to reduced grey matter in the hippocampus. To test if navigational strategy can impact visual attention performance, we investigated if spatial and response learners showed differences in attentional engagement used during a visual spatial task. We tested 40 response learners and 39 spatial learners, as determined by the 4-on-8 Virtual Maze (4/8 VM), on a target detection task designed to elicit an N2pc component (an index visual spatial attention). Spatial learners produced a larger N2pc amplitude during target detection compared to response learners. This relationship might represent an increase in goal-directed attention towards target stimuli or a more global increase in cognitive function that has been previously observed in spatial learners.
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Affiliation(s)
- Brandi Lee Drisdelle
- Department of Psychology, University of Montreal, Pavillon Marie-Victorin, 90, avenue Vincent d'Indy, Montreal, QC, H2V 2S9, Canada
| | - Kyoko Konishi
- Douglas Hospital Research Centre, Montreal, Canada.,Department of Psychiatry, McGill University, Montreal, Canada
| | - Moussa Diarra
- Department of Psychology, University of Montreal, Pavillon Marie-Victorin, 90, avenue Vincent d'Indy, Montreal, QC, H2V 2S9, Canada
| | - Veronique D Bohbot
- Douglas Hospital Research Centre, Montreal, Canada.,Department of Psychiatry, McGill University, Montreal, Canada
| | - Pierre Jolicoeur
- Department of Psychology, University of Montreal, Pavillon Marie-Victorin, 90, avenue Vincent d'Indy, Montreal, QC, H2V 2S9, Canada
| | - Greg L West
- Department of Psychology, University of Montreal, Pavillon Marie-Victorin, 90, avenue Vincent d'Indy, Montreal, QC, H2V 2S9, Canada.
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28
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Abstract
Health is a continuum of an optimized state of a biologic system, an outcome of positive relationships with the self and others. A healthy system follows the principles of systems science derived from observations of nature, highlighting the character of relationships as the key determinant. Relationships evolve from our decisions, which are consequential to the function of our own biologic system on all levels, including the genome, where epigenetics impact our morphology. In healthy systems, decisions emanate from the reciprocal collaboration of hippocampal memory and the executive prefrontal cortex. We can decide to change relationships through choices. What is selected, however, only represents the cognitive interpretation of our limited sensory perception; it strongly reflects inherent biases toward either optimizing state, making a biologic system healthy, or not. Health or its absence is then the outcome; there is no inconsequential choice. Public health effort should not focus on punitive steps (e.g. taxation of unhealthy products or behaviors) in order to achieve a higher level of public’s health. It should teach people the process of making healthy decisions; otherwise, people will just migrate/shift from one unhealthy product/behavior to another, and well-intended punitive steps will not make much difference. Physical activity, accompanied by nutrition and stress management, have the greatest impact on fashioning health and simultaneously are the most cost-effective measures. Moderate-to-vigorous exercise not only improves aerobic fitness but also positively influences cognition, including memory and senses. Collective, rational societal decisions can then be anticipated. Health care is a business system principally governed by self-maximizing decisions of its components; uneven and contradictory outcomes are the consequences within such a non-optimized system. Health is not health care. We are biologic systems subject to the laws of biology in spite of our incongruous decisions that are detrimental to health. A biologic system/a human body originates from structural, deterministic genes as well as shared epigenetic memory of our ancestors affecting our bodily function and structure. The political governing systems’ vertical hierarchy has control over money and laws, neither of which materially affect individual lifestyle/behavioral choices toward health. Improved health comes from focusing on enhancing the biologic age and not the chronologic one, which simply represents a linear time from a birth certificate to a death certificate and is applicable only in its extremes. “Age-related diseases” are simply reflections of a given culture. Biologic age, reflecting the actual state of health, could be used in all health-related assessments including health-life insurance premiums, licensing of job categories, etc., all with a broader and healthy societal impact.
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Affiliation(s)
- Ivo Janecka
- Research and Education, Foundation for Systems
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29
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Morin-Moncet O, Therrien-Blanchet JM, Ferland MC, Théoret H, West GL. Action Video Game Playing Is Reflected In Enhanced Visuomotor Performance and Increased Corticospinal Excitability. PLoS One 2016; 11:e0169013. [PMID: 28005989 PMCID: PMC5179116 DOI: 10.1371/journal.pone.0169013] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2016] [Accepted: 12/09/2016] [Indexed: 12/17/2022] Open
Abstract
Action video game playing is associated with improved visuomotor performance; however, the underlying neural mechanisms associated with this increased performance are not well understood. Using the Serial Reaction Time Task in conjunction with Transcranial Magnetic Stimulation, we investigated if improved visuomotor performance displayed in action video game players (actionVGPs) was associated with increased corticospinal plasticity in primary motor cortex (M1) compared to non-video game players (nonVGPs). Further, we assessed if actionVGPs and nonVGPs displayed differences in procedural motor learning as measured by the SRTT. We found that at the behavioral level, both the actionVGPs and nonVGPs showed evidence of procedural learning with no significant difference between groups. However, the actionVGPs displayed higher visuomotor performance as evidenced by faster reaction times in the SRTT. This observed enhancement in visuomotor performance amongst actionVGPs was associated with increased corticospinal plasticity in M1, as measured by corticospinal excitability changes pre- and post- SRTT and corticospinal excitability at rest before motor practice. Our results show that aVGPs, who are known to have better performance on visual and motor tasks, also display increased corticospinal excitability after completing a novel visuomotor task.
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Affiliation(s)
| | | | - Marie C. Ferland
- Department of Psychology, Université de Montréal, Montréal, Canada
| | - Hugo Théoret
- Department of Psychology, Université de Montréal, Montréal, Canada
- Hôpital Sainte-Justine Research Center, Montréal, Canada
| | - Greg L. West
- Department of Psychology, Université de Montréal, Montréal, Canada
- * E-mail:
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30
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Konishi K, Bhat V, Banner H, Poirier J, Joober R, Bohbot VD. APOE2 Is Associated with Spatial Navigational Strategies and Increased Gray Matter in the Hippocampus. Front Hum Neurosci 2016; 10:349. [PMID: 27468260 PMCID: PMC4942687 DOI: 10.3389/fnhum.2016.00349] [Citation(s) in RCA: 49] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/25/2015] [Accepted: 06/28/2016] [Indexed: 11/30/2022] Open
Abstract
The Apolipoprotein E (APOE) gene has a strong association with Alzheimer’s disease (AD). The ε4 allele is a well-documented genetic risk factor of AD. In contrast, the ε2 allele of the APOE gene is known to be protective against AD. Much of the focus on the APOE gene has been on the ε4 allele in both young and older adults and few studies have looked into the cognitive and brain structure correlates of the ε2 allele, especially in young adults. In the current study, we investigated the relationship between APOE genotype, navigation behavior, and hippocampal gray matter in healthy young adults. One-hundred and twenty-four healthy young adults were genotyped and tested on the 4on8 virtual maze, a task that allows for the assessment of navigation strategy. The task assesses the spontaneous use of either a hippocampus-dependent spatial strategy or a caudate nucleus-dependent response strategy. Of the 124 participants, 37 underwent structural magnetic resonance imaging (MRI). We found that ε2 carriers use a hippocampus-dependent spatial strategy to a greater extent than ε3 homozygous individuals and ε4 carriers. We also found that APOE ε2 allele carriers have more gray matter in the hippocampus compared to ε3 homozygous individuals and ε4 carriers. Our findings suggest that the protective effects of the ε2 allele may, in part, be expressed through increased hippocampus gray matter and increased use of hippocampus-dependent spatial strategies. The current article demonstrates the relationship between brain structure, navigation behavior, and APOE genotypes in healthy young adults.
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Affiliation(s)
- Kyoko Konishi
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University Verdun, QC, Canada
| | - Venkat Bhat
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University Verdun, QC, Canada
| | - Harrison Banner
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University Verdun, QC, Canada
| | - Judes Poirier
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University Verdun, QC, Canada
| | - Ridha Joober
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University Verdun, QC, Canada
| | - Véronique D Bohbot
- Department of Psychiatry, Douglas Mental Health University Institute, McGill University Verdun, QC, Canada
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Penick CA, Crofton CA, Holden Appler R, Frank SD, Dunn RR, Tarpy DR. The contribution of human foods to honey bee diets in a mid-sized metropolis. JOURNAL OF URBAN ECOLOGY 2016. [DOI: 10.1093/jue/juw001] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/27/2022] Open
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Abstract
UNLABELLED The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many "enriching" aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. SIGNIFICANCE STATEMENT The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can stimulate neuroplasticity and improve hippocampal function and performance on hippocampally mediated memory tasks. Here, we suggest that the exploration of vast and visually stimulating environments within modern-day video games can act as a human correlate of environmental enrichment. Training naive video gamers in a rich 3D, but not 2D, video game, resulted in a significant improvement in hippocampus-associated cognition using several behavioral measures. Our results suggest that modern day video games may provide meaningful stimulation to the human hippocampus.
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Abstract
The view that anatomically distinct memory systems differentially contribute to the development of drug addiction and relapse has received extensive support. The present brief review revisits this hypothesis as it was originally proposed 20 years ago (1) and highlights several recent developments. Extensive research employing a variety of animal learning paradigms indicates that dissociable neural systems mediate distinct types of learning and memory. Each memory system potentially contributes unique components to the learned behavior supporting drug addiction and relapse. In particular, the shift from recreational drug use to compulsive drug abuse may reflect a neuroanatomical shift from cognitive control of behavior mediated by the hippocampus/dorsomedial striatum toward habitual control of behavior mediated by the dorsolateral striatum (DLS). In addition, stress/anxiety may constitute a cofactor that facilitates DLS-dependent memory, and this may serve as a neurobehavioral mechanism underlying the increased drug use and relapse in humans following stressful life events. Evidence supporting the multiple systems view of drug addiction comes predominantly from studies of learning and memory that have employed as reinforcers addictive substances often considered within the context of drug addiction research, including cocaine, alcohol, and amphetamines. In addition, recent evidence suggests that the memory systems approach may also be helpful for understanding topical sources of addiction that reflect emerging health concerns, including marijuana use, high-fat diet, and video game playing.
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Affiliation(s)
- Jarid Goodman
- Department of Psychology, Texas A&M Institute for Neuroscience, Texas A&M University , College Station, TX , USA
| | - Mark G Packard
- Department of Psychology, Texas A&M Institute for Neuroscience, Texas A&M University , College Station, TX , USA
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Karimpur H, Hamburger K. The Future of Action Video Games in Psychological Research and Application. Front Psychol 2015; 6:1747. [PMID: 26635661 PMCID: PMC4649035 DOI: 10.3389/fpsyg.2015.01747] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2015] [Accepted: 10/31/2015] [Indexed: 11/29/2022] Open
Affiliation(s)
- Harun Karimpur
- Department of Psychology, Experimental Psychology and Cognitive Science, Justus Liebig University Giessen, Germany
| | - Kai Hamburger
- Department of Psychology, Experimental Psychology and Cognitive Science, Justus Liebig University Giessen, Germany
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