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Pohlmann KMT, Li G, Wilson G, McGill M, Pollick F, Brewster S. Is Video Gaming a Cure for Cybersickness? Gamers Experience Less Cybersickness Than Non-Gamers in a VR Self-Motion Task. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:7225-7233. [PMID: 39255120 DOI: 10.1109/tvcg.2024.3456176] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/12/2024]
Abstract
Cybersickness remains a major drawback of Virtual Reality (VR) headsets, as a breadth of stationary experiences with visual self-motion can result in visually-induced motion sickness. However, not everybody experiences the same intensity or type of adverse symptoms. Here we propose that prior experience with virtual environments can predict ones degree of cybersickness. Video gaming can enhance visuospatial abilities, which in-turn relate negatively to cybersickness - meaning that consistently engaging in virtual environments can result in protective habituation effects. In a controlled stationary VR experiment, we found that 'VR-naive' video gamers experienced significantly less cybersickness in a virtual tunnel-travel task and outperformed 'VR-naive' non-video gamers on a visual attention task. These findings strongly motivate the use of non-VR games for training VR cybersickness resilience, with future research needed to further understand the mechanism(s) by which gamers become cybersickness resilient - potentially expanding access to VR for even the most susceptible participants.
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Lobato-Camacho FJ, Vargas JP, López JC. Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory. Games Health J 2024. [PMID: 39093833 DOI: 10.1089/g4h.2023.0210] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 08/04/2024] Open
Abstract
Introduction: The cognitive effects of video games have garnered increasing attention due to their potential applications in cognitive rehabilitation and evaluation. However, the underlying mechanisms driving these cognitive modifications remain poorly understood. Objectives: This study investigates the fundamental mnemonic processes of spatial navigation, pattern separation, and recognition memory, closely associated with the hippocampus. Our objective is to elucidate the interaction of these cognitive processes and shed light on rehabilitation mechanisms that could inform the design of video games aimed at stimulating the hippocampus. Method: In this study, we assessed 48 young adults, including both video game players and non-players. We utilized virtual reality and cognitive tasks such as the Lobato Virtual Water Maze and the Mnemonic Similarity Task to evaluate their cognitive abilities. Results: Our key findings highlight that gamers exhibit heightened pattern separation abilities and demonstrate quicker and more accurate spatial learning, attributed to the cognitive stimulation induced by video games. Additionally, we uncovered a significant relationship between spatial memory, guided by environmental cues, and pattern separation, which serves as the foundation for more efficient spatial navigation. Conclusions: These results provide valuable insights into the cognitive impact of video games and offer potential for monitoring changes in rehabilitation processes and early signs of cognitive decline through virtual reality-based assessments. Ultimately, we propose that examining the relationships between cognitive processes represents an effective method for evaluating neurodegenerative conditions, offering new possibilities for early diagnosis and intervention.
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Affiliation(s)
| | - Juan Pedro Vargas
- Departamento de Psicología Experimental, Facultad de Psicología, Universidad de Sevilla, Sevilla, Spain
| | - Juan Carlos López
- Departamento de Psicología Experimental, Facultad de Psicología, Universidad de Sevilla, Sevilla, Spain
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Li RW, Li BZ, Chat SW, Patel SS, Chung STL, Levi DM. Playing three-dimensional video games boosts stereo vision. Curr Biol 2024; 34:R524-R525. [PMID: 38834021 PMCID: PMC11160996 DOI: 10.1016/j.cub.2024.04.032] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/02/2023] [Revised: 04/11/2024] [Accepted: 04/12/2024] [Indexed: 06/06/2024]
Abstract
Playing two-dimensional video games has been shown to result in improvements in a range of visual and cognitive tasks, and these improvements appear to generalize widely1,2,3,4,5,6. Here we report that young adults with healthy vision, surprisingly, showed a dramatic improvement in stereo vision after playing three-dimensional, but not two-dimensional, video games for a relatively short period of time. Intriguingly, neither group showed any significant improvement in binocular contrast sensitivity. This dissociation suggests that the visual enhancement was specific to genuine stereoscopic processing, not indirectly resulting from enhanced contrast processing, and required engaging in a disparity cue-rich three-dimensional environment.
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Affiliation(s)
- Roger W Li
- College of Optometry, Nova Southeastern University, Fort Lauderdale, FL 33328, USA.
| | - Betty Z Li
- Herbert Wertheim School of Optometry and Vision Science, University of California, Berkeley, CA 94720, USA
| | - Sandy W Chat
- College of Optometry, Nova Southeastern University, Fort Lauderdale, FL 33328, USA
| | - Saumil S Patel
- Department of Ophthalmology, School of Medicine, Stanford University, Stanford, CA 94305, USA
| | - Susana T L Chung
- Herbert Wertheim School of Optometry and Vision Science, University of California, Berkeley, CA 94720, USA
| | - Dennis M Levi
- Herbert Wertheim School of Optometry and Vision Science, University of California, Berkeley, CA 94720, USA
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Bertoni S, Franceschini S, Mancarella M, Puccio G, Ronconi L, Marsicano G, Gori S, Campana G, Facoetti A. Action video games and posterior parietal cortex neuromodulation enhance both attention and reading in adults with developmental dyslexia. Cereb Cortex 2024; 34:bhae152. [PMID: 38610090 DOI: 10.1093/cercor/bhae152] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2024] [Revised: 03/20/2024] [Accepted: 03/25/2024] [Indexed: 04/14/2024] Open
Abstract
The impact of action video games on reading performance has been already demonstrated in individuals with and without neurodevelopmental disorders. The combination of action video games and posterior parietal cortex neuromodulation by a transcranial random noise stimulation could enhance brain plasticity, improving attentional control and reading skills also in adults with developmental dyslexia. In a double blind randomized controlled trial, 20 young adult nonaction video game players with developmental dyslexia were trained for 15 h with action video games. Half of the participants were stimulated with bilateral transcranial random noise stimulation on the posterior parietal cortex during the action video game training, whereas the others were in the placebo (i.e. sham) condition. Word text reading, pseudowords decoding, and temporal attention (attentional blink), as well as electroencephalographic activity during the attentional blink, were measured before and after the training. The action video game + transcranial random noise stimulation group showed temporal attention, word text reading, and pseudoword decoding enhancements and P300 amplitude brain potential changes. The enhancement in temporal attention performance was related with the efficiency in pseudoword decoding improvement. Our results demonstrate that the combination of action video game training with parietal neuromodulation increases the efficiency of visual attention deployment, probably reshaping goal-directed and stimulus-driven fronto-parietal attentional networks interplay in young adults with neurodevelopmental conditions.
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Affiliation(s)
- Sara Bertoni
- Department of Human and Social Sciences, University of Bergamo, Piazzale Sant'Agostino 2, Bergamo 24129, Italy
| | - Sandro Franceschini
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Via Venezia 8, Padua 35131, Italy
| | - Martina Mancarella
- Katholieke Universiteit Leuven, Leopold Vanderkelenstraat 32, Leuven 3000, Belgium
| | - Giovanna Puccio
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Via Venezia 8, Padua 35131, Italy
| | - Luca Ronconi
- School of Psychology, Vita-Salute San Raffaele University, Via Olgettina 58, Milan 20132, Italy
| | - Gianluca Marsicano
- Centre for Studies and Research in Cognitive Neuroscience, University of Bologna, Viale Rasi e Spinelli 176, Cesena 47521, Italy
- Department of Psychology, University of Bologna, Viale Berti Pichat 5, Bologna 40121, Italy
| | - Simone Gori
- Department of Human and Social Sciences, University of Bergamo, Piazzale Sant'Agostino 2, Bergamo 24129, Italy
| | - Gianluca Campana
- PercUp Lab, Department of General Psychology, University of Padua, Via Venezia 8, Padua 35131, Italy
| | - Andrea Facoetti
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Via Venezia 8, Padua 35131, Italy
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Jiao F, Zhuang J, Nitsche MA, Lin Z, Ma Y, Liu Y. Application of transcranial alternating current stimulation to improve eSports-related cognitive performance. Front Neurosci 2024; 18:1308370. [PMID: 38476869 PMCID: PMC10927847 DOI: 10.3389/fnins.2024.1308370] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/06/2023] [Accepted: 02/08/2024] [Indexed: 03/14/2024] Open
Abstract
Introduction Electronic Sports (eSports) is a popular and still emerging sport. Multiplayer Online Battle Arena (MOBA) and First/Third Person Shooting Games (FPS/TPS) require excellent visual attention abilities. Visual attention involves specific frontal and parietal areas, and is associated with alpha coherence. Transcranial alternating current stimulation (tACS) is a principally suitable tool to improve cognitive functions by modulation of regional oscillatory cortical networks that alters regional and larger network connectivity. Methods In this single-blinded crossover study, 27 healthy college students were recruited and exposed to 10 Hz tACS of the right frontoparietal network. Subjects conducted a Visual Spatial Attention Distraction task in three phases: T0 (pre-stimulation), T1 (during stimulation), T2 (after-stimulation), and an eSports performance task which contained three games ("Exact Aiming," "Flick Aiming," "Press Reaction") before and after stimulation. Results The results showed performance improvements in the "Exact Aiming" task and hint for a prevention of reaction time performance decline in the "Press Reaction" task in the real, as compared to the sham stimulation group. We also found a significant decrease of reaction time in the visual spatial attention distraction task at T1 compared to T0 in the real, but not sham intervention group. However, accuracy and inverse efficiency scores (IES) did not differ between intervention groups in this task. Discussion These results suggest that 10 Hz tACS over the right frontal and parietal cortex might improve eSports-related skill performance in specific tasks, and also improve visual attention in healthy students during stimulation. This tACS protocol is a potential tool to modulate neurocognitive performance involving tracking targets, and might be a foundation for the development of a new concept to enhance eSports performance. This will require however proof in real life scenarios, as well optimization.
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Affiliation(s)
- Fujia Jiao
- Key Laboratory of Exercise and Health Sciences of Ministry of Education, Shanghai University of Sport, Shanghai, China
- Department Psychology and Neurosciences, Leibniz Research Centre for Working Environment and Human Factors, Dortmund, Germany
| | - Jie Zhuang
- School of Psychology, Shanghai University of Sport, Shanghai, China
| | - Michael A. Nitsche
- Department Psychology and Neurosciences, Leibniz Research Centre for Working Environment and Human Factors, Dortmund, Germany
- University Hospital OWL, Protestant Hospital of Bethel Foundation, University Clinic of Psychiatry and Psychotherapy and University Clinic of Child and Adolescent Psychiatry and Psychotherapy, Bielefeld University, Bielefeld, Germany
- German Center for Mental Health (DZPG), Bochum, Germany
| | - Zhenggen Lin
- Key Laboratory of Exercise and Health Sciences of Ministry of Education, Shanghai University of Sport, Shanghai, China
| | - Yuanbo Ma
- Department Psychology and Neurosciences, Leibniz Research Centre for Working Environment and Human Factors, Dortmund, Germany
- Department of Psychology, Ruhr University Bochum, Bochum, Germany
| | - Yu Liu
- Key Laboratory of Exercise and Health Sciences of Ministry of Education, Shanghai University of Sport, Shanghai, China
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Wu J, Mao Z, Ren Z, Zang W, Tian H, Huang L, Liu H, Liu F, Peng L. Exploring the impact of computer game playing on cognitive function, Alzheimer's disease risk, and brain-derived neurotrophic factor levels: Basic evidence from Mendelian randomization. Digit Health 2024; 10:20552076241256519. [PMID: 38798882 PMCID: PMC11128171 DOI: 10.1177/20552076241256519] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2023] [Accepted: 05/01/2024] [Indexed: 05/29/2024] Open
Abstract
Introduction The potential positive impact of computer game playing on cognitive function and its potential role in reducing the risk of Alzheimer's disease (AD) has been suggested. However, current observational studies have certain limitations. We utilized Mendelian randomization (MR) alongside extensive genome-wide association study (GWAS) data to examine the relationship between computer game playing, cognitive function, risk of AD, and levels of brain-derived neurotrophic factor (BDNF). Methods We collected datasets on computer game playing, cognition function, risk of AD, and BDNF level from the IEU Open GWAS project. Causal effects were assessed using various MR methods, including inverse variance weighted (IVW), weighted median, MR-Egger, simple mode, and weighted mode. To ensure the accuracy of the results, sensitivity analyses were conducted. Results Our analysis revealed a significant association between computer game playing and cognitive function (β = 0.801, 95% CI: 0.351, 1.328, P = 0.001). There was no statistically significant association between computer game playing and either BDNF level or risk of AD (β = -0.112, 95%CI: -1.315, 1.091, P = 0.855; OR = 1.000, 95% CI: 1.004, 0.997, P = 0.891, respectively). We further confirmed the reliability of our evidence through the MR-Egger intercept test, MR-PRESSO global test, Cochran's Q test, and funnel plots. Conclusion The results of our study indicate that engaging in computer game playing may confer a safeguarding influence on cognitive function. This underscores the potential advantages associated with computer gaming. Nevertheless, given the constraints inherent in our research, further investigation is warranted to substantiate our findings and delve into the underlying mechanisms.
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Affiliation(s)
- Jinlong Wu
- College of Physical Education, Southwest University, Chongqing, China
| | - Zhenwei Mao
- College of Physical Education, Southwest University, Chongqing, China
| | - Zhanbing Ren
- College of Physical Education, Shenzhen University, Shenzhen, China
| | - Wanli Zang
- Postgraduate School, Harbin Sport University, Harbin, China
| | - Haodong Tian
- College of Physical Education, Southwest University, Chongqing, China
| | - Li Huang
- College of Physical Education, Southwest University, Chongqing, China
| | - Haowei Liu
- College of Physical Education, Southwest University, Chongqing, China
| | - Feiyang Liu
- College of Physical Education, Southwest University, Chongqing, China
| | - Li Peng
- College of Physical Education, Southwest University, Chongqing, China
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Gong L, Zhao J, Dai Y, Wang Z, Hou F, Zhang Y, Lu ZL, Zhou J. Improving iconic memory through contrast detection training with HOA-corrected vision. FUNDAMENTAL RESEARCH 2024; 4:95-102. [PMID: 38933850 PMCID: PMC11197569 DOI: 10.1016/j.fmre.2022.06.006] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/12/2022] [Revised: 05/13/2022] [Accepted: 06/06/2022] [Indexed: 11/23/2022] Open
Abstract
Iconic memory and short-term memory are not only crucial for perception and cognition, but also of great importance to mental health. Here, we first showed that both types of memory could be improved by improving limiting processes in visual processing through perceptual learning. Normal adults were trained in a contrast detection task for ten days, with their higher-order aberrations (HOA) corrected in real-time. We found that the training improved not only their contrast sensitivity function (CSF), but also their iconic memory and baseline information maintenance for short-term memory, and the relationship between memory and CSF improvements could be well-predicted by an observer model. These results suggest that training the limiting component of a cognitive task with visual perceptual learning could improve visual cognition. They may also provide an empirical foundation for new therapies to treat people with poor sensory memory.
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Affiliation(s)
- Ling Gong
- State Key Laboratory of Ophthalmology, Optometry and Vision Science, Eye Hospital, School of Ophthalmology and Optometry, Wenzhou Medical University, Wenzhou 325027, China
| | - Junlei Zhao
- Institute of Optics and Electronics, Chinese Academy of Sciences, Chengdu 610209, China
- The Key Laboratory of Adaptive Optics, Chinese Academy of Sciences, Chengdu 610209, China
| | - Yun Dai
- Chengdu University of Traditional Chinese Medicine, Chengdu 610075, China
| | - Zili Wang
- State Key Laboratory of Ophthalmology, Optometry and Vision Science, Eye Hospital, School of Ophthalmology and Optometry, Wenzhou Medical University, Wenzhou 325027, China
| | - Fang Hou
- State Key Laboratory of Ophthalmology, Optometry and Vision Science, Eye Hospital, School of Ophthalmology and Optometry, Wenzhou Medical University, Wenzhou 325027, China
| | - Yudong Zhang
- The Key Laboratory of Adaptive Optics, Chinese Academy of Sciences, Chengdu 610209, China
| | - Zhong-Lin Lu
- Division of Arts and Sciences, New York University Shanghai, Shanghai 200126, China
- Center for Neural Science, Department of Psychology, New York University, New York 10003, United States
- NYU-ECNU Institute of Brain and Cognitive Science at NYU Shanghai, Shanghai 200062, China
| | - Jiawei Zhou
- State Key Laboratory of Ophthalmology, Optometry and Vision Science, Eye Hospital, School of Ophthalmology and Optometry, Wenzhou Medical University, Wenzhou 325027, China
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Zueva MV, Neroeva NV, Zhuravleva AN, Bogolepova AN, Kotelin VV, Fadeev DV, Tsapenko IV. Fractal Phototherapy in Maximizing Retina and Brain Plasticity. ADVANCES IN NEUROBIOLOGY 2024; 36:585-637. [PMID: 38468055 DOI: 10.1007/978-3-031-47606-8_31] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/13/2024]
Abstract
The neuroplasticity potential is reduced with aging and impairs during neurodegenerative diseases and brain and visual system injuries. This limits the brain's capacity to repair the structure and dynamics of its activity after lesions. Maximization of neuroplasticity is necessary to provide the maximal CNS response to therapeutic intervention and adaptive reorganization of neuronal networks in patients with degenerative pathology and traumatic injury to restore the functional activity of the brain and retina.Considering the fractal geometry and dynamics of the healthy brain and the loss of fractality in neurodegenerative pathology, we suggest that the application of self-similar visual signals with a fractal temporal structure in the stimulation therapy can reactivate the adaptive neuroplasticity and enhance the effectiveness of neurorehabilitation. This proposition was tested in the recent studies. Patients with glaucoma had a statistically significant positive effect of fractal photic therapy on light sensitivity and the perimetric MD index, which shows that methods of fractal stimulation can be a novel nonpharmacological approach to neuroprotective therapy and neurorehabilitation. In healthy rabbits, it was demonstrated that a long-term course of photostimulation with fractal signals does not harm the electroretinogram (ERG) and retina structure. Rabbits with modeled retinal atrophy showed better dynamics of the ERG restoration during daily stimulation therapy for a week in comparison with the controls. Positive changes in the retinal function can indirectly suggest the activation of its adaptive plasticity and the high potential of stimulation therapy with fractal visual stimuli in a nonpharmacological neurorehabilitation, which requires further study.
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Affiliation(s)
- Marina V Zueva
- Department of Clinical Physiology of Vision, Helmholtz National Medical Research Center of Eye Diseases, Moscow, Russia
| | - Natalia V Neroeva
- Department of Pathology of the Retina and Optic Nerve, Helmholtz National Medical Research Center of Eye Diseases, Moscow, Russia
| | - Anastasia N Zhuravleva
- Department of Glaucoma, Helmholtz National Medical Research Center of Eye Diseases, Moscow, Russia
| | - Anna N Bogolepova
- Department of neurology, neurosurgery and medical genetics, Pirogov Russian National Research Medical University, Moscow, Russia
| | - Vladislav V Kotelin
- Department of Clinical Physiology of Vision, Helmholtz National Medical Research Center of Eye Diseases, Moscow, Russia
| | - Denis V Fadeev
- Scientific Experimental Center Department, Helmholtz National Medical Research Center of Eye Diseases, Moscow, Russia
| | - Irina V Tsapenko
- Department of Clinical Physiology of Vision, Helmholtz National Medical Research Center of Eye Diseases, Moscow, Russia
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Argilés M, González-Fortuny X, Fonts E, Sunyer-Grau B. Global visual attention SPAN in different video game genres. Sci Rep 2023; 13:21882. [PMID: 38072978 PMCID: PMC10710994 DOI: 10.1038/s41598-023-49434-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/14/2023] [Accepted: 12/07/2023] [Indexed: 12/18/2023] Open
Abstract
Video games, specifically action video games, have been demonstrated to be a useful tool in improving certain visual aspects in the general population. Visual attention span, the ability to simultaneously process multiple distinct visual elements during a single fixation, has been shown to improve among action video game players. The goal of this study was to verify that visual attention span is better not only in action video games, but also in other video game genres such as sports simulators or role-playing games. A total of 41 participants, aged 18 to 40 years old, were asked about the type of video games they were playing, name and genre, and the frequency of play. Visual attention span was assessed in all participants. Participants were divided into 4 groups according to the genre of video game they played. The total percentage of letter identification in the visual attention span was not significantly different between groups. A significant difference was found in the sixth position letter, and the right hemifield performance between groups, especially in sports simulators and action video game participants who showed a better performance. The action video game group showed a significant correlation between visual attention span performance and weekly hours played. Playing regularly different genres other than action video games can contribute to raise visual attention resources.
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Affiliation(s)
- Marc Argilés
- Departament d'Òptica i Optometria (DOO), Universitat Politècnica de Catalunya, BarcelonaTech (UPC), Campus de Terrassa, Edifici TR8, C.Violinista Vellsolà, 37, 08222, Terrassa, Barcelona, Spain.
- School of Optics and Optometry, Violinista Vellsolà, 37, 08222, Terrassa, Catalonia, Spain.
| | - Xavier González-Fortuny
- Departament d'Òptica i Optometria (DOO), Universitat Politècnica de Catalunya, BarcelonaTech (UPC), Campus de Terrassa, Edifici TR8, C.Violinista Vellsolà, 37, 08222, Terrassa, Barcelona, Spain
- School of Optics and Optometry, Violinista Vellsolà, 37, 08222, Terrassa, Catalonia, Spain
| | - Elisabet Fonts
- Centre de la Image i Tecnologia Multimèdia, Universitat Politècnica de Catalunya, Terrassa, Barcelona, Spain
| | - Bernat Sunyer-Grau
- Departament d'Òptica i Optometria (DOO), Universitat Politècnica de Catalunya, BarcelonaTech (UPC), Campus de Terrassa, Edifici TR8, C.Violinista Vellsolà, 37, 08222, Terrassa, Barcelona, Spain
- School of Optics and Optometry, Violinista Vellsolà, 37, 08222, Terrassa, Catalonia, Spain
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Medernach JP, Henz J, Memmert D. Mechanisms underlying superior memory of skilled climbers in indoor bouldering. J Sports Sci 2023; 41:1837-1844. [PMID: 38166602 DOI: 10.1080/02640414.2023.2300569] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/04/2023] [Accepted: 12/20/2023] [Indexed: 01/05/2024]
Abstract
INTRODUCTION Bouldering is an Olympic climbing discipline that encompasses short climbing sequences, referred to as boulders, set up on low-height bouldering walls. Memory plays a critical role in bouldering, as it allows climbers to develop climbing strategies, to mentally rehearse climbing movements, and to recall climbing holds of boulders. This study extends previous research on memory in climbing and bouldering with the purpose to elucidate potential mechanisms underlying superior memory abilities of skilled climbers. METHODS Sixty climbers with intermediate (n = 20), advanced (n = 20), or elite (n = 20) skill levels were tasked to memorise the climbing holds and movements of a boulder, set up on a spray wall and demonstrated by a bouldering expert. RESULTS Findings revealed a positive relation between the participants' bouldering skills and sport-specific movement knowledge and both, the number of climbing holds and movements they were able to memorise following a two-minute rehearsal period. CONCLUSION Consistent with previous research, bouldering expertise is positively associated with the ability to memorise domain-specific information. Superior memory abilities among skilled climbers appear to be associated with climbing-specific movement knowledge, coupled with better mental visualisation and increased attentional focus towards functional aspects of boulders.
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Affiliation(s)
- Jerry Prosper Medernach
- Institute of Exercise Training and Sport Informatics, German Sport University Cologne, Cologne, Germany
- Institut National de l´Activité Physique et des Sports, Ministry of Sport, Luxembourg
| | - Julian Henz
- Institute of Exercise Training and Sport Informatics, German Sport University Cologne, Cologne, Germany
| | - Daniel Memmert
- Institute of Exercise Training and Sport Informatics, German Sport University Cologne, Cologne, Germany
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11
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Champagne-Hamel M, Monfort C, Chevrier C, Saint-Amour D. Screen Time at 6 Years Old and Visual Function in Early Adolescence. Vision (Basel) 2023; 7:63. [PMID: 37873891 PMCID: PMC10594439 DOI: 10.3390/vision7040063] [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: 07/18/2023] [Revised: 09/18/2023] [Accepted: 09/21/2023] [Indexed: 10/25/2023] Open
Abstract
Excessive screen time has been linked to adverse health outcomes in children, including vision-related problems such as myopia. However, very few studies have evaluated the effect of moderate screen exposure on the development of visual functions. This study aimed to examine the association between screen time during middle childhood and color discrimination, contrast sensitivity, and short-range visual acuity in 12-year-old children (n = 305) from the mother-child PELAGIE cohort (France) for the whole sample and for boys and girls separately. Visual functions were assessed using the Freiburg Acuity and Contrast Test and an adapted version of the Cambridge Color Test. Screen exposure was documented using a parent self-report questionnaire. Regression models showed that screen exposure at 6 years of age was significantly associated with higher contrast sensitivity across the entire sample at 12 years of age. However, when controlling for covariates, this association remained statistically significant in girls only. Sex-stratified analyses also showed that moderate screen exposure was linked to improved tritan-axis color vision in boys only. These findings suggest that moderate screen exposure in middle childhood is not harmful to visual function development and as such, provide new insights into the impact of digital technology on children's visual health and development.
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Affiliation(s)
| | - Christine Monfort
- Inserm, EHESP, Irset—UMR_S 1085, Université Rennes, F-35000 Rennes, France; (C.M.); (C.C.)
| | - Cécile Chevrier
- Inserm, EHESP, Irset—UMR_S 1085, Université Rennes, F-35000 Rennes, France; (C.M.); (C.C.)
| | - Dave Saint-Amour
- Department of Psychology, Université du Québec à Montréal, Montreal, QC H2V 2S9, Canada;
- Research Center, Centre Hospitalier Universitaire Sainte-Justine, Université de Montréal, Montreal, QC H3C 3J7, Canada
- Department of Ophthalmology, Université de Montréal, Montreal, QC H3C 3J7, Canada
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12
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Corti C, Oldrati V, Papini M, Strazzer S, Poggi G, Romaniello R, Borgatti R, Urgesi C, Bardoni A. Randomized clinical trial on the effects of a computerized cognitive training for pediatric patients with acquired brain injury or congenital malformation. Sci Rep 2023; 13:14559. [PMID: 37666983 PMCID: PMC10477344 DOI: 10.1038/s41598-023-41810-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2023] [Accepted: 08/31/2023] [Indexed: 09/06/2023] Open
Abstract
Both acquired injuries and congenital malformations often cause lifelong disabilities in children, with a significant impact on cognitive abilities. Remote computerized cognitive training (CCT) may be delivered in ecological settings to favour rehabilitation continuity. This randomized clinical trial (RCT) evaluated the efficacy of an 8-week multi-domain, home-based CCT in a sample of patients aged 11-16 years with non-progressive acquired brain injury (ABI), brain tumor (BT) and congenital brain malformation (CBM). Following a stepped-wedge research design, patients were randomized into two groups: Training-first group, which started the CCT immediately after baseline assessment and Waiting-first group, which started the CCT after a period of time comparable to that required by the training (8 weeks). Post-training and long-term (6 months) changes were assessed. Both groups improved on visual-spatial working memory after the CCT, with benefits maintained after 6 months, while no other changes in cognitive or psychological measures were found. These findings suggest that a multi-domain CCT can generate benefits in visual-spatial working memory, in accordance with data from extant literature reporting that computer games heavily engage visuo-spatial abilities. We speculate that is tapping on the same cognitive ability with a prolonged training that may generate the greatest change after a CCT.
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Affiliation(s)
- Claudia Corti
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | - Viola Oldrati
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy.
| | - Marta Papini
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | - Sandra Strazzer
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | - Geraldina Poggi
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | | | - Renato Borgatti
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | - Cosimo Urgesi
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
- Laboratory of Cognitive Neuroscience, Department of Languages and Literatures, Communication, Education and Society, University of Udine, Udine, Italy
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13
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Meng C, Zhang Y, Wang S. Anisometropic amblyopia: A review of functional and structural changes and treatment. Eur J Ophthalmol 2023; 33:1529-1535. [PMID: 36448184 DOI: 10.1177/11206721221143164] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 07/20/2023]
Abstract
Amblyopia is the decreased best-corrected visual acuity (BCVA) in one or both eyes caused by the abnormal processing of visual input during development. One common cause of amblyopia is anisometropia, which has attracted widespread attention. Many structural changes occur in the primary and extrastriate visual areas of the cerebral cortex, as well as in the eyes, in patients with anisometropic amblyopia. Understanding these mechanisms has provided a favorable theoretical basis for treating anisometropic amblyopia. This article reviews the functional and anatomical changes and progress toward the treatment of anisometropic amblyopia.
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Affiliation(s)
- Can Meng
- Corneal Refraction Department, The Second Hospital of Jilin University, Changchun, China
| | - Yan Zhang
- Corneal Refraction Department, The Second Hospital of Jilin University, Changchun, China
| | - Shurong Wang
- Corneal Refraction Department, The Second Hospital of Jilin University, Changchun, China
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14
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Hong J, Su Y, Wang J, Xu X, Qu W, Fan H, Tan Y, Wang Z, Zhao Y, Tan S. Association between video gaming time and cognitive functions: A cross-sectional study of Chinese children and adolescents. Asian J Psychiatr 2023; 84:103584. [PMID: 37075676 DOI: 10.1016/j.ajp.2023.103584] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/30/2023] [Revised: 03/26/2023] [Accepted: 04/07/2023] [Indexed: 04/21/2023]
Abstract
This study sought to explore relationships between video gaming time and cognitive functioning in children and adolescents to provide a scientific reference for a reasonable time range of game use. A total of 649 participants aged 6-18 years were recruited through an online survey using convenience sampling. We used a combination of multiple linear regression models, smoothing splines, piecewise linear regression models, and log-likelihood ratio tests to comprehensively analyze the linear and nonlinear relationships between video gaming time and cognitive functions. Neurocognitive functioning was assessed using the digit symbol test, spatial span back test, Stroop task, and Wisconsin card sorting test. Facial and voice emotion recognition tests were used to evaluate social cognitive functioning. Video gaming time had a saturation effect on improving correct answers to the digit symbol test, which means that performance did not increase with increasing video gaming time when the video gaming duration reached 20 h/week (adjusted β = -0.58; 95% CI: -1.22, 0.05). Furthermore, both the relationship between video gaming time and the Wisconsin Card Sorting Test and the facial emotion recognition score showed a threshold effect. The completed categories of the Wisconsin Card Sorting Test began to decline after 17 h/week of playtime, and a decline in facial emotion recognition occurred after playing video games for over 20 h/week. These results suggest that children and adolescents should restrict their video gaming time to within a certain range, which could help reduce the negative effects of video games and retain their positive effects.
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Affiliation(s)
- Jiangyue Hong
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China
| | - Yi Su
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China
| | - Jinghan Wang
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China
| | - Xuejing Xu
- Temple University, Philadelphia, Pennsylvania, 19122, USA
| | - Wei Qu
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China
| | - Hongzhen Fan
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China
| | - Yunlong Tan
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China
| | - Zhiren Wang
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China
| | - Yanli Zhao
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China
| | - Shuping Tan
- Psychiatry Research Center, Beijing Huilongguan Hospital, Peking University Huilonguan Clinical Medical School, Beijing, China.
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15
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Foerster FR, Chidharom M, Giersch A. Enhanced temporal resolution of vision in action video game players. Neuroimage 2023; 269:119906. [PMID: 36739103 DOI: 10.1016/j.neuroimage.2023.119906] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2022] [Revised: 01/16/2023] [Accepted: 01/26/2023] [Indexed: 02/05/2023] Open
Abstract
Video game play has been suggested to improve visual and attention processing. Nevertheless, while action video game play is highly dynamic, there is scarce research on how information is temporally discriminated at the millisecond level. This cross-sectional study investigates whether temporal discrimination at the millisecond level in vision varies across action video game players (VGPs; N = 23) and non-video game players (NVGPs; N = 23). Participants discriminated synchronous from asynchronous onsets of two visual targets in virtual reality, while their EEG and oculomotor movements were recorded. Results show an increased sensitivity to short asynchronies (11, 33 and 66 ms) in VGPs compared with NVGPs, which was especially marked at the start of the task, suggesting better temporal discrimination abilities. Pre-targets oculomotor freezing - the inhibition of small fixational saccades - was associated with correct temporal discrimination, probably revealing attentional preparation. However, this parameter did not differ between groups. EEG and reconstruction analyses suggest that the enhancement of temporal discrimination in VGPs during temporal discrimination is related to parieto-occipital processing, and a reduction of alpha-band (8-14 Hz) power and inter-trial phase coherence. Overall, the study reveals an enhanced ability in action video game players to discriminate in time visual events in close temporal proximity combined with reduced alpha-band oscillatory activities. Consequently, playing action video games is associated with an improved temporal resolution of vision.
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Affiliation(s)
- Francois R Foerster
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, France.
| | - Matthieu Chidharom
- Department of Psychology, Lehigh University, Bethlehem, PA, United States
| | - Anne Giersch
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, France
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16
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Wang H, Abbey C, Kennedy T, Feng E, Li R, Liu F, Zhu A, Shen S, Wadhavkar P, Rozelle S, Singh MK. The Association Between Screen Time and Outdoor Time on Adolescent Mental Health and Academic Performance: Evidence from Rural China. Risk Manag Healthc Policy 2023; 16:369-381. [PMID: 36923495 PMCID: PMC10010124 DOI: 10.2147/rmhp.s384997] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/04/2022] [Accepted: 01/31/2023] [Indexed: 03/11/2023] Open
Abstract
Purpose We examine how adolescent free time allocation-namely, screen time and outdoor time-is associated with mental health and academic performance in rural China. Methods This paper used a large random sample of rural junior high school students in Ningxia (n = 20,375; age=13.22), with data collected from self-reported demographic questionnaires (to assess free time allocation), the Strengths and Difficulties Questionnaire (to assess mental health), and a standardized math test (to measure academic performance). We utilized a multivariate OLS regression model to examine associations between free time allocation and adolescent outcomes, controlling for individual and family characteristics. Results Our sample's screen time and outdoor time both averaged around 1 hour. About 10% of the sample adolescents reported behavioral difficulties, while a similar percentage (11%) reported abnormal prosocial behaviors. Adolescents with higher levels of screen time (>2 hours) were 3 percentage points more likely to have higher levels of behavioral difficulties (p<0.001), indicating that excessive screen time was associated with worse mental health. Meanwhile, outdoor time was associated with better mental health, and positive correlations were observed at all levels of outdoor time (compared to no outdoor time, decreasing the likelihood of higher levels of behavioral difficulties by between 3 and 4 percentage points and of lower prosocial scores by between 6 and 8 percentage points; all p's<0.001). For academic performance, average daily screen times of up to 1 hour and 1-2 hours were both positively associated with standardized math scores (0.08 SD, p<0.001; 0.07 SD, p<0.01, respectively), whereas there were no significant associations between outdoor time and academic performance. Conclusion Using a large sample size, this study was the first to examine the association between adolescent free time allocation with mental health and academic performance, providing initial insights into how rural Chinese adolescents can optimize their free time.
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Affiliation(s)
- Huan Wang
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Cody Abbey
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Thomas Kennedy
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Erik Feng
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Robin Li
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Finley Liu
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Annli Zhu
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Sharon Shen
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Prateek Wadhavkar
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Scott Rozelle
- Stanford Center on China’s Economy and Institutions, Stanford University, Stanford, CA, USA
| | - Manpreet K Singh
- Stanford School of Medicine, Stanford University, Stanford, CA, USA
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17
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Jordan T, Dhamala M. Enhanced Dorsal Attention Network to Salience Network Interaction in Video Gamers During Sensorimotor Decision-Making Tasks. Brain Connect 2023; 13:97-106. [PMID: 36053714 DOI: 10.1089/brain.2021.0193] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Introduction: Video game playing is most often a perceptually and cognitively engaging activity. Players enter into sensory-rich competitive environments, which require them to go from trivial tasks to making active decisions repeatedly and could lend themselves to improve sensorimotor decision-making capabilities. Since video game playing requires moment-to-moment switching of attention from one aspect of sensory information and task to another, enhanced attention control and attention-switching mechanism in the brain can be thought as the neural basis for such improvements. Previous studies have suggested that attention switching is mediated by the salience network (SN). However, how SN interacts with the dorsal attention network (DAN) in active decision-making tasks and whether video game playing modulates these networks remain to be investigated. Methods: Using a modified version of the left-right moving dot motion task in a functional magnetic resonance imaging experiment, we examined the decision response times (dRTs) and functional interactions within and between SN and DAN for video game players (VGPs) and nonvideo game players (NVGPs). Results: We found that VGPs had lower response times for all task conditions and higher decision accuracy for a medium speed setting of moving dots. Associated with this improved task performance in VGPs compared with NVGPs was an increase in DAN to SN connectivity. This SN-DAN connectivity was negatively correlated with dRT. Discussion: These results suggest that enhanced influence of DAN over SN is the brain basis for improved sensorimotor decision-making performance as a result of engaging long term in cognitively challenging and attention-demanding activities such as video game playing. Impact statement Being able to flexibly direct attention is a key factor in sensorimotor decision-making. Video game playing, an attentionally and cognitively engaging activity, can have a beneficial effect on attention and decision-making. Through this study, we examined whether video game players (VGPs) have improved decision-making skills and investigated the brain basis for improvements in a functional magnetic resonance imaging experiment. Brain connectivity from dorsal attention network regions to salience network regions was higher in VGPs and negatively correlated with decision response time for both groups. These results suggest that video game playing can enhance the top-down interaction to improve sensorimotor decision-making.
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Affiliation(s)
- Timothy Jordan
- Department of Physics and Astronomy, Georgia State University, Atlanta, Georgia, USA
| | - Mukesh Dhamala
- Department of Physics and Astronomy, Georgia State University, Atlanta, Georgia, USA
- Neuroscience Institute, Georgia State University, Atlanta, Georgia, USA
- Department of Mathematics and Statistics, Georgia State University, Atlanta, Georgia, USA
- Center for Behavioral Neuroscience, Center for Diagnostics and Therapeutics, Georgia State University, Atlanta, Georgia, USA
- Tri-Institutional Center for Translational Research in Neuroimaging and Data Science (TReNDS), Georgia State University, Georgia Institute of Technology, and Emory University, Atlanta, Georgia, USA
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18
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Vanbilsen N, Pergher V, Van Hulle MM. Effects of task-specific strategy on attentional control game training: preliminary data from healthy adults. CURRENT PSYCHOLOGY 2023. [DOI: 10.1007/s12144-023-04347-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/06/2023]
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19
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Kütük B, Aslan A, Aytemur A. Visual context processing and its development in gamers and non-gamers. Dev Sci 2023; 26:e13268. [PMID: 35398965 DOI: 10.1111/desc.13268] [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: 05/13/2021] [Revised: 03/03/2022] [Accepted: 04/01/2022] [Indexed: 12/15/2022]
Abstract
Visual context processing was investigated in both action video game players and nonplayers using the Ebbinghaus illusion task (N = 312, 39.4% female) in a cross-sectional study design. When presented in context, players showed markedly poorer target size discrimination accuracy compared with nonplayers in the 6-, 7-, 8-, and 9-years old age groups, but this difference was reduced in 10-years old group and diminished in adults. When presented in isolation (no-context), the two groups displayed similar performance in all age groups. Furthermore, nonplayers (linear) and players (bell curve) showed profoundly different age-related differences in context processing. These findings provide evidence that players might have enhanced perceptual bias to process visual context in the transition from early childhood to early adolescence, and the differences between the two groups start at early ages and continue with distinct developmental profiles.
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Affiliation(s)
- Bahtım Kütük
- Department of Psychology, Ege University, Izmir, Turkey
| | - Aslı Aslan
- Department of Psychology, Mersin University, Mersin, Turkey
| | - Ali Aytemur
- Department of Psychology, Manisa Celal Bayar University, Manisa, Turkey
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20
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Zhang M, Xing Q, He C, Long H. The influence of video game types on inhibiting interference stimuli under different perceptual loads. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2022. [DOI: 10.1016/j.chbr.2022.100250] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/03/2022] Open
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21
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Donovan I, Saul MA, DeSimone K, Listman JB, Mackey WE, Heeger DJ. Assessment of human expertise and movement kinematics in first-person shooter games. Front Hum Neurosci 2022; 16:979293. [PMID: 36523441 PMCID: PMC9744923 DOI: 10.3389/fnhum.2022.979293] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2022] [Accepted: 11/08/2022] [Indexed: 08/12/2023] Open
Abstract
In contrast to traditional professional sports, there are few standardized metrics in professional esports (competitive multiplayer video games) for assessing a player's skill and ability. We assessed the performance of professional-level players in Aim LabTM, a first-person shooter training and assessment game, with two target-shooting tasks. These tasks differed primarily in target size: the task with large targets provided an incentive to be fast but imprecise and the task with large targets provided an incentive to be precise but slow. Each player's motor acuity was measured by characterizing the speed-accuracy trade-off in shot behavior: shot time (elapsed time for a player to shoot at a target) and shot spatial error (distance from center of a target). We also characterized the fine-grained kinematics of players' mouse movements. Our findings demonstrate that: 1) movement kinematics depended on task demands; 2) individual differences in motor acuity were significantly correlated with kinematics; and 3) performance, combined across the two target sizes, was poorly characterized by Fitts Law. Our approach to measuring motor acuity has widespread applications not only in esports assessment and training, but also in basic (motor psychophysics) and clinical (gamified rehabilitation) research.
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Affiliation(s)
- Ian Donovan
- Statespace Labs, Inc., New York, NY, United States
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22
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Prevratil MJ, Harwell KW, Boot WR, Towne TJ. Investigating the behavioral mechanisms of action video game effects in a complex transfer task. Acta Psychol (Amst) 2022; 230:103718. [PMID: 36095869 DOI: 10.1016/j.actpsy.2022.103718] [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: 11/05/2021] [Revised: 07/05/2022] [Accepted: 08/17/2022] [Indexed: 11/30/2022] Open
Abstract
Over the past few decades, researchers have argued that playing action video games can substantially improve cognitive abilities and enhance learning. However, consensus has not been reached regarding the mechanisms through which action game experience facilitates superior performance on untrained perceptually and cognitively demanding transfer tasks. We argue that analysis of behaviors engaged in during transfer task performance may provide key insights into answering this question. In the current investigation, we examined potential action game effects in the context of a complex psychomotor task, the Space Fortress (SF) game, that allows for the detailed examination of player behaviors beyond aggregate score reports. Performance (game score) was compared between action video game players (VGPs) and non-gamers (nVGPs) in two different control interface conditions (keyboard or joystick), followed by analyses of behaviors associated with superior performance. Against expectations, VGPs displayed superior performance only in the keyboard condition, suggesting that the action gamer advantage may not generalize to less-familiar control interfaces. Performance advantages were specifically associated with more efficient ship control behaviors by VGPs. Findings highlight how process-tracing approaches may provide insight into the nature of, and mechanisms producing, action gamers' advantages on learning untrained tasks.
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Affiliation(s)
- Michael J Prevratil
- Department of Psychology, Florida State University, United States of America.
| | - Kyle W Harwell
- Department of Psychology, Florida State University, United States of America
| | - Walter R Boot
- Department of Psychology, Florida State University, United States of America
| | - Tyler J Towne
- Department of Psychology, Florida State University, United States of America
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23
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Guerra-Antequera J, Antequera-Barroso JA, Revuelta-Domínguez FI. Degree of motivation and acquisition of visuospatial perception after the incorporation a video game in the learning of mathematical knowledge. Heliyon 2022; 8:e10316. [PMID: 36061018 PMCID: PMC9434045 DOI: 10.1016/j.heliyon.2022.e10316] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/24/2021] [Revised: 05/12/2022] [Accepted: 08/09/2022] [Indexed: 11/05/2022] Open
Abstract
The aim objective of this study was to analyze the incorporation procedure for the Portal 2 video game in the subject Mathematical Knowledge in Early Childhood Education. Two specific objectives were proposed: (a) to consider whether the inclusion of a video game is a motivating educational resource, and (b) to determine the degree of knowledge related to visuospatial perception acquired through interaction with the video game. A total of 170 students from the Faculty of Education Sciences of the University of Cádiz participated in this study. Three variables were analyzed: the use of the video game as a resource, the degree of motivation towards mathematics-related learning, and the acquisition of visuospatial skills. The results show that the students affirmed the video game's suitability as a learning resource, although as a supplementary resource to the dynamics of the subject, highlighting the strong motivational factor and the set of knowledge acquired.
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24
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Rassia KEK, Moutoussis K, Pezaris JS. Reading text works better than watching videos to improve acuity in a simulation of artificial vision. Sci Rep 2022; 12:12953. [PMID: 35902596 PMCID: PMC9334451 DOI: 10.1038/s41598-022-10719-6] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2021] [Accepted: 04/12/2022] [Indexed: 12/03/2022] Open
Abstract
Simulated artificial vision is used in visual prosthesis design to answer questions about device usability. We previously reported a striking increase in equivalent visual acuity with daily use of a simulation of artificial vision in an active task, reading sentences, that required high levels of subject engagement, but passive activities are more likely to dominate post-implant experience. Here, we investigated the longitudinal effects of a passive task, watching videos. Eight subjects used a simulation of a thalamic visual prosthesis with 1000 phosphenes to watch 23 episodes of classic American television in daily, 25-min sessions, for a period of 1 month with interspersed reading tests that quantified reading accuracy and reading speed. For reading accuracy, we found similar dynamics to the early part of the learning process in our previous report, here leading to an improvement in visual acuity of 0.15 ± 0.05 logMAR. For reading speed, however, no change was apparent by the end of training. We found that single reading sessions drove about twice the improvement in acuity of single video sessions despite being only half as long. We conclude that while passive viewing tasks may prove useful for post-implant rehabilitation, active tasks are likely to be preferable.
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Affiliation(s)
- Katerina Eleonora K Rassia
- Cognitive Science Laboratory, Department of History and Philosophy of Science, National and Kapodistrian University of Athens, Athens, Greece
| | - Konstantinos Moutoussis
- Cognitive Science Laboratory, Department of History and Philosophy of Science, National and Kapodistrian University of Athens, Athens, Greece
| | - John S Pezaris
- Department of Neurosurgery, Massachusetts General Hospital, Boston, MA, USA. .,Department of Neurosurgery, Harvard Medical School, Boston, MA, USA.
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25
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Xie J, Cui R, Ma W, Lu J, Wang L, Ying S, Yao D, Gong D, Yan G, Liu T. Information transmission in action video gaming experts: Inferences from the lateralized readiness potential. Front Hum Neurosci 2022; 16:906123. [PMID: 35959240 PMCID: PMC9357870 DOI: 10.3389/fnhum.2022.906123] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2022] [Accepted: 07/04/2022] [Indexed: 11/23/2022] Open
Abstract
Research showed that action real-time strategy gaming (ARSG) experience is related to cognitive and neural plasticity, including visual selective attention and working memory, executive control, and information processing. This study explored the relationship between ARSG experience and information transmission in the auditory channel. Using an auditory, two-choice, go/no-go task and lateralized readiness potential (LRP) as the index to partial information transmission, this study examined information transmission patterns in ARSG experts and amateurs. Results showed that experts had a higher accuracy rate than amateurs. More importantly, experts had a smaller stimulus-locked LRP component (250 – 450 ms) than amateurs on no-go trials, while the response-locked LRP component (0 – 300 ms) on go trials did not differ between groups. Thus, whereas amateurs used an asynchronous information transmission pattern, experts used a reduced asynchronous information transmission pattern or a synchronous pattern where most of processing occurred prior to response execution – an information transmission pattern that supports rapid, error-free performance. Thus, experts and amateurs may use different information transmission patterns in auditory processing. In addition, the information transmission pattern used by experts is typically observed only after long-term auditory training according to past research. This study supports the relationship between ARSG experience and the development of information processing patterns.
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Affiliation(s)
- Jiaxin Xie
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Ruifang Cui
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Jingqing Lu
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Lin Wang
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Shaofei Ying
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
| | - Dezhong Yao
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- *Correspondence: Dezhong Yao,
| | - Diankun Gong
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Diankun Gong,
| | - Guojian Yan
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Guojian Yan,
| | - Tiejun Liu
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China
- Center for Information in Medicine, School of Life Sciences and Technology, University of Electronic Science and Technology of China, Chengdu, China
- Tiejun Liu,
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26
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Kovbasiuk A, Lewandowska P, Brzezicka A, Kowalczyk-Grębska N. Neuroanatomical predictors of complex skill acquisition during video game training. Front Neurosci 2022; 16:834954. [PMID: 35937888 PMCID: PMC9354597 DOI: 10.3389/fnins.2022.834954] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2021] [Accepted: 06/27/2022] [Indexed: 11/17/2022] Open
Abstract
It is known that the outcomes of complex video game (VG) skill acquisition are correlated with individual differences in demographic and behavioral variables, such as age, intelligence and visual attention. However, empirical studies of the relationship between neuroanatomical features and success in VG training have been few and far between. The present review summarizes existing literature on gray matter (GM) and white matter correlates of complex VG skill acquisition as well as explores its relationship with neuroplasticity. In particular, since age can be an important factor in the acquisition of new cognitive skills, we present studies that compare different age groups (young and old adults). Our review reveals that GM in subcortical brain areas predicts complex VG learning outcomes in young subjects, whereas in older subjects the same is true of cortical frontal areas. This may be linked to age-related compensatory mechanisms in the frontal areas, as proposed by The Scaffolding Theory of Aging and Cognition. In the case of plasticity, there is no such relationship - in the group of younger and older adults there are changes after training in both cortical and subcortical areas. We also summarize best practices in research on predictors of VG training performance and outline promising areas of research in the study of complex video game skill acquisition.
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Affiliation(s)
- Anna Kovbasiuk
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
- Department of Management in Networked and Digital Societies, Kozminski University, Warsaw, Poland
| | - Paulina Lewandowska
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
- Institute of Psychology, Jagiellonian University, Kraków, Poland
| | - Aneta Brzezicka
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Natalia Kowalczyk-Grębska
- Neurocognitive Research Center, Institute of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
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27
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Sauce B, Liebherr M, Judd N, Klingberg T. The impact of digital media on children's intelligence while controlling for genetic differences in cognition and socioeconomic background. Sci Rep 2022; 12:7720. [PMID: 35545630 PMCID: PMC9095723 DOI: 10.1038/s41598-022-11341-2] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2021] [Accepted: 04/12/2022] [Indexed: 12/17/2022] Open
Abstract
Digital media defines modern childhood, but its cognitive effects are unclear and hotly debated. We believe that studies with genetic data could clarify causal claims and correct for the typically unaccounted role of genetic predispositions. Here, we estimated the impact of different types of screen time (watching, socializing, or gaming) on children’s intelligence while controlling for the confounding effects of genetic differences in cognition and socioeconomic status. We analyzed 9855 children from the USA who were part of the ABCD dataset with measures of intelligence at baseline (ages 9–10) and after two years. At baseline, time watching (r = − 0.12) and socializing (r = − 0.10) were negatively correlated with intelligence, while gaming did not correlate. After two years, gaming positively impacted intelligence (standardized β = + 0.17), but socializing had no effect. This is consistent with cognitive benefits documented in experimental studies on video gaming. Unexpectedly, watching videos also benefited intelligence (standardized β = + 0.12), contrary to prior research on the effect of watching TV. Although, in a posthoc analysis, this was not significant if parental education (instead of SES) was controlled for. Broadly, our results are in line with research on the malleability of cognitive abilities from environmental factors, such as cognitive training and the Flynn effect.
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Affiliation(s)
- Bruno Sauce
- Department of Biological Psychology, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands.
| | - Magnus Liebherr
- Department of General Psychology: Cognition, University Duisburg-Essen, Duisburg, Germany
| | - Nicholas Judd
- Department of Neuroscience, Karolinska Institutet, Solna, Sweden
| | - Torkel Klingberg
- Department of Neuroscience, Karolinska Institutet, Solna, Sweden.
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28
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Safaei A, Rahmanian M, Oraki M, Zinchenko A. Video Game Play Does Not Improve Spatial Skills When Controlling for Speed-Accuracy Trade-Off: Evidence From Mental-Rotation and Mental-Folding Tasks. Percept Mot Skills 2022; 129:488-512. [PMID: 35395926 DOI: 10.1177/00315125221078982] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Researchers have been divided on the efficacy of computerized cognitive training (CCT) for enhancing spatial abilities, transfer of training, and improving malleability of skills. In this study, we assessed the effects of puzzle video game training on subsequent mental rotation (MR) and mental folding (MF) performance among adults with no cognitive impairment. We assessed participants at baseline with the Shepard-Metzler MR test followed by the differential aptitude test: space relations MF test (i.e., far transfer). We ranked participants' skills on these pre-tests and used a matching technique to form two skill groups from which we then randomly assigned members of each skill group either to an experimental group or a wait-list control group. The experimental group played two puzzle video games closely related to two-dimensional and three-dimensional MR tasks during 4-week training sessions (total of 12 hour of video games). Post-training, participants completed the MR and MF tests again. Two months later, we re-assessed only the experimental group's spatial skills to explore the sustainability of the trained performance. In addition to response times (RT) and error scores (ES), reported separately, we combined these variables into rate correct scores (RCS) to form an integrated measure of potential speed-accuracy trade-offs (SAT). As a result, we did not find significant improvements in MR performance from CCT engagement, nor did participants show a transfer of skills obtained by practicing MR-related puzzle games to a MF task. Based on the current findings, we urge caution when proposing a game-based intervention as a training tool to enhance spatial abilities. We argue that separately interpreting individual test measures can be misleading, as they only partially represent performance. In contrast, composite scores illuminate underlying cognitive strategies and best determine whether an observed improvement is attributable to enhanced capacities or individual heuristics and learned cognitive shortcuts.
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Affiliation(s)
- Ali Safaei
- Faculty of Psychology, 125635Payame Noor University, Tehran, Iran
| | | | - Mohammad Oraki
- Faculty of Psychology, 125635Payame Noor University, Tehran, Iran
| | - Artyom Zinchenko
- Department of Psychology, Ludwig-Maximilians-Universität München, Munich, Germany
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29
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The advantage for action video game players in eye movement behavior during visual search tasks. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03017-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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30
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Lu T, Tang M, Guo Y, Zhou C, Zhao Q, You X. Effect of video game experience on the simulated flight task: the role of attention and spatial orientation. AUSTRALIAN JOURNAL OF PSYCHOLOGY 2022. [DOI: 10.1080/00049530.2021.2007736] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/02/2022]
Affiliation(s)
- Tianjiao Lu
- Student Mental Health Education Center, Northwestern Polytechnical University, Xi’an, Shaanxi, China
| | - Menghan Tang
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
| | - Yu Guo
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
| | - Chenchen Zhou
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
| | - Qingxian Zhao
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
| | - Xuqun You
- Shaanxi Key Laboratory of Behavior and Cognitive Neuroscience, The Institute of Psychology, Shaanxi Normal University, Xi’an, Shaanxi, China
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31
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Argiles M, Quevedo-Junyent L, Erickson G. Topical Review: Optometric Considerations in Sports vs. E-Sports. Percept Mot Skills 2022; 129:731-746. [PMID: 35084253 DOI: 10.1177/00315125211073401] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Electronic sports (e-sports) have recently emerged to become a rapidly growing form of videogame competition, requiring gamers to spend many hours in front of a visual display. The nature of this new modality raises important considerations for ocular health, and visual and perceptual functioning, compared to traditional sports. In general, sports performance has been associated with open spaces, gross motor movement, and balance, while electronic sports require visual and attentional stamina at near distances with fine motor control. From an optometric viewpoint, visual perception is specific to both the sports modality and the environment where sports take place. In this topical review, we consider e-sport optometric factors such as screen time and digital eyestrain, visual skill demands, and perceptual cognitive skills such as visual attention. We compare training considerations for traditional sports and training in gaming platforms, with recommendations for future research in this growing modality. The goal of this review is to raise awareness of the various elements to consider when providing vision care to e-sport participants.
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Affiliation(s)
- Marc Argiles
- Optics and Optometry16767Universitat Politecnica de Catalunya
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32
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Fabio RA, Ingrassia M, Massa M. Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 19:78. [PMID: 35010337 PMCID: PMC8751166 DOI: 10.3390/ijerph19010078] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 11/11/2021] [Revised: 12/19/2021] [Accepted: 12/20/2021] [Indexed: 12/18/2022]
Abstract
The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The first A refers to baseline measurements: Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT. The first B refers to 30 min of gaming, the second A refers to the measurements used in the baseline, the second B refers to 60 min of a video game, the third A refers to the same measurements used in the baseline, the third B refers to a 30-min rest, and finally, the fourth A refers to the measurements used in the baseline. Seventy participants, twenty-nine habitual video-gamers and forty-one occasional video-gamers, participated in the study. The results showed a temporary improvement of cognitive functions (Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT) in the short term and a strong enhancement of cognitive functions in the long term. The results are discussed in light of Flow Theory and the automatization process. Contribution of the study: The contribution of this research is to highlight that despite there being a transient enhancement of executive and cognitive functions through the use of mobile video games in the short-term period, with a decrease of performance after a 30-min rest, there is a strong increase of cognitive performance in the long-term period. Flow Theory and the automatization process together can explain this apparent inconsistency between the positive increase of long-term performance and the transient increase of short-term performance. One limitation of the present research is that it is not possible to distinguish whether the long-term enhancements can be attributed either to continued practice in the use of video games compared to non-gamers, or to the possibility that gamers are already predisposed to video game playing. Future research should address this issue.
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Affiliation(s)
- Rosa Angela Fabio
- Department of Clinical and Experimental Medicine, University of Messina, 98121 Messina, Italy; (M.I.); (M.M.)
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33
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Tartar JL, Banks JB, Marang M, Pizzo F, Antonio J. A Combination of Caffeine, TeaCrine® (Theacrine), and Dynamine® (Methylliberine) Increases Cognitive Performance and Reaction Time Without Interfering With Mood in Adult Male Egamers. Cureus 2021; 13:e20534. [PMID: 35103121 PMCID: PMC8768451 DOI: 10.7759/cureus.20534] [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] [Accepted: 12/20/2021] [Indexed: 11/24/2022] Open
Abstract
Background Involvement in video game activities and competitive video gaming (esports) is a rapidly growing field. Moreover, there is a marked interest in identifying nutritional supplements to safely improve egamer performance. Methodology We conducted a repeated-measure, randomized crossover study to compare the effects of caffeine (125 mg), caffeine (125 mg) + Dynamine® (75 mg) + TeaCrine® (50 mg) (CDT), and matched placebo across three testing sessions (one week apart) among 50 young male egamers. We tested the effect of each product on multiple measures of cognition, self-reported mood (anxiety, alertness, and headache), and biomarkers of arousal (cortisol and salivary alpha-amylase). We also measured electroencephalogram power during the cognitive tasks. Finally, we tested whether individual differences in xenobiotic metabolism would affect the study outcome measures by genotyping each participant for cytochrome P450 1A2*1F (CYP1A2*1F) allele status. Results Compared to pre-dose, CDT improved performance on the Flanker Test of Inhibitory Control and improved reaction time on the Psychomotor Vigilance Task post-dose. Compared to the placebo, caffeine increased self-reported anxiety whereas the CDT combination increased self-reported alertness. Compared to the CDT combination, caffeine increased self-reported headaches. Physiological measures suggested that increases in delta EEG power and cortisol production are associated with the effects observed in the CDT condition to optimize certain aspects of egamer performance. CYP1A2*1F allele status did not moderate outcome variables between conditions in this study. Conclusions CDT is a safe and effective product for improving cognitive performance among egamers without increasing self-reported anxiety or headaches. EEG changes demonstrate that CDT increased attention to internal processing (i.e., increased cortical delta power) and potentially increased cognitive control (i.e., increased cortical theta frequency), while the increases in cortisol suggest increased energy mobilization. Future work should aim to clarify the physiological underpinnings of CDT-induced changes in performance and examine the effects of CDT under naturalistic egamer conditions.
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34
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Jakubowska N, Dobrowolski P, Binkowska AA, Arslan IV, Myśliwiec M, Brzezicka A. Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency. Front Hum Neurosci 2021; 15:763821. [PMID: 34776911 PMCID: PMC8581038 DOI: 10.3389/fnhum.2021.763821] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2021] [Accepted: 10/12/2021] [Indexed: 11/30/2022] Open
Abstract
Visual working memory (VWM) is the ability to actively maintain visual information over short periods of time and is strongly related to global fluid intelligence and overall cognitive ability. In our study, we used two indices of visual working memory capacity: the behavioral estimate of capacity (K) and contralateral delay activity (CDA) in order to check whether training in a Real-Time Strategy (RTS) video game StarCraft II can influence the VWM capacity measured by the change detection task. We also asked a question whether individual differences in behavioral and psychophysiological indices of VWM can predict the effectiveness of video game training. Sixty-two participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment), active control (Fixed environment), and passive control groups. Experimental and active control groups differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the VWM task. Our results showed that working memory capacity (K calculated according to Pashler’s formula) increases after training in both experimental groups, but not in a control group. We have also found a correlation between average visual working memory capacity (calculated as K) and mean CDA amplitude no matter which group we are looking at. And, last but not least, we have found that we can predict the amount of improvement in the RTS video game by looking at the psychophysiological indices (CDA amplitude) recorded at baseline (before training), but only in the experimental group. We think that the strength of the psychophysiological indicator of VWM capacity might be a marker of the future success in video game acquisition.
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Affiliation(s)
- Natalia Jakubowska
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.,Polish-Japanese Academy of Information Technology, Warsaw, Poland
| | | | - Alicja Anna Binkowska
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Ibrahim V Arslan
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Monika Myśliwiec
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Aneta Brzezicka
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
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35
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Blanco-Elorrieta E, Caramazza A. On the Need for Theoretically Guided Approaches to Possible Bilingual Advantages: An Evaluation of the Potential Loci in the Language and Executive Control Systems. NEUROBIOLOGY OF LANGUAGE (CAMBRIDGE, MASS.) 2021; 2:452-463. [PMID: 37214630 PMCID: PMC10158579 DOI: 10.1162/nol_a_00041] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/11/2020] [Accepted: 05/14/2021] [Indexed: 05/24/2023]
Abstract
Whether a cognitive advantage exists for bilingual individuals has been the source of heated debate in the last decade. While empirical evidence putatively in favor of or against this alleged advantage has been frequently discussed, the potential sources of enhanced cognitive control in bilinguals have only been broadly declared, with no mechanistic elaboration of where, why, and how this purported link between bilingualism and enhanced language control develops, and how this enhancement transfers to, and subsequently improves, general executive function. Here, we evaluate different potential sources for a bilingual advantage and develop the assumptions one would have to make about the language processing system to be consistent with each of these notions. Subsequently, we delineate the limitations in the generalizations from language to overall executive function, and characterize where these advantages could be identified if there were to be any. Ultimately, we conclude that in order to make significant progress in this area, it is necessary to look for advantages in theoretically motivated areas, and that in the absence of clear theories as to the source, transfer, and target processes that could lead to potential advantages, an inconsistent body of results will follow, making the whole pursuit of a bilingual advantage moot.
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Affiliation(s)
| | - Alfonso Caramazza
- Department of Psychology, Harvard University, Cambridge, MA, USA
- Center for Mind/Brain Sciences (CIMeC), University of Trento, Trento, Italy
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36
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Fu E, Wang T, Li J, Yu M, Yan X. Video game treatment of amblyopia. Surv Ophthalmol 2021; 67:830-841. [PMID: 34606819 DOI: 10.1016/j.survophthal.2021.09.003] [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: 05/11/2021] [Revised: 09/26/2021] [Accepted: 09/27/2021] [Indexed: 11/24/2022]
Abstract
Amblyopia is visual impairment characterized by a structurally normal eye showing significantly lower visual acuity than the fellow eye. Traditional treatment of amblyopia includes patching the good eye to force the amblyopic eye to work during normal daily activities; however, this approach is are limited by low compliance. Recently, researchers proposed a new treatment for amblyopia: video game playing. In the current review, we discuss whether video game playing can treat amblyopia, whether video game playing could better treat amblyopia than traditional treatments, and how the video game treats amblyopia and its possible mechanism. Based on results from our literature review and meta-analysis, we suggest there is strong evidence for the effectiveness of video game treatments. Moreover, multiple factors within and outside of video games could influence the treatment effect.
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Affiliation(s)
- En Fu
- Shenzhen Key Laboratory of Ophthalmology, Shenzhen Eye Hospital, Jinan University, Shenzhen, China; School of Optometry, Shenzhen University, Shenzhen, China
| | - Ting Wang
- Shenzhen Key Laboratory of Ophthalmology, Shenzhen Eye Hospital, Jinan University, Shenzhen, China; School of Optometry, Shenzhen University, Shenzhen, China
| | - Jin Li
- Shenzhen Key Laboratory of Ophthalmology, Shenzhen Eye Hospital, Jinan University, Shenzhen, China; School of Optometry, Shenzhen University, Shenzhen, China
| | - Mingyu Yu
- Shenzhen Key Laboratory of Ophthalmology, Shenzhen Eye Hospital, Jinan University, Shenzhen, China; School of Optometry, Shenzhen University, Shenzhen, China
| | - Xiaohe Yan
- Shenzhen Key Laboratory of Ophthalmology, Shenzhen Eye Hospital, Jinan University, Shenzhen, China; School of Optometry, Shenzhen University, Shenzhen, China.
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37
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Silva GM, Souto JJDS, Fernandes TP, Bolis I, Santos NA. Interventions with Serious Games and Entertainment Games in Autism Spectrum Disorder: A Systematic Review. Dev Neuropsychol 2021; 46:463-485. [PMID: 34595981 DOI: 10.1080/87565641.2021.1981905] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Abstract
The use of serious games and entertainment games was compared as adjuvant tools for intervention in Autism Spectrum Disorder (ASD). A comprehensive search was performed in the MEDLINE, PsycINFO, Scopus, and Web of Science databases. From 295 studies, 53 studies were selected and included in this review. Overall, studies showed improvement after intervention, regardless of the type of video games, mostly for social skills and behavior. However, these changes should be regarded with caution, as they are limited to the tests applied. Furthermore, neither the entertainment nor the serious approach had a therapeutic impact on emotional resilience, representing the current gap in the field. Thus, even considering the limitations, our study is important because it shows that both categories have strengths.
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Affiliation(s)
- Gabriella Medeiros Silva
- Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil.,Perception, Neuroscience and Behaviour Laboratory, Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil
| | - Jandirlly Julianna de Souza Souto
- Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil.,Perception, Neuroscience and Behaviour Laboratory, Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil
| | - Thiago P Fernandes
- Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil.,Perception, Neuroscience and Behaviour Laboratory, Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil
| | - Ivan Bolis
- Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil
| | - Natanael A Santos
- Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil.,Perception, Neuroscience and Behaviour Laboratory, Department of Psychology, Federal University of Paraiba, Joao Pessoa, Brazil
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38
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Chagas Brandão L, Sanchez ZM, de O Galvão PP, da Silva Melo MH. Mental health and behavioral problems associated with video game playing among Brazilian adolescents. J Addict Dis 2021; 40:197-207. [PMID: 34515623 DOI: 10.1080/10550887.2021.1971941] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Abstract
BACKGROUND The problematic use of video games is linked to mental health and behavioral problems among adolescents. World reported averages for problematic use range from 1.3% to 19.3%. This is the first study to investigate these problems among Brazilian adolescents. OBJECTIVES This study aimed to describe the prevalence of the non-problematic and problematic use of video games among Brazilian adolescents, and to assess mental health and behavioral problems associated with both types of use. METHODS This study used the baseline data of a cluster randomized controlled trial that evaluated the effectiveness of the school-based program #Tamojunto2.0. The sample included 3,939 eighth-grade students who answered an anonymous self-report questionnaire. Video game use was investigated through a question, and problematic use was assessed using a scale. Weighted logistic regressions were used to investigate the associated factors. RESULTS The results show that 85.85% of the children reported playing video games in the past year, 28.17% fulfilled our criteria for problematic use. Non-problematic video game use is associated with being male, younger ages, and bullying perpetration. Problematic video game use is associated with being male, tobacco and alcohol use, bullying perpetrators, and bullying victims, with abnormal levels of hyperactivity/inattention, social behavior problems, conduct problems, peer relationship problems, and emotional symptoms. CONCLUSION Brazilian adolescents' self-reported use of video games is compatible with the world average, but the percentage of those who showed problematic use is higher than the world average. This study demonstrates the need for investigating how to prevent and intervene in this situation.
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Affiliation(s)
| | - Zila M Sanchez
- Preventive Medicine, Universidade Federal de São Paulo, Sao Paulo, Brazil
| | - Patricia P de O Galvão
- Departamento de Medicina Preventiva, Universidade Federal de Sao Paulo - Campus Sao Paulo, Sao Paulo, Brazil
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Abstract
Action videogames have been shown to induce modifications in perceptual and cognitive systems, as well as in brain structure and function. Nevertheless, whether such changes are correlated with brain functional connectivity modifications outlasting the training period is not known. Functional magnetic resonance imaging (fMRI) was used in order to quantify acute and long-lasting connectivity changes following a sustained gaming experience on a first-person shooter (FPS) game. Thirty-five healthy participants were assigned to either a gaming or a control group prior to the acquisition of resting state fMRI data and a comprehensive cognitive assessment at baseline (T0), post-gaming (T1) and at a 3 months' follow-up (T2). Seed-based resting-state functional connectivity (rs-FC) analysis revealed a significant greater connectivity between left thalamus and left parahippocampal gyrus in the gamer group, both at T1 and at T2. Furthermore, a positive increase in the rs-FC between the cerebellum, Heschl's gyrus and the middle frontal gyrus paralleled improvements of in-gaming performance. In addition, baseline rs-FC of left supramarginal gyrus, left middle frontal gyrus and right cerebellum were associated with individual changes in videogame performance. Finally, enhancement of perceptual and attentional measures was observed at both T1 and T2, which correlated with a pattern of rs-FC changes in bilateral occipito-temporal regions belonging to the visual and attention fMRI networks. The present findings increase knowledge on functional connectivity changes induced by action videogames, pointing to a greater and long-lasting synchronization between brain regions associated with spatial orientation, visual discrimination and motor learning even after a relatively short multi-day gaming exposure.
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40
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Baig A, Buckley D, Codina C. Behavioural Adaptation to Hereditary Macular Dystrophy: A Systematic Review on the Effect of Early Onset Central Field Loss on Peripheral Visual Abilities. Br Ir Orthopt J 2021; 17:104-118. [PMID: 34278226 PMCID: PMC8269784 DOI: 10.22599/bioj.177] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/19/2021] [Accepted: 05/25/2021] [Indexed: 11/30/2022] Open
Abstract
Purpose: Hereditary macular dystrophies (HMD) result in early onset central field loss. Evidence for cortical plasticity has been found in HMD, which may enhance peripheral visual abilities to meet the increased demands and reliance on the peripheral field, as has been found in congenitally deaf adults and habitual action video-game players. This is a qualitative synthesis of the literature on the effect of early onset central field loss on peripheral visual abilities. The knowledge gained may help in developing rehabilitative strategies that enable optimisation of remaining peripheral vision. Methods: A systematic search performed on the Web of Science and PubMED databases yielded 728 records published between 1809 to 2020, of which seven case-control studies were eligible for qualitative synthesis. Results: The search highlighted an overall paucity of literature, which lacked validity due to small heterogeneous samples and deficiencies in reporting of methods and population characteristics. A range of peripheral visual abilities at different eccentricities were studied. Superior performance of HMD observers in the peripheral field or similarities between the preferred retinal loci (PRL) and normal fovea were observed in four of seven studies. Findings were often based on studies including a single observer. Further larger rigorous studies are required in this area. Conclusions: Spontaneous perceptual learning through reliance on and repeated use of the peripheral field and PRL may result in some specific superior peripheral visual abilities. However, worse performance in some tasks could reflect unexpected rod disease, lack of intensive training, or persistent limitations due to the need for cones for specific tasks. Perceptual learning through training regimes could enable patients to optimise use of the PRL and remaining peripheral vision. However, further studies are needed to design optimal training regimes.
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Cretenoud AF, Barakat A, Milliet A, Choung OH, Bertamini M, Constantin C, Herzog MH. How do visual skills relate to action video game performance? J Vis 2021; 21:10. [PMID: 34269794 PMCID: PMC8297421 DOI: 10.1167/jov.21.7.10] [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] [Indexed: 11/24/2022] Open
Abstract
It has been claimed that video gamers possess increased perceptual and cognitive skills compared to non-video gamers. Here, we examined to which extent gaming performance in CS:GO (Counter-Strike: Global Offensive) correlates with visual performance. We tested 94 players ranging from beginners to experts with a battery of visual paradigms, such as visual acuity and contrast detection. In addition, we assessed performance in specific gaming skills, such as shooting and tracking, and administered personality traits. All measures together explained about 70% of the variance of the players’ rank. In particular, regression models showed that a few visual abilities, such as visual acuity in the periphery and the susceptibility to the Honeycomb illusion, were strongly associated with the players’ rank. Although the causality of the effect remains unknown, our results show that high-rank players perform better in certain visual skills compared to low-rank players.
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Affiliation(s)
- Aline F Cretenoud
- Laboratory of Psychophysics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,
| | - Arthur Barakat
- Laboratory of Psychophysics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,Laboratory of Behavioral Genetics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,Logitech Europe S.A., Innovation Park EPFL, Lausanne, Switzerland.,
| | - Alain Milliet
- Logitech Europe S.A., Innovation Park EPFL, Lausanne, Switzerland.,
| | - Oh-Hyeon Choung
- Laboratory of Psychophysics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,
| | - Marco Bertamini
- Department of Psychological Sciences, University of Liverpool, Liverpool, UK.,Department of General Psychology, University of Padova, Padova, Italy.,
| | | | - Michael H Herzog
- Laboratory of Psychophysics, Brain Mind Institute, Ecole Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland.,
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Mahrous A, Elgreatly A, Qian F, Schneider GB. A comparison of pre-clinical instructional technologies: Natural teeth, 3D models, 3D printing, and augmented reality. J Dent Educ 2021; 85:1795-1801. [PMID: 34216032 DOI: 10.1002/jdd.12736] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2021] [Revised: 06/09/2021] [Accepted: 06/18/2021] [Indexed: 11/08/2022]
Abstract
PURPOSE/OBJECTIVES To assess student perceptions on learning dental anatomy using natural extracted teeth, 3D printed models, 3D virtual models, and augmented reality (AR) technology. METHODS: Eighty first-year dental students enrolled in the dental anatomy course were instructed to examine four stations. The stations included four versions of a mandibular first molar: an extracted natural tooth, a 3D printed model, a 3D virtual model, and a model displayed on a novel AR device. After examining all stations, the students were asked to complete an electronic survey. Bivariate analysis was performed to determine whether students' perceptions are related to their demographic characteristics and technological experience with computer use, 3D modeling, and video games. RESULTS: Seventy students completed the survey (87.5% response rate). Students rated natural teeth to have the highest educational value, the 3D printed tooth to be the most accessible, and the AR application to be the most interesting modality. Students who played little to no video games were more likely to rate AR as high educational value (48.8% vs. 10.3%; p < 0.001), while students with little 3D modeling experience were more likely to rate high accessibility of the 3D Model (78.1% vs. 48.3%; p < 0.001). No statistically significant associations between the perceptions and students' demographic characteristics or use of computer were noted. CONCLUSION The natural extracted tooth was rated highest in educational value, while the 3D printed model was rated easiest to use, and the AR model was the most interesting to the students.
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Affiliation(s)
- Ahmed Mahrous
- Department of Prosthodontics, University of Iowa College of Dentistry, Iowa City, Iowa, USA
| | - Amira Elgreatly
- Department of Operative dentistry, University of Iowa College of Dentistry, Iowa City, Iowa, USA
| | - Fang Qian
- Division of Biostatistics and Computational Biology, Iowa Institute for Oral Health Research, University of Iowa College of Dentistry and Dental Clinics, University of Iowa, Iowa City, Iowa, USA
| | - Galen B Schneider
- Department of Prosthodontics, University of Iowa College of Dentistry, Iowa City, Iowa, USA
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Abstract
SIGNIFICANCE Athletes exhibit better dynamic visual acuity (DVA) compared with nonathletes, whereas action video game players (VGPs) perform more similarly to controls despite having similar static visual acuity and refractive errors. The differences in DVA between groups were not related to differences in static visual acuity, refractive error, or smooth pursuit gain. PURPOSE The purpose of the study was to examine whether athletes and VGPs have superior DVA than controls (nonathletes, nongamers). METHODS Forty-six participants (15 athletes, 11 VGPs, 20 controls) aged 21.7 years (standard deviation, 2.8 years) were recruited. Participants were emmetropic with equivalent monocular and binocular static visual acuity between groups. Dynamic visual acuity was assessed using predictable (horizontal) and unpredictable (random) motion targets at velocities of 5, 10, 20, and 30°/s. Smooth pursuit eye movements were assessed using a horizontal motion step-ramp stimulus at the same speeds. This study was pre-registered with the Center for Open Science (https://osf.io/eu7qc). RESULTS At 30°/s, there were significant main effects of group (F = 4.762, P = .01) and motion type (F = 9.538, P = .004). Tukey post hoc analysis for groups indicated that athletes performed better than did the control group (t = -2.919, P < .02). An omnibus (group × motion type × speed) repeated measures ANOVA showed a main effect of speed (F = 110.137, P < .001) and a speed × motion-type interaction (F = 27.825, P < .001). Dynamic visual acuity decreased as speed increased, and the slope of the change was greater for random than for horizontal motion. Smooth pursuit gains were not significantly different between groups (P > .05). CONCLUSIONS Athletes have superior dynamic visual acuity performance compared with controls at 30°/s. This between-group difference cannot be fully explained by differences in smooth pursuit eye movements and therefore may reflect other differences between the groups.
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Affiliation(s)
- Alan Yee
- School of Optometry and Vision Science, University of Waterloo, Waterloo, Ontario, Canada
| | | | - Elizabeth Irving
- School of Optometry and Vision Science, University of Waterloo, Waterloo, Ontario, Canada
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Alghamdi M, Vallis LA, Leat SJ. The association between visual attention and body movement-controlled video games, balance and mobility in older adults. BMC Geriatr 2021; 21:405. [PMID: 34193074 PMCID: PMC8247204 DOI: 10.1186/s12877-021-02358-9] [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: 11/30/2020] [Accepted: 06/23/2021] [Indexed: 11/25/2022] Open
Abstract
Background Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of older adults. The long-term goal is to identify the optimal type of interactive games with regards to training potential. Methods Fifty healthy adults aged 65+ years participated in this cross-sectional study. Visual attention was measured with static and dynamic versions of a useful field of view (UFV) and a multiple object tracking (MOT) test. Balance was measured with a force plate in bi-pedal quiet stance test (QST) and one-legged stance (OLST). Gait variability and walking speed were assessed with the Five Meter Walk Test (5MWT). Four Microsoft™ Xbox® 360 Kinect™ interactive video games were chosen based on the apparent levels of visual attention demand. Results Visual attention (UFV and MOT) was significantly associated with performance in Xbox® Kinect™ games that appeared to have a high visual attention demand (p < 0.05), while there was minimal or no significant association with games with apparent low visual attention demand. Balance and mobility show correlations with visual attention, and with Xbox games. Conclusion The results suggest that there are relationships between visual attention, balance, mobility and Xbox® Kinect™ game performance. Since different Xbox® games were associated with different balance, mobility and visual attention scores, a variety of such games, rather than a single game, may be most effective for training for falls prevention.
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Affiliation(s)
- Mansour Alghamdi
- Department of Optometry, College of Applied Medical Sciences, King Saud University, PO BOX 68953, Riyadh, Riyadh, 11537, Saudi Arabia. .,School of Optometry and Vision Science, University of Waterloo, 200, University Ave. West, Waterloo, ON, N2L 3G1, Canada.
| | - Lori Ann Vallis
- Department of Human Health & Nutritional Sciences, University of Guelph, Guelph, ON, N1G 2W1, Canada
| | - Susan Jennifer Leat
- School of Optometry and Vision Science, University of Waterloo, 200, University Ave. West, Waterloo, ON, N2L 3G1, Canada
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Cui R, Jiang J, Zeng L, Jiang L, Xia Z, Dong L, Gong D, Yan G, Ma W, Yao D. Action Video Gaming Experience Related to Altered Resting-State EEG Temporal and Spatial Complexity. Front Hum Neurosci 2021; 15:640329. [PMID: 34267631 PMCID: PMC8275975 DOI: 10.3389/fnhum.2021.640329] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/15/2021] [Accepted: 06/07/2021] [Indexed: 11/13/2022] Open
Abstract
Action video gaming (AVG) places sustained cognitive load on various behavioral systems, thus offering new insights into learning-related neural plasticity. This study aims to determine whether AVG experience is associated with resting-state electroencephalogram (rs-EEG) temporal and spatial complexity, and if so, whether this effect is observable across AVG subgenres. Two AVG games - League of Legends (LOL) and Player Unknown's Battle Grounds (PUBG) that represent two major AVG subgenres - were examined. We compared rs-EEG microstate and omega complexity between LOL experts and non-experts (Experiment 1) and between PUBG experts and non-experts (Experiment 2). We found that the experts and non-experts had different rs-EEG activities in both experiments, thus revealing the adaptive effect of AVG experience on brain development. Furthermore, we also found certain subgenre-specific complexity changes, supporting the recent proposal that AVG should be categorized based on the gaming mechanics of a specific game rather than a generic genre designation.
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Affiliation(s)
- Ruifang Cui
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Jinliang Jiang
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Lu Zeng
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Lijun Jiang
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Zeling Xia
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Li Dong
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Diankun Gong
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Guojian Yan
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Weiyi Ma
- School of Human Environmental Sciences, University of Arkansas, Fayetteville, AR, United States
| | - Dezhong Yao
- MOE Key Lab for Neuroinformation, The Clinical Hospital of Chengdu Brain Science Institute, University of Electronic Science and Technology of China, Chengdu, China.,School of Life Sciences and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
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Neri F, Smeralda CL, Momi D, Sprugnoli G, Menardi A, Ferrone S, Rossi S, Rossi A, Di Lorenzo G, Santarnecchi E. Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame. Front Psychol 2021; 12:598410. [PMID: 34177682 PMCID: PMC8224404 DOI: 10.3389/fpsyg.2021.598410] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2020] [Accepted: 04/07/2021] [Indexed: 11/13/2022] Open
Abstract
First-Person Shooter (FPS) game experience can be transferred to untrained cognitive functions such as attention, visual short-term memory, spatial cognition, and decision-making. However, previous studies have been using off-the-shelf FPS games based on predefined gaming settings, therefore it is not known whether such improvement of in game performance and transfer of abilities can be further improved by creating a in-game, adaptive in-game training protocol. To address this question, we compared the impact of a popular FPS-game (Counter-Strike:Global-Offensive–CS:GO) with an ad hoc version of the game based on a personalized, adaptive algorithm modifying the artificial intelligence of opponents as well as the overall game difficulty on the basis of individual gaming performance. Two groups of FPS-naïve healthy young participants were randomly assigned to playing one of the two game versions (11 and 10 participants, respectively) 2 h/day for 3 weeks in a controlled laboratory setting, including daily in-game performance monitoring and extensive cognitive evaluations administered before, immediately after, and 3 months after training. Participants exposed to the adaptive version of the game were found to progress significantly faster in terms of in-game performance, reaching gaming scenarios up to 2.5 times more difficult than the group exposed to standard CS:GO (p < 0.05). A significant increase in cognitive performance was also observed. Personalized FPS gaming can significantly speed-up the learning curve of action videogame-players, with possible future applications for expert-video-gamers and potential relevance for clinical-rehabilitative applications.
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Affiliation(s)
- Francesco Neri
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Carmelo Luca Smeralda
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Davide Momi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Giulia Sprugnoli
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Arianna Menardi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Salvatore Ferrone
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Simone Rossi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy.,Human Physiology Section, Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Alessandro Rossi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy.,Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Giorgio Di Lorenzo
- Laboratory of Psychophysiology and Cognitive Neuroscience, Chair of Psychiatry, Department of Systems Medicine, University of Rome Tor Vergata, Rome, Italy.,Psychiatry and Clinical Psychology Unit, Fondazione Policlinico Tor Vergata, Rome, Italy.,IRCCS Fondazione Santa Lucia, Rome, Italy
| | - Emiliano Santarnecchi
- Berenson-Allen Center for Non-Invasive Brain Stimulation, Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA, United States
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Wu X, Jiang Y, Jiang Y, Chen G, Chen Y, Bai X. The Influence of Action Video Games on Attentional Functions Across Visual and Auditory Modalities. Front Psychol 2021; 12:611778. [PMID: 34149505 PMCID: PMC8206543 DOI: 10.3389/fpsyg.2021.611778] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/29/2020] [Accepted: 05/06/2021] [Indexed: 11/26/2022] Open
Abstract
Attention can help an individual efficiently find a specific target among multiple distractors and is proposed to consist of three functions: alerting, orienting, and executive control. Action video games (AVGs) have been shown to enhance attention. However, whether AVG can affect the attentional functions across different modalities remains to be determined. In the present study, a group of action video game players (AVGPs) and a group of non-action video game players (NAVGPs) selected by a video game usage questionnaire successively participated in two tasks, including an attention network task-visual version (ANT-V) and an attention network task-auditory version (ANT-A). The results indicated that AVGPs showed an advantage in orienting under the effects of conflicting stimuli (executive control) in both tasks, and NAVGPs may have a reduced ability to disengage when conflict occurs in visual task, suggesting that the AVGs can improve guidance toward targets and inhibition of distractors with the function of executive control. AVGPs also showed more correlations among attentional functions. Importantly, the alerting functions of AVGPs in visual and auditory tasks were significantly related, indicating that the experience of AVGs could help us to generate a supramodal alerting effect across visual and auditory modalities.
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Affiliation(s)
- Xia Wu
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, China.,Faculty of Psychology, Tianjin Normal University, Tianjin, China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, China.,Institute of Psychology, Chinese Academy of Sciences, Beijing, China
| | - Ying Jiang
- Faculty of Psychology, Tianjin Normal University, Tianjin, China
| | - Yunpeng Jiang
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, China.,Faculty of Psychology, Tianjin Normal University, Tianjin, China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, China
| | - Guodong Chen
- Zhonghuan Information College, Tianjin University of Technology, Tianjin, China
| | - Ying Chen
- Department of Social Psychology, Zhou Enlai School of Government, Nankai University, Tianjin, China
| | - Xuejun Bai
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, China.,Faculty of Psychology, Tianjin Normal University, Tianjin, China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, China
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The role of individual differences in attentional blink phenomenon and real-time-strategy game proficiency. Heliyon 2021; 7:e06724. [PMID: 33937540 PMCID: PMC8079465 DOI: 10.1016/j.heliyon.2021.e06724] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/17/2020] [Revised: 07/28/2020] [Accepted: 04/01/2021] [Indexed: 01/11/2023] Open
Abstract
The impact of action videogame playing on cognitive functioning is the subject of debate among scientists, with many studies showing superior performance of players relative to non-players on a number of cognitive tasks. Moreover, the exact role of individual differences in the observed effects is still largely unknown. In our Event-Related Potential (ERP) study we investigated whether training in a Real Time Strategy (RTS) video game StarCraft II can influence the ability to deploy visual attention measured by the Attentional Blink (AB) task. We also asked whether individual differences in a psychophysiological response in the AB task predict the effectiveness of the video game training. Forty-three participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment) or active control (Fixed environment) group, which differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the AB task. Our results indicate that both groups improved their performance in the AB task in the post-training session. What is more, in the experimental group the strength of the amplitude of the P300 ERP component (which is related to a conscious visual perception) in the pre training session appeared to be predictive of the level of achievement in the game. In the case of the active control group in-game behaviour appeared to be predictive of a training-related improvement in the AB task. Our results suggest that differences in the neurophysiological response might be treated as a marker of future success in video game acquisition, especially in a more demanding game environment.
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Vedechkina M, Borgonovi F. A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children. Front Psychol 2021; 12:611155. [PMID: 33716873 PMCID: PMC7943608 DOI: 10.3389/fpsyg.2021.611155] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2020] [Accepted: 02/04/2021] [Indexed: 12/22/2022] Open
Abstract
The role of digital technology in shaping attention and cognitive development has been at the centre of public discourse for decades. The current review presents findings from three main bodies of literature on the implications of technology use for attention and cognitive control: television, video games, and digital multitasking. The aim is to identify key lessons from prior research that are relevant for the current generation of digital users. In particular, the lack of scientific consensus on whether digital technologies are good or bad for children reflects that effects depend on users' characteristics, the form digital technologies take, the circumstances in which use occurs and the interaction between the three factors. Some features of digital media may be particularly problematic, but only for certain users and only in certain contexts. Similarly, individual differences mediate how, when and why individuals use technology, as well as how much benefit or harm can be derived from its use. The finding emerging from the review on the large degree of heterogeneity in associations is especially relevant due to the rapid development and diffusion of a large number of different digital technologies and contents, and the increasing variety of user experiences. We discuss the importance of leveraging existing knowledge and integrating past research findings into a broader organizing framework in order to guide emerging technology-based research and practice. We end with a discussion of some of the challenges and unaddressed issues in the literature and propose directions for future research.
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Affiliation(s)
- Maria Vedechkina
- Faculty of Education, University of Cambridge, Cambridge, United Kingdom
| | - Francesca Borgonovi
- Social Research Institute, Institute of Education, University College London, London, United Kingdom
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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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