1
|
Jovanović V, Petrušić I, Savić A, Ković V. Processing of visual hapaxes in picture naming task: An event-related potential study. Int J Psychophysiol 2024; 203:112394. [PMID: 39053735 DOI: 10.1016/j.ijpsycho.2024.112394] [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: 04/08/2024] [Revised: 06/28/2024] [Accepted: 07/15/2024] [Indexed: 07/27/2024]
Abstract
Object recognition and visual categorization are typically swift and seemingly effortless tasks that involve numerous underlying processes. In our investigation, we utilized a picture naming task to explore the processing of rarely encountered objects (visual hapaxes) in comparison to common objects. Our aim was to determine the stage at which these rare objects are classified as unnamable. Contrary to our expectations and in contrast to some prior research on event-related potentials (ERPs) with novel and atypical objects, no differences between conditions were observed in the late time windows corresponding to the P300 or N400 components. However, distinctive patterns between hapaxes and common objects surfaced in three early time windows, corresponding to the posterior N1 and P2 waves, as well as a widespread N2 wave. According to the ERP data, the differentiation between hapaxes and common objects occurs within the first 380 ms of the processing line, involving only limited and indirect top-down influence.
Collapse
Affiliation(s)
- Vojislav Jovanović
- University of Belgrade, Faculty of Philosophy, Department of Psychology, Laboratory for Neurocognition and Applied Cognition, 11000 Belgrade, Serbia.
| | - Igor Petrušić
- University of Belgrade, Faculty of Physical Chemistry, Laboratory for Advanced Analysis of Neuroimages, 11000 Belgrade, Serbia
| | - Andrej Savić
- University of Belgrade, School of Electrical Engineering, Science and Research Centre, 11000 Belgrade, Serbia
| | - Vanja Ković
- University of Belgrade, Faculty of Philosophy, Department of Psychology, Laboratory for Neurocognition and Applied Cognition, 11000 Belgrade, Serbia
| |
Collapse
|
2
|
Nichols ES, Nelson G, Wild CJ, Owen AM. A design for life: Predicting cognitive performance from lifestyle choices. PLoS One 2024; 19:e0298899. [PMID: 38626013 PMCID: PMC11020841 DOI: 10.1371/journal.pone.0298899] [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: 09/13/2023] [Accepted: 01/31/2024] [Indexed: 04/18/2024] Open
Abstract
Maintaining cognitive capacity through adulthood has been the target of many recent studies that have examined the influence of lifestyle choices such as exercise, diet, and sleeping habits. Many of these studies have focused on a single factor (e.g., diet) and its effect on cognitive abilities; however, humans make numerous lifestyle choices every single day, many of which interact and influence each other. Here, we investigated whether combinations of lifestyle choices can predict better or worse cognitive performance in the general population, and whether optimal combinations of choices existed depending on the cognitive domain. Specifically, we examined 20 self-reported lifestyle choices, such as playing video games, drinking alcohol, and amount of exercise taken, in a sample of almost 10,000 participants. All participants also completed 12 cognitive tests that have been shown to generate three composite cognitive domain scores pertaining to short-term memory, verbal abilities, and reasoning. Using recursive feature elimination and random forest regression, we were able to explain 9% of the variance in short-term memory scores, 8% of the variance in reasoning scores, and 7% of the variance in verbal ability scores. While the regression model provided predictive power in all three domains, these levels indicate that even when considering a large number of lifestyle choices, there remains a considerable degree of variability in predicting short-term memory, reasoning and verbal abilities. Thus, while some modifiable lifestyle factors may have an impact on cognitive capacity, there likely exists no single optimal design for life.
Collapse
Affiliation(s)
- Emily S. Nichols
- Applied Psychology, Faculty of Education, Western University, London, Ontario, Canada
- Western Institute for Neuroscience, Western University, London, Ontario, Canada
| | - Georgia Nelson
- Neuroscience Program, Schulich School of Medicine and Dentistry, Western University, London, Ontario, Canada
| | - Conor J. Wild
- Western Institute for Neuroscience, Western University, London, Ontario, Canada
| | - Adrian M. Owen
- Western Institute for Neuroscience, Western University, London, Ontario, Canada
- Department of Physiology and Pharmacology, Western University, London, Ontario, Canada
- Department of Psychology, Western University, London, Ontario, Canada
| |
Collapse
|
3
|
He M, Xu LX, Li CSR, Liu Z, Hu J, Guo X, Liu H, Zhang JT. Do Real-Time Strategy Video Gamers Have Better Attentional Control? HUMAN FACTORS 2024; 66:258-270. [PMID: 35012373 DOI: 10.1177/00187208211064683] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
OBJECTIVE Do real-time strategy (RTS) video gamers have better attentional control? To examine this issue, we tested experienced versus inexperienced RTS video gamers on multi-object tracking tasks (MOT) and dual-MOT tasks with visual or auditory secondary tasks (dMOT). We employed a street-crossing task with a visual working memory task as a secondary task in a virtual reality (VR) environment to examine any generalized attentional advantage. BACKGROUND Similar to action video games, RTS video games require players to switch attention between multiple visual objects and views. However, whether the attentional control advantage is limited by sensory modalities or generalizes to real-life tasks remains unclear. METHOD In study 1, 25 RTS video game players (SVGP) and 25 non-video game players (NVGP) completed the MOT task and two dMOT tasks. In study 2, a different sample with 25 SVGP and 25 NVGP completed a simulated street-crossing task with the visual dual task in a VR environment. RESULTS After controlling the effects of the speed-accuracy trade-off, SVGP showed better performance than NVGP in the MOT task and the visual dMOT task, but SVGP did not perform better in either the auditory dMOT task or the street-crossing task. CONCLUSION RTS video gamers had better attentional control in visual computer tasks, but not in the auditory tasks and the VR tasks. Attentional control benefits associated with RTS video game experience may be limited by sensory modalities, and may not translate to performance benefits in real-life tasks.
Collapse
Affiliation(s)
- Mengxin He
- Faculty of Psychology, Beijing Normal University, Beijing, China
| | - Lin-Xuan Xu
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Chiang-Shan R Li
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, USA
- Department of Neuroscience, Yale University School of Medicine, New Haven, CT, USA
| | - Zihan Liu
- Department of Psychology, University of Houston, Houston, TX, USA
| | - Jiaqi Hu
- Faculty of Psychology, Beijing Normal University, Beijing, China
| | | | - Hongyun Liu
- Faculty of Psychology, Beijing Normal University, Beijing, China
- Beijing Key Laboratory of Applied Experimental Psychology, Faculty of Psychology, Beijing Normal University, Beijing, China
| | - Jin-Tao Zhang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| |
Collapse
|
4
|
Gostilovich S, Kotliar Shapirov A, Znobishchev A, Phan AH, Cichocki A. Biomarkers of professional cybersportsmen: Event related potentials and cognitive tests study. PLoS One 2023; 18:e0289293. [PMID: 37527271 PMCID: PMC10393144 DOI: 10.1371/journal.pone.0289293] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/23/2022] [Accepted: 07/16/2023] [Indexed: 08/03/2023] Open
Abstract
"Faster, higher, stronger" is the motto of any professional athlete. Does that apply to brain dynamics as well? In our paper, we performed a series of EEG experiments on Visually Evoked Potentials and a series of cognitive tests-reaction time and visual search, with professional eSport players in Counter-Strike: Global Offensive (CS:GO) and novices (control group) in order to find important differences between them. EEG data were studied in a temporal domain by Event-Related Potentials (ERPs) and in a frequency domain by Variational Mode Decomposition. The EEG analysis showed that the brain reaction of eSport players is faster (P300 latency is earlier on average by 20-70 ms, p < 0.005) and stronger (P300 peak amplitude is higher on average by 7-9 mkV, p < 0.01). Professional eSport players also exhibit stronger stimulus-locked alpha-band power. Besides, the Spearman correlation analysis showed a significant correlation between hours spend in CS:GO and mean amplitude of P200 and N200 for the professional players. The comparison of cognitive test results showed the superiority of the professional players to the novices in reaction time (faster) and choice reaction time-faster reaction, but similar correctness, while a significant difference in visual search skills was not detected. Thus, significant differences in EEG signals (in spectrograms and ERPs) and cognitive test results (reaction time) were detected between the professional players and the control group. Cognitive tests could be used to separate skilled players from novices, while EEG testing can help to understand the skilled player's level. The results can contribute to understanding the impact of eSport on a player's cognitive state and associating eSport with a real sport. Moreover, the presented results can be useful for evaluating eSport team members and making training plans.
Collapse
Affiliation(s)
- Sergei Gostilovich
- Center for Artificial Intelligent Technology, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
| | - Airat Kotliar Shapirov
- Center for Artificial Intelligent Technology, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
| | - Andrei Znobishchev
- Center for Artificial Intelligent Technology, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
| | - Anh-Huy Phan
- Center for Artificial Intelligent Technology, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
| | - Andrzej Cichocki
- Center for Artificial Intelligent Technology, Skolkovo Institute of Science and Technology (Skoltech), Moscow, Russia
| |
Collapse
|
5
|
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.
Collapse
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
| |
Collapse
|
6
|
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]
|
7
|
Sampalo M, Lázaro E, Luna PM. Action Video Gaming and Attention in Young Adults: A Systematic Review. J Atten Disord 2023; 27:530-538. [PMID: 36779519 DOI: 10.1177/10870547231153878] [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] [Indexed: 02/14/2023]
Abstract
OBJECTIVE Existing research in action video games has increased in recent years due to the expansion of their use all over the world. Specifically, there is growing evidence about the positive development of the cognitive functions associated with the use of this kind of video game. Therefore, this work aims to explore the relationship between playing action video games and the development of attention span as well as the impact at the brain level from a functional perspective. METHODS Articles were searched in Scopus, Pubmed, and Web of Science. A total of 196 studies were retrieved, among which 13 studies were systematically reviewed. RESULTS The review has shown that playing action video games can improve cognitive functions, including attention, with reaction time and processing speed being the aspects that would most benefit from such practice, as well as the development of focused, sustained, and divided attention. Also, there are functional brain changes. CONCLUSION It is necessary to deepen the understanding of the association between playing action video games and the development of attention.
Collapse
Affiliation(s)
- Mar Sampalo
- Universidad Internacional de Valencia, Valencia, Spain
| | - Esther Lázaro
- Universidad Internacional de Valencia, Valencia, Spain
| | | |
Collapse
|
8
|
Duggan N, Gerhardstein P. Levels of orientation bias differ across digital content categories: Implications for visual perception. Perception 2023; 52:221-237. [PMID: 36617845 DOI: 10.1177/03010066221148673] [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: 01/10/2023]
Abstract
With the continued growth of digital device use, a greater portion of the visual world experienced daily by many people has shifted towards digital environments. The "oblique effect" denotes a bias for horizontal and vertical (canonical) contours over oblique contours, which is derived from a disproportionate exposure to canonical content. Carpentered environments have been shown to possess proportionally more canonical than oblique contours, leading to perceptual bias in those who live in "built" environments. Likewise, there is potential for orientation sensitivity to be shaped by frequent exposure to digital content. The potential influence of digital content on the oblique effect was investigated by measuring the degree of orientation anisotropy from a range of digital scenes using Fourier analysis. Content from popular cartoons, video games, and social communication websites was compared to real-life nature, suburban, and urban scenes. Findings suggest that digital content varies widely in orientation anisotropy, but pixelated video games and social communication websites were found to exhibit a degree of orientation anisotropy substantially exceeding that observed in all measured categories of real-world environments. Therefore, the potential may exist for digital content to induce an even greater shift in orientation bias than has been observed in previous research. This potential, and implications of such a shift, is discussed.
Collapse
|
9
|
Foerster FR, Chidharom M, Bonnefond A, Giersch A. Neurocognitive analyses reveal that video game players exhibit enhanced implicit temporal processing. Commun Biol 2022; 5:1082. [PMID: 36221032 PMCID: PMC9553938 DOI: 10.1038/s42003-022-04033-0] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/22/2022] [Accepted: 09/26/2022] [Indexed: 11/25/2022] Open
Abstract
Winning in action video games requires to predict timed events in order to react fast enough. In these games, repeated waiting for enemies may help to develop implicit (incidental) preparation mechanisms. We compared action video game players and non-video game players in a reaction time task involving both implicit time preparations and explicit (conscious) temporal attention cues. Participants were immersed in virtual reality and instructed to respond to a visual target appearing at variable delays after a warning signal. In half of the trials, an explicit cue indicated when the target would occur after the warning signal. Behavioral, oculomotor and EEG data consistently indicate that, compared with non-video game players, video game players better prepare in time using implicit mechanisms. This sheds light on the neglected role of implicit timing and related electrophysiological mechanisms in gaming research. The results further suggest that game-based interventions may help remediate implicit timing disorders found in psychiatric populations.
Collapse
Affiliation(s)
- Francois R Foerster
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, Strasbourg, France.
| | - Matthieu Chidharom
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, Strasbourg, France
- Department of Psychology, Lehigh University, Bethlehem, PA, USA
| | - Anne Bonnefond
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, Strasbourg, France
| | - Anne Giersch
- Université de Strasbourg, INSERM U1114, Pôle de Psychiatrie, Centre Hospitalier Régional Universitaire de Strasbourg, Strasbourg, France
| |
Collapse
|
10
|
Valls-Serrano C, De Francisco C, Vélez-Coto M, Caracuel A. Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends. Front Hum Neurosci 2022; 16:933331. [PMID: 35937676 PMCID: PMC9351611 DOI: 10.3389/fnhum.2022.933331] [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: 04/30/2022] [Accepted: 06/24/2022] [Indexed: 11/16/2022] Open
Abstract
Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed.
Collapse
Affiliation(s)
| | | | - María Vélez-Coto
- Mind, Brain and Behavior Research Center, University of Granada, Granada, Spain
- Department of Methodology of Behavioral Sciences, University of Granada, Granada, Spain
| | - Alfonso Caracuel
- Mind, Brain and Behavior Research Center, University of Granada, Granada, Spain
| |
Collapse
|
11
|
Mancarella M, Antzaka A, Bertoni S, Facoetti A, Lallier M. Enhanced disengagement of auditory attention and phonological skills in action video gamers. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107344] [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]
|
12
|
Wu X, Zhang Y, Guo M, Jiang Y, Wang X. The Lateralization of Attentional Functions in Action Video Game Players. Exp Psychol 2021; 68:198-205. [PMID: 34918536 DOI: 10.1027/1618-3169/a000522] [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: 11/23/2022]
Abstract
Action video game players (AVGPs) are proven to be significantly different from non-AVGPs (NAVGPs) in attention, which is proposed to be divided into three functional networks: alerting, orienting, and execution control. However, whether the hemispheric lateralization of attentional functions is influenced by the action video game is unclear. In the present study, we examined the lateralization of the three attentional functions in a group of AVGPs (n = 33) compared to NAVGPs (n = 34). The results showed that, relative to NAVGPs, the interactions between orienting and executive control in the left hemispheres of AVGPs were higher than those in the right hemisphere. Moreover, the correlations among the functions are much more sensitive in the left hemisphere. These results suggest significant left lateralization of the attentional functions in AVGPs.
Collapse
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, PR China.,Faculty of Psychology, Tianjin Normal University, Tianjin, PR China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, PR China.,Institute of Psychology, Chinese Academy of Sciences, Beijing,PR China
| | - Yan Zhang
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, PR China
| | - Maojie Guo
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, PR 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, PR China.,Faculty of Psychology, Tianjin Normal University, Tianjin, PR China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, PR China
| | - Xiaozhuang Wang
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, PR China.,Faculty of Psychology, Tianjin Normal University, Tianjin, PR China.,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin, PR China
| |
Collapse
|
13
|
Stäb J, Ilg UJ. Video-game play and non-symbolic numerical comparison. Addict Biol 2021; 26:e13065. [PMID: 34036691 DOI: 10.1111/adb.13065] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2020] [Revised: 05/07/2021] [Accepted: 05/12/2021] [Indexed: 11/26/2022]
Abstract
Visual display was used by Stäb and Ilg to examine the abilities of video-game players and non-players to determine simple mathematical abilities.
Collapse
Affiliation(s)
- Joana Stäb
- Zentrum für Neurologie Hertie‐Institut für klinische Hirnforschung, Abteilung Kognitive Neurologie Tübingen Germany
| | - Uwe J. Ilg
- Zentrum für Neurologie Hertie‐Institut für klinische Hirnforschung, Abteilung Kognitive Neurologie Tübingen Germany
| |
Collapse
|
14
|
Pöhlmann KMT, O’Hare L, Dickinson P, Parke A, Föcker J. Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players. JOURNAL OF COGNITIVE ENHANCEMENT 2021. [DOI: 10.1007/s41465-021-00215-6] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
AbstractAction video game players (AVGPs) show enhanced visual perceptual functions compared to their non-video game playing peers (NVGPs). Whether AVGPs are more susceptible towards static contrast motion illusions, such as Fraser Wilcox illusions, has not been addressed so far. Based on their improved perceptual skills, AVGPs are expected to be more susceptible to the illusions and perceive more motion in them. The experience of illusory self-motion (vection) is believed to be dependent on top-down attentional processes; AVGPs should therefore experience stronger vection compared to NVGPs based on their improved attentional skills. Lastly, due to their extensive prior experience with virtual environments, AVGPs should experience less discomfort in VR compared to NVGPs. We presented rotating and expanding motion illusions in a virtual environment and asked 22 AVGPs and 21 NVGPs to indicate the strength of illusory motion, as well as the level of discomfort and vection experienced when exposed to these motion illusions. Results indicated that AVGPs and NVGPs perceived the same amount of motion when viewing these illusions. However, AVGPs perceived more vection and less discomfort compared to NVGPs, possibly due to factors such as enhanced top-down attentional control and adaptation. No differences in the perception of expanding and rotating illusions were found. Discomfort experienced by AVGPs was related to illusion strength, suggesting that contrast illusions might evoke the perceived discomfort rather than the virtual environment. Further studies are required to investigate the relationship between contrast sensitivity, migraine and the perception of illusion in AVGPs which should include illusory motion onset and duration measures.
Collapse
|
15
|
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.
Collapse
|
16
|
Hilla Y, von Mankowski J, Föcker J, Sauseng P. Faster Visual Information Processing in Video Gamers Is Associated With EEG Alpha Amplitude Modulation. Front Psychol 2020; 11:599788. [PMID: 33363498 PMCID: PMC7753097 DOI: 10.3389/fpsyg.2020.599788] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2020] [Accepted: 11/04/2020] [Indexed: 12/03/2022] Open
Abstract
Video gaming, specifically action video gaming, seems to improve a range of cognitive functions. The basis for these improvements may be attentional control in conjunction with reward-related learning to amplify the execution of goal-relevant actions while suppressing goal-irrelevant actions. Given that EEG alpha power reflects inhibitory processing, a core component of attentional control, it might represent the electrophysiological substrate of cognitive improvement in video gaming. The aim of this study was to test whether non-video gamers (NVGs), non-action video gamers (NAVGs) and action video gamers (AVGs) exhibit differences in EEG alpha power, and whether this might account for differences in visual information processing as operationalized by the theory of visual attention (TVA). Forty male volunteers performed a visual short-term memory paradigm where they memorized shape stimuli depicted on circular stimulus displays at six different exposure durations while their EEGs were recorded. Accuracy data was analyzed using TVA-algorithms. There was a positive correlation between the extent of post-stimulus EEG alpha power attenuation (10–12 Hz) and speed of information processing across all participants. Moreover, both EEG alpha power attenuation and speed of information processing were modulated by an interaction between group affiliation and time on task, indicating that video gamers showed larger EEG alpha power attenuations and faster information processing over time than NVGs – with AVGs displaying the largest increase. An additional regression analysis affirmed this observation. From this we concluded that EEG alpha power might be a promising neural substrate for explaining cognitive improvement in video gaming.
Collapse
Affiliation(s)
- Yannik Hilla
- Research Unit of Biological Psychology, Department of Psychology, Ludwig-Maximilians-Universität München, Munich, Germany
| | - Jörg von Mankowski
- Chair of Communication Networks, Technische Universität München, Munich, Germany
| | - Julia Föcker
- School of Psychology, College of Social Sciences, University of Lincoln, Lincoln, United Kingdom
| | - Paul Sauseng
- Research Unit of Biological Psychology, Department of Psychology, Ludwig-Maximilians-Universität München, Munich, Germany
| |
Collapse
|
17
|
Szpak A, Michalski SC, Loetscher T. Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects. J Med Internet Res 2020; 22:e19840. [PMID: 33095182 PMCID: PMC7647813 DOI: 10.2196/19840] [Citation(s) in RCA: 25] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/04/2020] [Revised: 08/06/2020] [Accepted: 08/06/2020] [Indexed: 02/02/2023] Open
Abstract
BACKGROUND Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. OBJECTIVE This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness. METHODS A total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods-before VR, immediately after VR, and 40 min after VR (late). RESULTS Beat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424; P=.006) and convergence (F1,35=7.826; P=.008); however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515; P<.001) and were significantly higher for long compared with short exposures (t35=2.807; P=.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants' sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure. CONCLUSIONS Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR; however, some individuals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
Collapse
Affiliation(s)
- Ancret Szpak
- University of South Australia, Adelaide, Australia
| | | | | |
Collapse
|
18
|
Smithies TD, Toth AJ, Conroy E, Ramsbottom N, Kowal M, Campbell MJ. Life After Esports: A Grand Field Challenge. Front Psychol 2020; 11:883. [PMID: 32431652 PMCID: PMC7214923 DOI: 10.3389/fpsyg.2020.00883] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/12/2020] [Accepted: 04/09/2020] [Indexed: 12/02/2022] Open
Affiliation(s)
- Tim D Smithies
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland
| | - Adam J Toth
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland.,Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| | - Eoin Conroy
- Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| | - Niall Ramsbottom
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland.,Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| | - Magdalena Kowal
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland.,Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| | - Mark J Campbell
- Department of Physical Education & Sport Science, University of Limerick, Limerick, Ireland.,Lero, The SFI Centre for Software Research, University of Limerick, Limerick, Ireland
| |
Collapse
|
19
|
Mallik PR, Metzger MM, Outen H, MacKay J, Fogle T, Wilson J, Lewis S. Assessing Differences in Visual Cognition Between Nongamers, Moderate Action Gamers, and Heavy Action Gamers: An Alternative to Extreme Group Designs. JOURNAL OF COGNITIVE ENHANCEMENT 2020. [DOI: 10.1007/s41465-020-00169-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
|
20
|
Dale G, Joessel A, Bavelier D, Green CS. A new look at the cognitive neuroscience of video game play. Ann N Y Acad Sci 2020; 1464:192-203. [DOI: 10.1111/nyas.14295] [Citation(s) in RCA: 27] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Revised: 12/03/2019] [Accepted: 12/11/2019] [Indexed: 12/12/2022]
Affiliation(s)
- Gillian Dale
- Environmental Sustainability Research CentreBrock University St. Catharines Ontario Canada
| | - Augustin Joessel
- Faculté de Psychologie et Sciences de L'Education (FPSE)Université de Genève Geneva Switzerland
- Campus Biotech Geneva Switzerland
| | - Daphne Bavelier
- Faculté de Psychologie et Sciences de L'Education (FPSE)Université de Genève Geneva Switzerland
- Campus Biotech Geneva Switzerland
| | - C. Shawn Green
- Department of PsychologyUniversity of Wisconsin–Madison Madison Wisconsin
| |
Collapse
|
21
|
Enhancing Attentional Control: Lessons from Action Video Games. Neuron 2019; 104:147-163. [DOI: 10.1016/j.neuron.2019.09.031] [Citation(s) in RCA: 79] [Impact Index Per Article: 15.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/29/2019] [Revised: 09/11/2019] [Accepted: 09/19/2019] [Indexed: 02/07/2023]
|
22
|
Abstract
Real-world environments are typically dynamic, complex, and multisensory in nature and require the support of top-down attention and memory mechanisms for us to be able to drive a car, make a shopping list, or pour a cup of coffee. Fundamental principles of perception and functional brain organization have been established by research utilizing well-controlled but simplified paradigms with basic stimuli. The last 30 years ushered a revolution in computational power, brain mapping, and signal processing techniques. Drawing on those theoretical and methodological advances, over the years, research has departed more and more from traditional, rigorous, and well-understood paradigms to directly investigate cognitive functions and their underlying brain mechanisms in real-world environments. These investigations typically address the role of one or, more recently, multiple attributes of real-world environments. Fundamental assumptions about perception, attention, or brain functional organization have been challenged-by studies adapting the traditional paradigms to emulate, for example, the multisensory nature or varying relevance of stimulation or dynamically changing task demands. Here, we present the state of the field within the emerging heterogeneous domain of real-world neuroscience. To be precise, the aim of this Special Focus is to bring together a variety of the emerging "real-world neuroscientific" approaches. These approaches differ in their principal aims, assumptions, or even definitions of "real-world neuroscience" research. Here, we showcase the commonalities and distinctive features of the different "real-world neuroscience" approaches. To do so, four early-career researchers and the speakers of the Cognitive Neuroscience Society 2017 Meeting symposium under the same title answer questions pertaining to the added value of such approaches in bringing us closer to accurate models of functional brain organization and cognitive functions.
Collapse
Affiliation(s)
- Pawel J Matusz
- University Hospital Center and University of Lausanne
- University of Applied Sciences Western Switzerland (HES SO Valais)
| | | | | | | |
Collapse
|
23
|
Morone G, Spitoni GF, De Bartolo D, Ghanbari Ghooshchy S, Di Iulio F, Paolucci S, Zoccolotti P, Iosa M. Rehabilitative devices for a top-down approach. Expert Rev Med Devices 2019; 16:187-195. [PMID: 30677307 DOI: 10.1080/17434440.2019.1574567] [Citation(s) in RCA: 30] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022]
Abstract
INTRODUCTION In recent years, neurorehabilitation has moved from a 'bottom-up' to a 'top down' approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new 'top-down' approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to 'Bottom up' approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. AREAS COVERED In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. EXPERT COMMENTARY Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies.
Collapse
Affiliation(s)
- Giovanni Morone
- a Private Inpatient Unit , Santa Lucia foundation IRCCS , Rome , Italy.,b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy
| | - Grazia Fernanda Spitoni
- c Department of Psychology , Sapienza University of Rome , Rome , Italy.,d Laboratory of Neuropsychology , IRCCS Santa Lucia Foundation , Rome , Italy
| | - Daniela De Bartolo
- b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy.,c Department of Psychology , Sapienza University of Rome , Rome , Italy
| | - Sheida Ghanbari Ghooshchy
- b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy.,c Department of Psychology , Sapienza University of Rome , Rome , Italy
| | - Fulvia Di Iulio
- e UOC 3 Neurorihabilitation Santa Lucia Foundation IRCCS , Rome , Italy
| | - Stefano Paolucci
- a Private Inpatient Unit , Santa Lucia foundation IRCCS , Rome , Italy.,b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy
| | | | - Marco Iosa
- b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy
| |
Collapse
|