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Thomas R, Maëlle G, Jocelyn F, David L. No transfer of 3D-Multiple Object Tracking training on game performance in soccer: a follow-up study. PSYCHOLOGY OF SPORT AND EXERCISE 2024:102770. [PMID: 39427852 DOI: 10.1016/j.psychsport.2024.102770] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/20/2024] [Revised: 10/14/2024] [Accepted: 10/16/2024] [Indexed: 10/22/2024]
Abstract
The impact of domain-general cognitive 'brain' training on improving sports performance is highly debated. This study sought to follow-up on research that showcased the benefits of perceptual-cognitive 3D-Multiple Object Tracking (3D-MOT) training in enhancing the on-field performance of soccer players. Additionally, it explored the correlation between athletes' cognitive performance and early career success. Sixty-two males from a professional soccer academy were randomly divided into a dual-task 3D-MOT training group (n=30) and a control group (n=32). Participants underwent a 3D-MOT test, a cognitive test of attention, and small-sided games at pre- and post-training. Pre-post-test performances were compared using ANCOVAs. A Chi-squared test evaluated the association between the training regimen and early career success. A Spearman test assessed the correlation between performance on the 3D-MOT, attention test, and early career success. The dual-task 3D-MOT trained group significantly improved its performance on 3D-MOT compared to the control group (p < 0.001). However, no significant pre-post-test differences were observed between the groups in the near-transfer cognitive test and on-field performance (ps > 0.05). There were no associations between the athletes' early career success and the training regimen, and no associations between cognitive test performances and early career success (ps > 0.05). This follow-up study failed to replicate previous findings with dual-task 3D-MOT training unable to produce near or far transfer on soccer performance. In addition, cognitive performance was not related to early career success in this study. The value of cognitive screening and training in sport is discussed.
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Affiliation(s)
- Romeas Thomas
- École d'optométrie, Université de Montréal, Montréal, Québec, Canada; Institut national du sport du Québec, Montréal, Québec, Canada.
| | - Goujat Maëlle
- École de technologie supérieure, Montréal, Québec, Canada
| | - Faubert Jocelyn
- École d'optométrie, Université de Montréal, Montréal, Québec, Canada
| | - Labbé David
- École de technologie supérieure, Montréal, Québec, Canada
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2
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Gradi N, Chopin A, Bavelier D, Shechner T, Pichon S. Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial. BMC Psychiatry 2024; 24:56. [PMID: 38243201 PMCID: PMC10799487 DOI: 10.1186/s12888-024-05515-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/13/2023] [Accepted: 01/10/2024] [Indexed: 01/21/2024] Open
Abstract
BACKGROUND Adolescence is a critical period for the onset and maintenance of anxiety disorders, which raises the importance of intervening early; one possibility of doing so is via digital interventions. Within that research field, at least two important research paths have been explored in the past years. On the one hand, the anxiolytic effect of casual video games has been tested as such gaming activity may distract away from anxious thoughts through the induction of flow and redirection of attention toward the game and thus away of anxious thoughts. On the other hand, the bidirectional link between weak attentional control and higher anxiety has led to the design of interventions aiming at improving attentional control such as working memory training studies. Taking stock that another genre of gaming, action video games, improves attentional control, game-based interventions that combines cognitive training and action-like game features would seem relevant. This three-arm randomized controlled trial aims to evaluate the feasibility and the efficacy of two video game interventions to document how each may potentially alleviate adolescent anxiety-related symptoms when deployed fully on-line. METHODS The study aims to recruit 150 individuals, 12 to 14 years of age, with high levels of anxiety as reported by the parents' online form of the Screen for Child Anxiety Related Disorders questionnaire. This trial contrasts a child-friendly, "action-like" video game designed to improve attentional control abilities in a progressive and stepwise manner (Eco-Rescue), a casual puzzle video game selected to act as a positive distraction tool (Bejeweled) and finally a control group with no assigned training intervention to control for possible test-retest effects (No-training). Participants will be assigned randomly to one of the three study arms. They will be assessed for main (anxiety) and secondary outcomes (attentional control, affective working memory) at three time points, before training (T1), one week after the 6-week training (T2) and four months after completing the training (T3). DISCUSSION The results will provide evidence for the feasibility and the efficacy of two online video game interventions at improving mental health and emotional well-being in adolescents with high levels of anxiety. This project will contribute unique knowledge to the field, as few studies have examined the effects of video game play in the context of digital mental health interventions for adolescents. TRIAL REGISTRATION The trial is registered on ClinicalTrials.gov (NCT05923944, June 20, 2023).
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Affiliation(s)
- Naïma Gradi
- Department of Psychology, University of Geneva, Geneva, Switzerland.
| | - Adrien Chopin
- Smith Kettlewell Eye Research Institute, San Francisco, CA, USA
| | - Daphné Bavelier
- Department of Psychology, University of Geneva, Geneva, Switzerland.
| | - Tomer Shechner
- Department of Psychology, University of Haifa, Haifa, Israel
| | - Swann Pichon
- Geneva School of Health Sciences, Geneva, Switzerland
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Bravo-Chávez RI, Ferrari-Diaz M, Silva-Pereyra JF, Fernández-Harmony T. Cooperación en el rastreo visual de objetos: resultados preliminares. PSICUMEX 2023. [DOI: 10.36793/psicumex.v13i1.454] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/19/2023]
Abstract
La cooperación tiene sus costos, pero también sus beneficios. En una tarea de rastreo visual de objetos con tres niveles de dificultad (4, 5 y 6 objetivos a rastrear respectivamente) se comparó el rendimiento de cada individuo en dos condiciones: rendimiento individual vs. rendimiento del individuo como parte de una díada. El propósito del estudio fue explorar si la diferencia en rendimiento entre estas dos condiciones se puede atribuir a la cooperación. Diez estudiantes universitarios respondieron un cuestionario de personalidad de auto informe (Big Five) y realizaron la tarea de rastreo visual de manera individual y como parte de una díada. Las díadas se grabaron en video para identificar las estrategias de comunicación, resolución de problemas y acuerdos en la selección de objetivos. Las díadas mostraron puntajes más altos y tiempos de reacción más lentos en comparación con el rendimiento individual. Los tiempos de reacción más lentos se asociaron positivamente con los intercambios verbales y las estrategias de división del trabajo en la díada. La amabilidad y la extraversión, medidas por el cuestionario de autoinforme, se asociaron positivamente con el acuerdo en la selección de objetivos. La interacción entre los miembros de una díada y sus rasgos de personalidad podrían ser relevantes para comprender la cooperación exitosa y sus costos asociados.
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Burgos-Morelos LP, Rivera-Sánchez JDJ, Santana-Vargas ÁD, Arreola-Mora C, Chávez-Negrete A, Lugo JE, Faubert J, Pérez-Pacheco A. Effect of 3D-MOT training on the execution of manual dexterity skills in a population of older adults with mild cognitive impairment and mild dementia. APPLIED NEUROPSYCHOLOGY. ADULT 2023:1-10. [PMID: 36697411 DOI: 10.1080/23279095.2023.2169884] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/27/2023]
Abstract
Computerized cognitive training tools are an alternative to preventive treatments related to cognitive impairment and aging. In this study, the transfer of 3D multiple object tracking (3D-MOT) training on manual dexterity concerning fine and gross motor skills in 38 elderly participants, half of them with mild cognitive impairment (MCI) and the other half with mild dementia (MD) was explored. A total of 36 sessions of the 3D-MOT training program were administered to the subjects. The Montreal Cognitive Assessment (MoCA) test was used to assess the baseline cognitive status of the participants. Two batteries of manual motor skills (GPT and MMDT) were applied before and after the 3D-MOT training program. The results showed an interaction effect of training and improvement in manual dexterity tests, from the first training session until the fifteenth session, and after this range of sessions, the interaction effect was lost. However, the training effect continued to the end of the thirty-six-session program. The experimental results show the effect of cognitive training on the improvement of motor skills in older adults. This type of intervention could have a broad impact on the aging population in terms of their attention, executive functions, and therefore, their quality of life.
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Affiliation(s)
- Laura P Burgos-Morelos
- Directorate of Research, Hospital General de México "Dr. Eduardo Liceaga", Mexico City, Mexico
| | | | | | - Claudia Arreola-Mora
- Hospital de Especialidades, Centro Médico Nacional Siglo XXI, Instituto Mexicano del Seguro Social, Mexico City, Mexico
| | - Adolfo Chávez-Negrete
- Hospital de Especialidades, Centro Médico Nacional Siglo XXI, Instituto Mexicano del Seguro Social, Mexico City, Mexico
| | - J Eduardo Lugo
- Faubert Lab, École d'Optométrie, Université de Montréal, Montreal, Canada
- Facultad de Ciencias Físico-Matemáticas, Benemérita Universidad Autónoma de Puebla, Puebla Pue, Mexico
| | - Jocelyn Faubert
- Faubert Lab, École d'Optométrie, Université de Montréal, Montreal, Canada
| | - Argelia Pérez-Pacheco
- Directorate of Research, Hospital General de México "Dr. Eduardo Liceaga", Mexico City, Mexico
- Research and Technological Development Unit (UIDT), Hospital General de México "Dr. Eduardo Liceaga", Mexico City, Mexico
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Deschamps A, Giguère-Lemieux É, Fait P, Corbin-Berrigan LA. Test-retest reliability of the neurotracker compared to the impact test for the management of mild traumatic brain injuries during two consecutive university sport seasons. Brain Inj 2022; 36:977-984. [PMID: 35950219 DOI: 10.1080/02699052.2022.2109738] [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: 11/02/2022]
Abstract
INTRODUCTION Neurocognitive assessment tools such as the Neurotracker and ImPACT have been proposed to optimize sports-related mild traumatic brain injury (mTBI) management. Baseline testing is recommended with such assessments to individualize monitoring of athletes' remission. While the ideal timeframe between baseline updates has been studied for the ImPACT, these data are missing for the Neurotracker. OBJECTIVE The current study aimed to compare the test-retest reliability of the ImPACT and Neurotracker for two consecutive seasons in university athletes participating in sports at risk for mTBI. METHODS At the start of two consecutive seasons, 30 athletes with no recent history of mTBI completed a baseline assessment including the Neurotracker and the ImPACT. The test-retest reliability of the results was analyzed by considering intra-class correlation (ICC), Becker's standardized mean difference (dB) and Bland-Altman' plot of each outcome. RESULTS The Neurotracker and the Visual Motor Speed composite score of the ImPAC were the only outcomes with significative ICCs and acceptable dB between the two seasons. Neurotracker was the only outcome with a significative bias (+0.179). CONCLUSION Our research suggests that the Neurotracker has an acceptable level of test-retest reliability after one year in comparison to the ImPACT.
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Affiliation(s)
- Alexandre Deschamps
- Département des sciences de l'activité physique, Université du Québec à Trois-Rivières (UQTR), Trois-Rivières, Quebec, Canada.,Groupe de recherche sur les affections neuromusculosquelettiques, Trois-Rivières, Québec, Canada
| | - Élizabeth Giguère-Lemieux
- Département des sciences de l'activité physique, Université du Québec à Trois-Rivières (UQTR), Trois-Rivières, Quebec, Canada
| | - Philippe Fait
- Département des sciences de l'activité physique, Université du Québec à Trois-Rivières (UQTR), Trois-Rivières, Quebec, Canada.,Groupe de recherche sur les affections neuromusculosquelettiques, Trois-Rivières, Québec, Canada.,Centre de Recherche en Neuropsychologie et Cognition, Montréal, Québec, Canada.,Centre Interdisciplinaire de Recherche en Réadaptation et Intégration Sociale, Québec, Canada
| | - Laurie-Ann Corbin-Berrigan
- Département des sciences de l'activité physique, Université du Québec à Trois-Rivières (UQTR), Trois-Rivières, Quebec, Canada.,Groupe de recherche sur les affections neuromusculosquelettiques, Trois-Rivières, Québec, Canada
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Adolphe M, Sawayama M, Maurel D, Delmas A, Oudeyer PY, Sauzéon H. An Open-Source Cognitive Test Battery to Assess Human Attention and Memory. Front Psychol 2022; 13:880375. [PMID: 35756204 PMCID: PMC9231481 DOI: 10.3389/fpsyg.2022.880375] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/21/2022] [Accepted: 04/26/2022] [Indexed: 11/13/2022] Open
Abstract
Cognitive test batteries are widely used in diverse research fields, such as cognitive training, cognitive disorder assessment, or brain mechanism understanding. Although they need flexibility according to their usage objectives, most test batteries are not available as open-source software and are not be tuned by researchers in detail. The present study introduces an open-source cognitive test battery to assess attention and memory, using a javascript library, p5.js. Because of the ubiquitous nature of dynamic attention in our daily lives, it is crucial to have tools for its assessment or training. For that purpose, our test battery includes seven cognitive tasks (multiple-objects tracking, enumeration, go/no-go, load-induced blindness, task-switching, working memory, and memorability), common in cognitive science literature. By using the test battery, we conducted an online experiment to collect the benchmark data. Results conducted on 2 separate days showed the high cross-day reliability. Specifically, the task performance did not largely change with the different days. Besides, our test battery captures diverse individual differences and can evaluate them based on the cognitive factors extracted from latent factor analysis. Since we share our source code as open-source software, users can expand and manipulate experimental conditions flexibly. Our test battery is also flexible in terms of the experimental environment, i.e., it is possible to experiment either online or in a laboratory environment.
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Affiliation(s)
- Maxime Adolphe
- Flowers Team, Inria, Bordeaux, France.,Research and Development Team, Onepoint, Bordeaux, France.,Department of Cognitive Sciences and Ergonomics, Université de Bordeaux, Bordeaux, France
| | | | - Denis Maurel
- Research and Development Team, Onepoint, Bordeaux, France
| | | | - Pierre-Yves Oudeyer
- Flowers Team, Inria, Bordeaux, France.,Microsoft Research Montreal, Montreal, QC, Canada
| | - Hélène Sauzéon
- Flowers Team, Inria, Bordeaux, France.,ACTIVE Team, Université de Bordeaux, INSERM, BPH, U1219, Bordeaux, France
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7
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Vu A, Sorel A, Faure C, Aurousseau A, Bideau B, Kulpa R. Visual tracking assessment in a soccer-specific virtual environment: A web-based study. PLoS One 2022; 17:e0269643. [PMID: 35679300 PMCID: PMC9182227 DOI: 10.1371/journal.pone.0269643] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/17/2021] [Accepted: 05/24/2022] [Indexed: 11/19/2022] Open
Abstract
The ability to track teammates and opponents is an essential quality to achieve a high level of performance in soccer. The visual tracking ability is usually assessed in the laboratory with non-sport specific scenarios, leading in two major concerns. First, the methods used probably only partially reflects the actual ability to track players on the field. Second, it is unclear whether the situational features manipulated to stimulate visual tracking ability match those that make it difficult to track real players. In this study, participants had to track multiple players on a virtual soccer field. The virtual players moved according to either real or pseudo-random trajectories. The experiment was conducted online using a web application. Regarding the first concern, the visual tracking performance of players in soccer, other team sports, and non-team sports was compared to see if differences between groups varied with the use of soccer-specific or pseudo-random movements. Contrary to our assumption, the ANOVA did not reveal a greater tracking performance difference between soccer players and the two other groups when facing stimuli featuring movements from actual soccer games compared to stimuli featuring pseudo-random ones. Directing virtual players with real-world trajectories did not appear to be sufficient to allow soccer players to use soccer-specific knowledge in their visual tracking activity. Regarding the second concern, an original exploratory analysis based on Hierarchical Clustering on Principal Components was conducted to compare the situational features associated with hard-to-track virtual players in soccer-specific or pseudo-random movements. It revealed differences in the situational feature sets associated with hard-to-track players based on movement type. Essentially with soccer-specific movements, how the virtual players were distributed in space appeared to have a significant influence on visual tracking performance. These results highlight the need to consider real-world scenarios to understand what makes tracking multiple players difficult.
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Affiliation(s)
- Alexandre Vu
- Univ Rennes, Inria, M2S - EA 7470, Rennes, France
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8
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Vu A, Sorel A, Limballe A, Bideau B, Kulpa R. Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity. Front Psychol 2022; 13:901438. [PMID: 35668965 PMCID: PMC9165719 DOI: 10.3389/fpsyg.2022.901438] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/21/2022] [Accepted: 04/19/2022] [Indexed: 11/16/2022] Open
Abstract
The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do on a soccer field was observed to pursue two objectives. (i) See the influence of different scenario types (soccer-specific trajectories versus pseudo-random trajectories) on the visual tracking performance of soccer (n = 15) compared to non-soccer players (n = 16). (ii) Observe the influence of spatial features of the simulated situations on gaze activity between soccer players and non-soccer players. (i) The linear mixed model regression revealed a significant main effect of the group but no interaction effect between group and the type of trajectories, suggesting that the visual tracking ability of soccer players did not benefit from their specific knowledge when they faced scenarios with real game trajectories. (ii) Virtual players' spatial dispersion and crowding affected the participants' gaze activity and their visual tracking performance. Furthermore, the gaze activity of soccer players differed in some aspects from the gaze activity of non-soccer players. Assumptions are formulated as to the implication of these results in the difference in visual tracking performance between soccer players and non-soccer players. Overall, using soccer-specific trajectories might not be enough to replicate the representativeness of the field conditions in the study of visual tracking performance. Multitasking constraints should be considered along with motor-cognitive dual-tasks in future research to develop the representativeness of visual exploration conditions.
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Affiliation(s)
- Alexandre Vu
- Univ Rennes, Inria, M2S – EA 7470, Rennes, France
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Palconit MGB, II RSC, Alejandrino JD, Pareja ME, Almero VJD, Bandala AA, Vicerra RRP, Sybingco E, Dadios EP, Naguib RNG. Three-Dimensional Stereo Vision Tracking of Multiple Free-Swimming Fish for Low Frame Rate Video. JOURNAL OF ADVANCED COMPUTATIONAL INTELLIGENCE AND INTELLIGENT INFORMATICS 2021. [DOI: 10.20965/jaciii.2021.p0639] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Three-dimensional multiple fish tracking has gained significant research interest in quantifying fish behavior. However, most tracking techniques use a high frame rate, which is currently not viable for real-time tracking applications. This study discusses multiple fish-tracking techniques using low-frame-rate sampling of stereo video clips. The fish were tagged and tracked based on the absolute error of the predicted indices using past and present fish centroid locations and a deterministic frame index. In the predictor sub-system, linear regression and machine learning algorithms intended for nonlinear systems, such as the adaptive neuro-fuzzy inference system (ANFIS), symbolic regression, and Gaussian process regression (GPR), were investigated. The results showed that, in the context of tagging and tracking accuracy, the symbolic regression attained the best performance, followed by the GPR, that is, 74% to 100% and 81% to 91%, respectively. Considering the computation time, symbolic regression resulted in the highest computing lag of approximately 946 ms per iteration, whereas GPR achieved the lowest computing time of 39 ms.
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10
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Harenberg S, McCarver Z, Worley J, Murr D, Vosloo J, Kakar RS, McCaffrey R, Dorsch K, Höner O. The effectiveness of 3D multiple object tracking training on decision-making in soccer. SCI MED FOOTBALL 2021; 6:355-362. [DOI: 10.1080/24733938.2021.1965201] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Affiliation(s)
- Sebastian Harenberg
- Department of Human Kinetics, St. Francis Xavier University, Antigonish, NS, Canada
| | - Zachary McCarver
- School of Sport and Exercise Science, University of Northern Colorado, Greeley, CO, United States
| | - Justin Worley
- Department of Kinesiology, Michigan State University, East Lansing, MI, United States
| | - Dennis Murr
- Department of Sport Psychology and Research Methods, Eberhard Karls University, Tübingen, Germany
| | - Justine Vosloo
- Department of Exercise Sciences and Athletic Training, Ithaca College, Ithaca, NY, United States
| | - Rumit Singh Kakar
- Department of Human Movement Science, Oakland University, Rochester, MI, United States
| | - Rob McCaffrey
- Faculty of Kinesiology, University of Regina, Regina, SK, Canada
| | - Kim Dorsch
- Faculty of Kinesiology, University of Regina, Regina, SK, Canada
| | - Oliver Höner
- Department of Sport Psychology and Research Methods, Eberhard Karls University, Tübingen, Germany
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Abstract
SIGNIFICANCE This study summarizes the empirical evidence on the use of peripheral vision for the most-researched peripheral vision tools in sports. The objective of this review was to explain if and how the tools can be used to investigate peripheral vision usage and how empirical findings with these vision tools might be transferred to sports situations. The data sources used in this study were Scopus, ScienceDirect, and PubMed. We additionally searched the manufacturers' Web pages and used Google Scholar to find full texts that were not available elsewhere. Studies were included if they were published in a peer-reviewed journal, were written in English language, and were conducted in a sports context. From the 10 searched tools, we included the 5 tools with most published studies. In our topical search, we identified 93 studies for the five most-used peripheral vision tools. Surprisingly, none of these studies used eye-tracking methods to control for the use of peripheral vision. Best "passive" control is achieved by tools using (foveal) secondary tasks (Dynavision D2 and Vienna Test System). Best transfer to sports tasks is expected for tools demanding action responses (FitLight, Dynavision D2). Tools are likely to train peripheral monitoring (NeuroTracker), peripheral reaction time (Dynavision D2, Vienna Test System), or peripheral preview (FitLight), whereas one tool did not show any link to peripheral vision processes (Nike SPARQ Vapor Strobe).
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Affiliation(s)
| | - Hans Strasburger
- Institute of Medical Psychology, Ludwig-Maximilians-Universität München, Munich, Germany
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A critical systematic review of the Neurotracker perceptual-cognitive training tool. Psychon Bull Rev 2021; 28:1458-1483. [PMID: 33821464 PMCID: PMC8500884 DOI: 10.3758/s13423-021-01892-2] [Citation(s) in RCA: 19] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 01/26/2021] [Indexed: 01/20/2023]
Abstract
In this systematic review, we evaluate the scientific evidence behind “Neurotracker,” one of the most popular perceptual-cognitive training tools in sports. The tool, which is also used in rehabilitation and aging research to examine cognitive abilities, uses a 3D multiple object-tracking (MOT) task. In this review, we examine Neurotracker from both a sport science and a basic science perspective. We first summarize the sport science debate regarding the value of general cognitive skill training, based on tools such as Neurotracker, versus sport-specific skill training. We then consider the several hundred MOT publications in cognitive and vision science from the last 30 years that have investigated cognitive functions and object tracking processes. This literature suggests that the abilities underlying object tracking are not those advertised by the Neurotracker manufacturers. With a systematic literature search, we scrutinize the evidence for whether general cognitive skills can be tested and trained with Neurotracker and whether these trained skills transfer to other domains. The literature has major limitations, for example a total absence of preregistered studies, which makes the evidence for improvements for working memory and sustained attention very weak. For other skills as well, the effects are mixed. Only three studies investigated far transfer to ecologically valid tasks, two of which did not find any effect. We provide recommendations for future Neurotracker research to improve the evidence base and for making better use of sport and basic science findings.
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3D Multiple Object Tracking or Adaptive Dual n-back Training Boosts Simple Verbal Working Memory Span but Not Multitasking Performance in Military Participants. JOURNAL OF COGNITIVE ENHANCEMENT 2021. [DOI: 10.1007/s41465-020-00201-4] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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