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Toth AJ, Harvey C, Gullane H, Kelly N, Bruton A, Campbell MJ. The effect of bipolar bihemispheric tDCS on executive function and working memory abilities. Front Psychol 2024; 14:1275878. [PMID: 38235279 PMCID: PMC10791995 DOI: 10.3389/fpsyg.2023.1275878] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2023] [Accepted: 12/04/2023] [Indexed: 01/19/2024] Open
Abstract
Introduction Cognitive functioning is central to the ability to learn, problem solve, remember, and use information in a rapid and accurate manner and cognitive abilities are fundamental for communication, autonomy, and quality of life. Transcranial electric stimulation (tES) is a very promising tool shown to improve various motor and cognitive functions. When applied as a direct current stimulus (transcranial direct current stimulation; tDCS) over the dorsolateral pre-frontal cortex (DLPFC), this form of neurostimulation has mixed results regarding its ability to slow cognitive deterioration and potentially enhance cognitive functioning, requiring further investigation. This study set out to comprehensively investigate the effect that anodal and cathodal bipolar bihemispheric tDCS have on executive function and working memory abilities. Methods 72 healthy young adults were recruited, and each participant was randomly allocated to either a control group (CON), a placebo group (SHAM) or one of two neurostimulation groups (Anodal; A-STIM and Cathodal; C-STIM). All participants undertook cognitive tests (Stroop & N Back) before and after a 30-minute stimulation/ sham/ control protocol. Results Overall, our results add further evidence that tDCS may not be as efficacious for enhancing cognitive functioning as it has been shown to be for enhancing motor learning when applied over M1. We also provide evidence that the effect of neurostimulation on cognitive functioning may be moderated by sex, with males demonstrating a benefit from both anodal and cathodal stimulation when considering performance on simple attention trial types within the Stroop task. Discussion Considering this finding, we propose a new avenue for tDCS research, that the potential that sex may moderate the efficacy of neurostimulation on cognitive functioning.
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Affiliation(s)
- Adam J. Toth
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- Lero Institute, University of Limerick, Limerick, Ireland
| | - Cliodhna Harvey
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
| | - Hannah Gullane
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
| | - Niall Kelly
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
| | - Adam Bruton
- Department of Life Sciences, Brunel University London, Uxbridge, United Kingdom
- School of Life and Health Sciences, University of Roehampton, London, United Kingdom
| | - Mark J. Campbell
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- The Science Foundation Ireland Center for Software Research, Lero Institute, University of Limerick, Limerick, Ireland
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2
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Campbell MJ, Cregan SC, Joyce JM, Kowal M, Toth AJ. Comparing the cognitive performance of action video game players and age-matched controls following a cognitively fatiguing task: A stage 2 registered report. Br J Psychol 2023. [PMID: 38140897 DOI: 10.1111/bjop.12692] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/19/2021] [Revised: 12/07/2023] [Accepted: 12/11/2023] [Indexed: 12/24/2023]
Abstract
Recent work demonstrates that those who regularly play action video games (AVGs) consistently outperform non-gamer (NG) controls on tests of various cognitive abilities. AVGs place high demands on several cognitive functions and are often engaged with for long periods of time (e.g., over 2 h), predisposing players to experiencing cognitive fatigue. The detrimental effects of cognitive fatigue have been widely studied in various contexts where accurate performance is crucial, including aviation, military, and sport. Even though AVG players may be prone to experiencing cognitive fatigue, this topic has received little research attention to date. In this study, we compared the effect of a cognitively fatiguing task on the subsequent cognitive performance of action video game players and NG control participants. Our results indicated AVGs showed superior spatial working memory and complex attention abilities while showing no difference from NGs on simple attention performance. Additionally, we found that our cognitive fatigue and control interventions did not differentially affect the cognitive performance of AVGs and NGs in this study. This pre-registered study provides evidence that AVGs show superior cognitive abilities in comparison to a non-gaming population, but do not appear more resilient to cognitive fatigue.
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Affiliation(s)
- Mark J Campbell
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - Sarah C Cregan
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - John M Joyce
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
| | - Magdalena Kowal
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - Adam J Toth
- Lero, the Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
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Galvin D, Toth AJ, O'Reilly B, O'Sullivan R, Campbell MJ. M1 transcranial direct current stimulation augments laparoscopic surgical skill acquisition. Sci Rep 2023; 13:13731. [PMID: 37612337 PMCID: PMC10447451 DOI: 10.1038/s41598-023-40440-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/07/2022] [Accepted: 08/10/2023] [Indexed: 08/25/2023] Open
Abstract
The acquisition of basic surgical skills is a key component of medical education and trainees in laparoscopic surgery typically begin developing their skills using simulation box trainers. However, despite the advantages of simulation surgical training, access can be difficult for many trainees. One technique that has shown promise to enhance the deliberate practice of motor skills is transcranial electric stimulation (tES). The purpose of this study was to assess the impact of transcranial direct current stimulation (tDCS) on training induced improvements and retention of traditional time and kinematic based laparoscopic surgical skill metrics. Forty-nine medical students were randomly allocated to a neurostimulation or sham group and completed 5 training sessions of a bead transfer and threading laparoscopic task. Participants in both the sham and stimulation groups significantly improved their time and kinematic performance on both tasks following training. Although we did find that participants who received M1 tDCS saw greater performance benefits in response to training on a bead transfer task compared to those receiving sham stimulation no effect of neurostimulation was found for the threading task. This finding raises new questions regarding the effect that motor task complexity has on the efficacy of neurostimulation to augment training induced improvement and contributes to a growing body of research investigating the effects of neurostimulation on the sensory-motor performance of laparoscopic surgical skill.
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Affiliation(s)
- Daniel Galvin
- ASSERT Centre, College of Medicine and Health, University College Cork, Cork, Ireland
| | - Adam J Toth
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland.
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland.
| | - Barry O'Reilly
- ASSERT Centre, College of Medicine and Health, University College Cork, Cork, Ireland
| | - Ray O'Sullivan
- ASSERT Centre, College of Medicine and Health, University College Cork, Cork, Ireland
| | - Mark J Campbell
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Limerick, Ireland
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
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4
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Toth AJ, Hojaji F, Campbell MJ. Exploring the mechanisms of target acquisition performance in esports: The role of component kinematic phases on a first person shooter motor skill. Computers in Human Behavior 2023. [DOI: 10.1016/j.chb.2022.107554] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
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5
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Conroy E, Toth AJ, Campbell MJ. The effect of computer mouse mass on target acquisition performance among action video gamers. Appl Ergon 2022; 99:103637. [PMID: 34742107 DOI: 10.1016/j.apergo.2021.103637] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/11/2021] [Revised: 10/21/2021] [Accepted: 10/29/2021] [Indexed: 06/13/2023]
Abstract
Advances in human performance have shifted research attention from individuals towards understanding the effects that equipment can have on their performance. In esports, the effect of gaming peripherals on performance has only recently been explored. In this study, we investigated the effect of computer mouse mass on gaming skill. 72 video game players performed a target acquisition task, a pertinent composite skill in first-person shooter (FPS) video games, while using computer mice that varied only by their mass (50g, 60g, 90g & 100g). Results showed that participants were 4% faster and 9% more accurate with 50g, 60g, and 90g mice compared to the 100g mouse. They were also 34% more accurate and 14% more precise when using lower control-display gain and preferred lighter mice (50g and 60g) when performing the skill at a lower control-display gain. Taken together, using a lighter mouse at lower sensitivity may augment target acquisition performance among video gamers.
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Affiliation(s)
- Eoin Conroy
- Lero the Science Foundation Ireland Research Centre for Software, Ireland
| | - Adam J Toth
- Lero the Science Foundation Ireland Research Centre for Software, Ireland; Department of Physical Education and Sport Sciences, University of Limerick, Ireland.
| | - Mark J Campbell
- Lero the Science Foundation Ireland Research Centre for Software, Ireland; Department of Physical Education and Sport Sciences, University of Limerick, Ireland
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Smithies TD, Campbell MJ, Ramsbottom N, Toth AJ. A Random Forest approach to identify metrics that best predict match outcome and player ranking in the esport Rocket League. Sci Rep 2021; 11:19285. [PMID: 34588549 PMCID: PMC8481284 DOI: 10.1038/s41598-021-98879-9] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2021] [Accepted: 09/13/2021] [Indexed: 11/15/2022] Open
Abstract
Notational analysis is a popular tool for understanding what constitutes optimal performance in traditional sports. However, this approach has been seldom used in esports. The popular esport "Rocket League" is an ideal candidate for notational analysis due to the availability of an online repository containing data from millions of matches. The purpose of this study was to use Random Forest models to identify in-match metrics that predicted match outcome (performance indicators or "PIs") and/or in-game player rank (rank indicators or "RIs"). We evaluated match data from 21,588 Rocket League matches involving players from four different ranks. Upon identifying goal difference (GD) as a suitable outcome measure for Rocket League match performance, Random Forest models were used alongside accompanying variable importance methods to identify metrics that were PIs or RIs. We found shots taken, shots conceded, saves made, and time spent goalside of the ball to be the most important PIs, and time spent at supersonic speed, time spent on the ground, shots conceded and time spent goalside of the ball to be the most important RIs. This work is the first to use Random Forest learning algorithms to highlight the most critical PIs and RIs in a prominent esport.
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Affiliation(s)
- Tim D Smithies
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland.
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland.
| | - Mark J Campbell
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
| | - Niall Ramsbottom
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
| | - Adam J Toth
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, The Science Foundation Ireland Research Centre for Software, University of Limerick, Castletroy, Limerick, Ireland
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7
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Toth AJ, Ramsbottom N, Constantin C, Milliet A, Campbell MJ. The effect of expertise, training and neurostimulation on sensory-motor skill in esports. Computers in Human Behavior 2021. [DOI: 10.1016/j.chb.2021.106782] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
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8
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Toth AJ, Campbell MJ. Reply to: "Concerns about cognitive performance at chance level". Sci Rep 2021; 11:15536. [PMID: 34330965 PMCID: PMC8324813 DOI: 10.1038/s41598-021-93954-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/12/2021] [Accepted: 07/05/2021] [Indexed: 11/09/2022] Open
Affiliation(s)
- Adam J Toth
- Lero, The Irish Software Research Centre, University of Limerick, Castletroy, Limerick, Ireland.,Department of Physical Education and Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland
| | - Mark J Campbell
- Lero, The Irish Software Research Centre, University of Limerick, Castletroy, Limerick, Ireland. .,Department of Physical Education and Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland.
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9
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Smithies TD, Toth AJ, Dunican IC, Caldwell JA, Kowal M, Campbell MJ. The effect of sleep restriction on cognitive performance in elite cognitive performers: a systematic review. Sleep 2021; 44:zsab008. [PMID: 33438751 PMCID: PMC8271199 DOI: 10.1093/sleep/zsab008] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2020] [Revised: 12/09/2020] [Indexed: 01/08/2023] Open
Abstract
STUDY OBJECTIVES To synthesize original articles exploring the effects of sleep restriction on cognitive performance specifically for Elite Cognitive Performers, i.e. those who engage in cognitively demanding tasks with critical or safety-critical outcomes in their occupation or area of expertise. METHODS Backward snowballing techniques, gray literature searches, and traditional database searches (Embase, MEDLINE, Web of Science, Google Scholar, PSYCinfo, and SportDiscus) were used to obtain relevant articles. A quality assessment was performed, and the risk of training effects was considered. Results were narratively synthesized. Fourteen articles fit the criteria. Cognitive outcomes were divided into three categories defined by whether cognitive demands were "low-salience," "high-salience stable," or "high-salience flexible." RESULTS Low-salience tests (i.e. psychomotor vigilance tasks & serial reaction tests), mainly requiring vigilance and rudimentary attentional capacities, were sensitive to sleep restriction, however, this did not necessarily translate to significant performance deficits on low-salience occupation-specific task performance. High-salience cognitive outcomes were typically unaffected unless when cognitive flexibility was required. CONCLUSIONS Sleep restriction is of particular concern to occupations whereby individuals perform (1) simple, low-salience tasks or (2) high-salience tasks with demands on the flexible allocation of attention and working memory, with critical or safety-critical outcomes.
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Affiliation(s)
- Tim D Smithies
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, the SFI Centre for Software Research, University of Limerick, Castletroy, Limerick, Ireland
| | - Adam J Toth
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, the SFI Centre for Software Research, University of Limerick, Castletroy, Limerick, Ireland
| | - Ian C Dunican
- Melius Consulting, Mount Hawthorn, Western Australia, Australia
- Centre for Sleep Science, School of Human Sciences, University of Western Australia, Crawley, Western Australia, Australia
| | | | - Magdalena Kowal
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, the SFI Centre for Software Research, University of Limerick, Castletroy, Limerick, Ireland
| | - Mark J Campbell
- Department of Physical Education & Sport Science, University of Limerick, Castletroy, Limerick, Ireland
- Lero, the SFI Centre for Software Research, University of Limerick, Castletroy, Limerick, Ireland
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10
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Toth AJ, Frank C, Putrino D, Campbell MJ. Editorial: Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives. Front Psychol 2021; 12:686152. [PMID: 33967930 PMCID: PMC8100197 DOI: 10.3389/fpsyg.2021.686152] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2021] [Accepted: 03/30/2021] [Indexed: 11/13/2022] Open
Affiliation(s)
- Adam J. Toth
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- Lero, The Irish Software Research Centre, Limerick, Ireland
| | - Cornelia Frank
- Institute for Sport and Movement Sciences, University of Osnabrück, Osnabrück, Germany
| | - David Putrino
- Icahn School of Medicine, Mount Sinai Hospital, New York, NY, United States
| | - Mark J. Campbell
- Department of Physical Education and Sport Sciences, Faculty of Education and Health Sciences, University of Limerick, Limerick, Ireland
- Lero, The Irish Software Research Centre, Limerick, Ireland
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11
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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] [What about the content of this article? (0)] [Affiliation(s)] [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
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12
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Sosso FAE, Kuss DJ, Vandelanotte C, Jasso-Medrano JL, Husain ME, Curcio G, Papadopoulos D, Aseem A, Bhati P, Lopez-Rosales F, Becerra JR, D'Aurizio G, Mansouri H, Khoury T, Campbell M, Toth AJ. Insomnia, sleepiness, anxiety and depression among different types of gamers in African countries. Sci Rep 2020; 10:1937. [PMID: 32029773 PMCID: PMC7005289 DOI: 10.1038/s41598-020-58462-0] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/22/2019] [Accepted: 01/15/2020] [Indexed: 11/24/2022] Open
Abstract
Gaming has increasingly become a part of life in Africa. Currently, no data on gaming disorders or their association with mental disorders exist for African countries. This study for the first time investigated (1) the prevalence of insomnia, excessive daytime sleepiness, anxiety and depression among African gamers, (2) the association between these conditions and gamer types (i.e., non-problematic, engaged, problematic and addicted) and (3) the predictive power of socioeconomic markers (education, age, income, marital status, employment status) on these conditions. 10,566 people from 2 low- (Rwanda, Gabon), 6 lower-middle (Cameroon, Nigeria, Morocco, Tunisia, Senegal, Ivory Coast) and 1 upper-middle income countries (South Africa) completed online questionnaires containing validated measures on insomnia, sleepiness, anxiety, depression and gaming addiction. Results showed our sample of gamers (24 ± 2.8 yrs; 88.64% Male), 30% were addicted, 30% were problematic, 8% were engaged and 32% were non-problematic. Gaming significantly contributed to 86.9% of the variance in insomnia, 82.7% of the variance in daytime sleepiness and 82.3% of the variance in anxiety [p < 0.001]. This study establishes the prevalence of gaming, mood and sleep disorders, in a large African sample. Our results corroborate previous studies, reporting problematic and addicted gamers show poorer health outcomes compared with non-problematic gamers.
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Affiliation(s)
- F A Etindele Sosso
- Center for Advanced Studies in Sleep Medicine, Hopital du Sacré-Coeur de Montreal, Research Center of Cognitive Neurosciences, Institut Santé et Société, Université du Québec à Montreal, Québec, Canada.
| | - D J Kuss
- School of Social Sciences, Department of Psychology, International Gaming Research Unit and the Cyberpsychology Group, Nottingham Trent University, Nottingham, UK
| | - C Vandelanotte
- School of Health, Medical and Applied Sciences, Physical Activity Research Group, Central Queensland University, Rockhampton, Australia
| | - J L Jasso-Medrano
- Center for Research in Nutrition and Public Health, Autonomous University of Nuevo Leon, Monterrey, N.L., Mexico
| | - M E Husain
- Centre for Physiotherapy and Rehabilitation Sciences, Jamia Millia Islamia, New Delhi, India
| | - G Curcio
- Department of Biotechnological and Applied Clinical Sciences, University of L'Aquila, L'Aquila, Italy
| | - D Papadopoulos
- Department of Pulmonology, Army Share Fund Hospital, Athens, Greece
| | - A Aseem
- Centre for Physiotherapy and Rehabilitation Sciences, Jamia Millia Islamia, New Delhi, India
| | - P Bhati
- Centre for Physiotherapy and Rehabilitation Sciences, Jamia Millia Islamia, New Delhi, India
| | - F Lopez-Rosales
- Innovation and Evaluation in Health Psychology, Faculty of Psychology, Autonomous University of Nuevo Leon, Monterrey, Nuevo Leon, Mexico
| | - J Ramon Becerra
- Innovation and Evaluation in Health Psychology, Faculty of Psychology, Autonomous University of Nuevo Leon, Monterrey, Nuevo Leon, Mexico
| | - G D'Aurizio
- Department of Biotechnological and Applied Clinical Sciences, University of L'Aquila, L'Aquila, Italy
| | - H Mansouri
- Faculty of Medicine, Université de Montréal, Montréal, Québec, Canada
| | - T Khoury
- Department of Biomedical sciences, Faculty of Arts and Sciences, University of Montréal, Montréal, Québec, Canada
| | - M Campbell
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
| | - A J Toth
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
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Toth AJ, Kowal M, Campbell MJ. The Color-Word Stroop Task Does Not Differentiate Cognitive Inhibition Ability Among Esports Gamers of Varying Expertise. Front Psychol 2019; 10:2852. [PMID: 31920879 PMCID: PMC6932966 DOI: 10.3389/fpsyg.2019.02852] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/12/2019] [Accepted: 12/02/2019] [Indexed: 01/10/2023] Open
Abstract
This study set out for the first time to identify whether gamers of low, intermediate, and elite skill level in a prominent esports game, Counter-Strike: Global Offensive, demonstrated increasingly superior performance on a test of a specific cognitive skill (cognitive inhibition). Here we tested low, intermediate, and high ranked gamers and compared their performance on a color-word Stroop Task and also compared the performance of players in each gaming rank group to non-gamers. Contrary to our hypothesis, the Stroop Task did not differentiate significantly gamers of varying expertise. Although, we found that when considering both accuracy and response times, elite gamers performed significantly better than both intermediate and low ranked gamers on the simple choice reaction time condition and both elite and novice gamers performed significantly better than intermediate ranked gamers on the incongruent condition (a measure of cognitive inhibitory ability).
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Affiliation(s)
- Adam J Toth
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
| | - Magdalena Kowal
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
| | - Mark J Campbell
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland.,Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland
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14
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Toth AJ, Harris LR, Bent LR. Visual feedback is not necessary for recalibrating the vestibular contribution to the dynamic phase of a perturbation recovery response. Exp Brain Res 2019; 237:2185-2196. [PMID: 31214739 DOI: 10.1007/s00221-019-05571-6] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2018] [Accepted: 05/29/2019] [Indexed: 11/26/2022]
Abstract
Our recent work demonstrated that vision can recalibrate the vestibular signal used to re-establish equilibrium following a platform perturbation. Here, we investigate whether vision provided during a platform perturbation can recalibrate the use of vestibular reafference during the dynamic phase of the perturbation response. Dynamic postural responses were examined during a series of five forward perturbations to the body, while galvanic vestibular stimulation (GVS) selectively altered vestibular feedback and LCD occlusion spectacles controlled visual availability. Responses with and without vision were compared. The presence of GVS caused 1.78 ± 0.19 cm of medio-lateral (ML) body motion toward the anode during the initial 3 s of the dynamic postural response across perturbations. This dynamic ML response was attenuated across perturbations 1-3 independent of visual availability, resulting in a significant reduction of ML center of mass and pressure deviations (p < 0.01, ƞ2 = 0.27). That is, the vestibular influence on the ML perturbation response could be altered but vision was not necessary for this adaptation. After removing GVS, the ML response component reversed in direction toward the cathode with a magnitude that was not significantly different to the amount of response attenuation seen when GVS was present (- 0.95 ± 0.19 cm; p = 0.99, ƞ2 = 0.00). This suggested that the use of a GVS-altered vestibular signal during dynamic perturbation responses could be recalibrated, but that visual feedback was likely not responsible. Alternative mechanisms to explain the recalibration process are discussed.
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Affiliation(s)
- Adam J Toth
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland.
- Lero, Irish Software Research Centre, University of Limerick, Limerick, Ireland.
- Department of Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, Canada.
| | - Laurence R Harris
- Centre for Vision Research, Department of Psychology, York University, Toronto, ON, Canada
| | - Leah R Bent
- Department of Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, Canada
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Kowal M, Toth AJ, Exton C, Campbell MJ. Different cognitive abilities displayed by action video gamers and non-gamers. Computers in Human Behavior 2018. [DOI: 10.1016/j.chb.2018.07.010] [Citation(s) in RCA: 33] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/05/2023]
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Abstract
Understanding the neurological changes that take place as expertise develops is a central topic in both cognitive psychology and cognitive neuroscience. Here, we argue that video games, despite previous misconceptions, are an excellent model environment from which one can examine the development of neurocognitive expertise. Of particular relevance we argue is the area of esports, which encompass video/computer games played within the medium of cyberspace competitively and increasingly professionally. The massive scale of participation, controlled environments, structured skill ratings, pervasive social nature, and large repositories of data, together make esports potentially a very fruitful area for scientific research to increase our understanding of a new era of cognitive athletes. This chapter reviews the progress and prospects for esports research with a particular focus on the effects of gaming on neurocognition. We also outline some exciting new avenues and techniques from which we hope to further elucidate the benefits of esports on the brain.
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Affiliation(s)
- Mark J Campbell
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland; Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland.
| | - Adam J Toth
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland; Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
| | - Aidan P Moran
- School of Psychology, University College Dublin, Dublin, Ireland
| | - Magdalena Kowal
- Department of Physical Education and Sport Sciences, University of Limerick, Limerick, Ireland; Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland
| | - Chris Exton
- Lero Irish Software Research Centre, University of Limerick, Limerick, Ireland; Department of Computer Science, University of Limerick, Limerick, Ireland
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Howe EE, Toth AJ, Bent LR. Online visual cues can compensate for deficits in cutaneous feedback from the dorsal ankle joint for the trailing limb but not the leading limb during obstacle crossing. Exp Brain Res 2018; 236:2887-2898. [PMID: 30073386 DOI: 10.1007/s00221-018-5342-z] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/04/2018] [Accepted: 07/21/2018] [Indexed: 11/24/2022]
Abstract
Precise control of the ankle is required to safely clear the ground during walking. Skin input contributes to proprioception about the ankle joint, during both passive movements and level walking. How skin might contribute to proprioceptive control of the ankle during a more complex functional task such as obstacle avoidance is unknown. The purpose of this study was to investigate skin contribution from the dorsum of the ankle joint to safely cross an obstacle, and examine the interaction between vision and skin. It was hypothesized that the lead and trail limbs would be influenced primarily by visual information and skin cues, respectively. Eleven healthy adults crossed an obstacle with either (1) intact sensory input (control) (2) reduced skin input using a topical anesthetic (anesthesia), (3) reduced visual input of the lower half of the visual field (partial vision) or (4) simultaneous reduction of skin and vision (paired). Kinematic measures of phase-dependent changes during these conditions were examined while subjects crossed the obstacle with their anesthetised foot as either the leading or trailing limb. Interestingly, lead limb toe trajectory was significantly affected both by deficits in visual and skin input, although the joint angle strategies differed across these sensory conditions. Subjects increased lead hip flexion with partial vision but increased hip roll with skin anesthesia relative to control. In contrast, trail limb toe trajectory was affected only by visual sensory loss. Overall visual feedback and skin input from the ankle dorsum differentially affect lead and trail limb kinematics to successfully cross an obstacle. Interestingly, it appears vision is not entirely able to compensate for reduced skin input during obstacle crossing.
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Affiliation(s)
- Erika E Howe
- Department Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, N1G 2W1, Canada
| | - Adam J Toth
- Department Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, N1G 2W1, Canada
| | - Leah R Bent
- Department Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, N1G 2W1, Canada.
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Toth AJ, Harris LR, Zettel J, Bent LR. Vision can recalibrate the vestibular reafference signal used to re-establish postural equilibrium following a platform perturbation. Exp Brain Res 2016; 235:407-414. [PMID: 27752729 DOI: 10.1007/s00221-016-4801-7] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2016] [Accepted: 10/11/2016] [Indexed: 11/29/2022]
Abstract
Visuo-vestibular recalibration, in which visual information is used to alter the interpretation of vestibular signals, has been shown to influence both oculomotor control and navigation. Here we investigate whether vision can recalibrate the vestibular feedback used during the re-establishment of equilibrium following a perturbation. The perturbation recovery responses of nine participants were examined following exposure to a period of 11 s of galvanic vestibular stimulation (GVS). During GVS in VISION trials, occlusion spectacles provided 4 s of visual information that enabled participants to correct for the GVS-induced tilt and associate this asymmetric vestibular signal with a visually provided 'upright'. NoVISION trials had no such visual experience. Participants used the visual information to assist in realigning their posture compared to when visual information was not provided (p < 0.01). The initial recovery response to a platform perturbation was not impacted by whether vision had been provided during the preceding GVS, as determined by peak centre of mass and pressure deviations (p = 0.09). However, after using vision to reinterpret the vestibular signal during GVS, final centre of mass and pressure equilibrium positions were significantly shifted compared to trials in which vision was not available (p < 0.01). These findings support previous work identifying a prominent role of vestibular input for re-establishing postural equilibrium following a perturbation. Our work is the first to highlight the capacity for visual feedback to recalibrate the vertical interpretation of vestibular reafference for re-establishing equilibrium following a perturbation. This demonstrates the rapid adaptability of the vestibular reafference signal for postural control.
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Affiliation(s)
- Adam J Toth
- Department of Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, N1G 2W1, Canada
| | - Laurence R Harris
- Centre for Vision Research, Department of Psychology, York University, Toronto, ON, M3J 1P3, Canada
| | - John Zettel
- Department of Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, N1G 2W1, Canada
| | - Leah R Bent
- Department of Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, N1G 2W1, Canada.
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Howe EE, Toth AJ, Vallis LA, Bent LR. Baseline skin information from the foot dorsum is used to control lower limb kinematics during level walking. Exp Brain Res 2015; 233:2477-87. [PMID: 26019009 DOI: 10.1007/s00221-015-4318-5] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2014] [Accepted: 05/08/2015] [Indexed: 10/23/2022]
Abstract
The aim of the current study was to explore the role of dorsal foot skin on the joint kinematics of gait during level walking. Twelve volunteers experienced sensory perturbations with either reduced dorsal skin feedback using topical anesthetic, reduced visual feedback of the lower visual field, or a combination of both cutaneous and visual reductions (paired). The visual condition was introduced to impose a greater reliance on skin input (goggles occluded lower visual field input). Our results showed that a reduction in skin input, alone, resulted in significant angular position changes at both the ankle and knee joints through swing (increased flexion, p < 0.010), despite preservation of minimal toe clearance (MTC; p = 0.908). Conversely, a reduction in lower visual field input resulted in a greater minimal toe clearance affect (MTC; p < 0.001), a slight increase in dorsiflexion at the ankle (p = 0.046), yet no effect on angular position changes for the knee (p = 0.110). The locomotor changes observed following a reduction in cutaneous feedback from the foot dorsum suggest an important role of the skin over this region for the regulation of level ground walking. Interestingly, it appears that these healthy young adults were able to compensate for the reduced skin information while preserving locomotor efficiency via a maintained ground clearance (MTC). Our data also demonstrated an interaction between skin and visual inputs; vision appears to have a less dominant role compared to skin in controlling the joint positions through swing phase of gait. This work is the first to highlight the influence of reduced cutaneous input from the dorsum of the foot on locomotor strategies.
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Affiliation(s)
- Erika E Howe
- Department of Human Health and Nutritional Sciences, University of Guelph, Guelph, ON, N1G 2W1, Canada
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Fuerst DL, Toth AJ. Dantrolene sodium and management of malignant hyperthermia. AANA J 1983; 51:406-10. [PMID: 6556878] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [MESH Headings] [Subscribe] [Scholar Register] [Indexed: 04/05/2023]
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