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Farmer G, Lloyd J. Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage. Healthcare (Basel) 2024; 12:772. [PMID: 38610194 PMCID: PMC11011277 DOI: 10.3390/healthcare12070772] [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: 01/23/2024] [Revised: 03/26/2024] [Accepted: 03/27/2024] [Indexed: 04/14/2024] Open
Abstract
Video gamers can play to negate the psychological impact of stress, which may become problematic when users over-rely on the stress relief potential of gaming. This study used a repeated measures experimental design to investigate the relationships between stress, video gaming, and problematic video gaming behaviours in a convenience sample of 40 students at a UK university. The results indicated that positive affect increased and negative affect decreased, whilst a biological stress measure (instantaneous pulse rate) also decreased after a short video gaming session (t(36) = 4.82, p < 0.001, d = 0.79). The results also suggested that video gaming can act as a short-term buffer against the physiological impact of stress. Further research should focus on testing individuals who have been tested for gaming disorder, as opposed to the general population. Research could also utilise variations of the methodological framework used in this study to examine the intensity of a stress relief effect under different social situations. The study's findings in relation to published works are also discussed.
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Affiliation(s)
- George Farmer
- Westminster Centre for Psychological Sciences, University of Westminster, London W1W 6UW, UK
| | - Joanne Lloyd
- Cyberpsychology Research—University of Wolverhampton, School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK;
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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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Yamada T, Watanabe T, Sasaki Y. Plasticity-stability dynamics during post-training processing of learning. Trends Cogn Sci 2024; 28:72-83. [PMID: 37858389 PMCID: PMC10842181 DOI: 10.1016/j.tics.2023.09.002] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/08/2023] [Revised: 09/13/2023] [Accepted: 09/14/2023] [Indexed: 10/21/2023]
Abstract
Learning continues beyond the end of training. Post-training learning is supported by changes in plasticity and stability in the brain during both wakefulness and sleep. However, the lack of a unified measure for assessing plasticity and stability dynamics during training and post-training periods has limited our understanding of how these dynamics shape learning. Focusing primarily on procedural learning, we integrate work using behavioral paradigms and a recently developed measure, the excitatory-to-inhibitory (E/I) ratio, to explore the delicate balance between plasticity and stability and its relationship to post-training learning. This reveals plasticity-stability cycles during both wakefulness and sleep that enhance learning and protect it from new learning during post-training processing.
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Affiliation(s)
- Takashi Yamada
- Department of Cognitive, Linguistic, and Psychological Sciences, Brown University, Providence, RI, USA
| | - Takeo Watanabe
- Department of Cognitive, Linguistic, and Psychological Sciences, Brown University, Providence, RI, USA
| | - Yuka Sasaki
- Department of Cognitive, Linguistic, and Psychological Sciences, Brown University, Providence, RI, USA.
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Demirel D, Keles HO, Modak C, Basturk KK, Barker JR, Halic T. Multimodal Approach to Assess a Virtual Reality-based Surgical Training Platform. VIRTUAL, AUGMENTED AND MIXED REALITY : 15TH INTERNATIONAL CONFERENCE, VAMR 2023, HELD AS PART OF THE 25TH HCI INTERNATIONAL CONFERENCE, HCII 2023, COPENHAGEN, DENMARK, JULY 23-28, 2023, PROCEEDINGS. VAMR (CONFERENCE) (15TH : 2023 : COPE... 2023; 14027:430-440. [PMID: 37961730 PMCID: PMC10642558 DOI: 10.1007/978-3-031-35634-6_30] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/15/2023]
Abstract
Virtual reality (VR) can bring numerous benefits to the learning process. Combining a VR environment with physiological sensors can be beneficial in skill assessment. We aim to investigate trainees' physiological (ECG) and behavioral differences during the virtual reality-based surgical training environment. Our finding showed a significant association between the VR-Score and all participants' total NASA-TLX workload score. The extent of the NASA-TLX workload score was negatively correlated with VR-Score (R2 =0.15, P < 0.03). In time-domain ECG analysis, we found that RMSSD (R2 =0.16, P < 0.05) and pNN50 (R2 =0.15, P < 0.05) scores correlated with significantly higher VR-score of all participants. In this study, we used SVM (linear kernel) and Logistic Regression classification techniques to classify the participants as gamers and non-gamers using data from VR headsets. Both SVM and Logistic Regression accurately classified the participants as gamers and non-gamers with 83% accuracy. For both SVM and Linear Regression, precision was noted as 88%, recall as 83%, and f1-score as 83%. There is increasing interest in characterizing trainees' physiological and behavioral activity profiles in a VR environment, aiming to develop better training and assessment methodologies.
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Affiliation(s)
- Doga Demirel
- Florida Polytechnic University, Lakeland, Florida, USA
| | | | - Chinmoy Modak
- Florida Polytechnic University, Lakeland, Florida, USA
| | | | | | - Tansel Halic
- Intuitive Surgical, Peachtree Corners, Georgia, USA
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Keleş HO, Omurtag A. Video game experience affects performance, cognitive load, and brain activity in laparoscopic surgery training. Turk J Surg 2023; 39:95-101. [PMID: 38026907 PMCID: PMC10681104 DOI: 10.47717/turkjsurg.2023.5674] [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: 04/19/2022] [Accepted: 03/03/2023] [Indexed: 12/01/2023]
Abstract
Objectives Video games can be a valuable tool for surgery training. Individuals who interact or play video games tend to have a better visuospatial ability when compared to non-gamers. Numerous studies suggest that video game experience is associated with faster acquisition, greater sharpening, and longer retention of laparoscopic skills. Given the neurocognitive complexity of surgery skill, multimodal approaches are required to understand how video game playing enhances laparoscopy skill. Material and Methods Twenty-seven students with no laparoscopy experience and varying levels of video game experience performed standard laparoscopic training tasks. Their performance, subjective cognitive loading, and prefrontal cortical activity were recorded and analyzed. As a reference point to use in comparing the two novice groups, we also included data from 13 surgeons with varying levels of laparoscopy experience and no video game experience. Results Results indicated that video game experience was correlated with higher performance (R2 = 0.22, p <0.01) and lower cognitive load (R2 = 0.21, p <0.001), and the prefrontal cortical activation of students with gaming experience was relatively lower than those without gaming experience. In terms of these variables, gaming experience in novices tended to produce effects similar to those of laparoscopy experience in surgeons. Conclusion Our results suggest that along the dimensions of performance, cognitive load, and brain activity, the effects of video gaming experience on novice laparoscopy trainees are similar to those of real-world laparoscopy experience on surgeons. We believe that the neural underpinnings of surgery skill and its links with gaming experience need to be investigated further using wearable functional brain imaging.
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Affiliation(s)
- Hasan Onur Keleş
- Department of Biomedical Engineering, Ankara University, Ankara, Türkiye
| | - Ahmet Omurtag
- Department of Biomedical Engineering, Nottingham Trent University, Nottingham, United Kingdom
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Junttila K, Smolander AR, Karhila R, Kurimo M, Ylinen S. Non-game like training benefits spoken foreign-language processing in children with dyslexia. Front Hum Neurosci 2023; 17:1122886. [PMID: 36968782 PMCID: PMC10036584 DOI: 10.3389/fnhum.2023.1122886] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2022] [Accepted: 02/27/2023] [Indexed: 03/12/2023] Open
Abstract
Children with dyslexia often face difficulties in learning foreign languages, which is reflected as weaker neural activation. However, digital language-learning applications could support learning-induced plastic changes in the brain. Here we aimed to investigate whether plastic changes occur in children with dyslexia more readily after targeted training with a digital language-learning game or similar training without game-like elements. We used auditory event-related potentials (ERPs), specifically, the mismatch negativity (MMN), to study learning-induced changes in the brain responses. Participants were 24 school-aged Finnish-speaking children with dyslexia and 24 age-matched typically reading control children. They trained English speech sounds and words with “Say it again, kid!” (SIAK) language-learning game for 5 weeks between ERP measurements. During the game, the players explored game boards and produced English words aloud to score stars as feedback from an automatic speech recognizer. To compare the effectiveness of the training type (game vs. non-game), we embedded in the game some non-game levels stripped of all game-like elements. In the dyslexia group, the non-game training increased the MMN amplitude more than the game training, whereas in the control group the game training increased the MMN response more than the non-game training. In the dyslexia group, the MMN increase with the non-game training correlated with phonological awareness: the children with poorer phonological awareness showed a larger increase in the MMN response. Improved neural processing of foreign speech sounds as indicated by the MMN increase suggests that targeted training with a simple application could alleviate some spoken foreign-language learning difficulties that are related to phonological processing in children with dyslexia.
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Affiliation(s)
- Katja Junttila
- Cognitive Brain Research Unit, Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland
- *Correspondence: Katja Junttila,
| | - Anna-Riikka Smolander
- Cognitive Brain Research Unit, Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland
- Logopedics, Welfare Sciences, Faculty of Social Sciences, Tampere University, Tampere, Finland
| | - Reima Karhila
- Department of Signal Processing and Acoustics, Aalto University, Espoo, Finland
| | - Mikko Kurimo
- Department of Signal Processing and Acoustics, Aalto University, Espoo, Finland
| | - Sari Ylinen
- Cognitive Brain Research Unit, Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland
- Logopedics, Welfare Sciences, Faculty of Social Sciences, Tampere University, Tampere, Finland
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The mechanisms of far transfer from cognitive training: specifying the role of distraction suppression. PSYCHOLOGICAL RESEARCH 2023; 87:425-440. [PMID: 35352156 DOI: 10.1007/s00426-022-01677-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/16/2021] [Accepted: 03/14/2022] [Indexed: 10/18/2022]
Abstract
Cognitive training aims to produce a durable transfer to untrained abilities (i.e., far transfer). However, designing effective programs is difficult, because far transfer mechanisms are not well understood. Greenwood and Parasuraman (Neuropsychol 30(6):742-755. https://doi.org/10.1037/neu0000235 , 2016) proposed that the ability to ignore distractions is key in promoting far transfer. While the authors identified working-memory training based on the N-back task as an effective way to train distraction suppression, a recent meta-analysis concluded that this form of training rarely produces far transfer. Such inconsistency casts doubt onto the importance of distraction suppression in far transfer and calls for further examination of the role of this ability in cognitive training effectiveness. We propose here to conceptualize distraction suppression in the light of the load theory of attention, which distinguishes two mechanisms of distractor rejection depending on the level and type of information load involved: perceptual selection and cognitive control. From that standpoint, N-back training engages a single suppression mechanism, namely cognitive control, because it mainly involves low perceptual load. In the present study, we compared the efficacy of N-back training in producing far transfer to that of a new response-competition training paradigm that solicits both distraction suppression mechanisms. Response-competition training was the only one to produce far transfer effects relative to an active control training. These findings provided further support to Greenwood and Parasuraman's hypothesis and suggest that both selection perception and cognitive control need to be engaged during training to increase the ability to suppress distraction, hence to promote far transfer.
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Junttila K, Smolander AR, Karhila R, Giannakopoulou A, Uther M, Kurimo M, Ylinen S. Gaming enhances learning-induced plastic changes in the brain. BRAIN AND LANGUAGE 2022; 230:105124. [PMID: 35487084 DOI: 10.1016/j.bandl.2022.105124] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Revised: 04/05/2022] [Accepted: 04/08/2022] [Indexed: 06/14/2023]
Abstract
Digital games may benefit children's learning, yet the factors that induce gaming benefits to cognition are not well known. In this study, we investigated the effectiveness of digital game-based learning in children by comparing the learning of foreign speech sounds and words in a digital game or a non-game digital application. To evaluate gaming-induced plastic changes in the brain, we used the mismatch negativity (MMN) brain response that reflects the access to long-term memory representations. We recorded auditory brain responses from 37 school-aged Finnish-speaking children before and after playing a computer-based language-learning game. The MMN amplitude increased between the pre- and post-measurement for the game condition but not for the non-game condition, suggesting that the gaming intervention enhanced learning more than the non-game intervention. The results indicate that digital games can be beneficial for children's speech-sound learning and that gaming elements per se, not just practice time, support learning.
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Affiliation(s)
- Katja Junttila
- Cognitive Brain Research Unit, Department of Psychology and Logopedics, Faculty of Medicine, POB 21, FI-00014, University of Helsinki, Finland.
| | - Anna-Riikka Smolander
- Cognitive Brain Research Unit, Department of Psychology and Logopedics, Faculty of Medicine, POB 21, FI-00014, University of Helsinki, Finland; Logopedics, Welfare Sciences, Faculty of Social Sciences, Tampere University, Tampere, Finland.
| | - Reima Karhila
- Aalto University, Department of Signal Processing and Acoustics, P.O. Box 12200, FI-00076 Aalto, Finland
| | | | - Maria Uther
- Centre for Psychological Research, Department of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, M305, Millenium City Building, Wolverhampton WV1 1LY, United Kingdom.
| | - Mikko Kurimo
- Aalto University, Department of Signal Processing and Acoustics, P.O. Box 12200, FI-00076 Aalto, Finland.
| | - Sari Ylinen
- Cognitive Brain Research Unit, Department of Psychology and Logopedics, Faculty of Medicine, POB 21, FI-00014, University of Helsinki, Finland; Logopedics, Welfare Sciences, Faculty of Social Sciences, Tampere University, Tampere, Finland; CICERO Learning, Faculty of Educational Sciences, P.O. Box 9, 00014, University of Helsinki, Finland.
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Hou HY, Li HJ. Effects of exergame and video game training on cognitive and physical function in older adults: A randomized controlled trial. APPLIED ERGONOMICS 2022; 101:103690. [PMID: 35066398 DOI: 10.1016/j.apergo.2022.103690] [Citation(s) in RCA: 15] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/02/2021] [Revised: 12/12/2021] [Accepted: 01/14/2022] [Indexed: 06/14/2023]
Abstract
Few studies have simultaneously explored the training effects of exergame and video game. The purpose of this study was to investigate the effects of exergame and video game training on cognitive and physical function in healthy older adults. Eighty-four healthy older adults were randomly assigned to exergame training group, video game training group, and control group. Cognitive and physical function was measured before and after the training. Both training groups improved in verbal memory and aerobic endurance, but the training effects were greater in the exergame training group. The exergame training group also showed significant improvement in lower limb strength and balance. The current study provides evidence that exergame training, incorporating both cognitive engagement and physical activity, exerts greater benefits than cognitively engaging video game training alone. The findings shed lights into the future use of exergame in preventing cognitive and physical function decline in older adults.
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Affiliation(s)
- Hai-Yan Hou
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, 100101, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China
| | - Hui-Jie Li
- CAS Key Laboratory of Behavioral Science, Institute of Psychology, Chinese Academy of Sciences, Beijing, 100101, China; Department of Psychology, University of Chinese Academy of Sciences, Beijing, 100049, China.
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Ben-Avraham R, Afek A, Berezin Cohen N, Davidov A, Van Vleet T, Jordan J, Ben Yehudah A, Gilboa Y, Nahum M. Feasibility and preliminary effectiveness of mobile cognitive control training during basic combat training in the military. MILITARY PSYCHOLOGY 2021. [DOI: 10.1080/08995605.2021.1969162] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Affiliation(s)
- Rina Ben-Avraham
- School of Occupational Therapy, Faculty of Medicine, Hebrew University, Jerusalem, Israel
| | - Anat Afek
- School of Occupational Therapy, Faculty of Medicine, Hebrew University, Jerusalem, Israel
| | - Noa Berezin Cohen
- Department of Health and Well-Being, Medical Corps, Israel Defense Forces (IDF), Israel
| | - Alex Davidov
- Medical Branch, Ground Forces, Israel Defense Forces (IDF), Israel
| | - Tom Van Vleet
- Department of Research and Development, Posit Science Corporation, San Francisco, California
| | - Josh Jordan
- Department of Psychology, Dominican University of California, San Rafael, California
| | - Ariel Ben Yehudah
- Department of Health and Well-Being, Medical Corps, Israel Defense Forces (IDF), Israel
| | - Yafit Gilboa
- School of Occupational Therapy, Faculty of Medicine, Hebrew University, Jerusalem, Israel
| | - Mor Nahum
- School of Occupational Therapy, Faculty of Medicine, Hebrew University, Jerusalem, Israel
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