1
|
Jeong I, Kaneko N, Takahashi R, Nakazawa K. High-skilled first-person shooting game players have specific frontal lobe activity: Power spectrum analysis in an electroencephalogram study. Neurosci Lett 2024; 825:137685. [PMID: 38367797 DOI: 10.1016/j.neulet.2024.137685] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/30/2023] [Revised: 02/01/2024] [Accepted: 02/09/2024] [Indexed: 02/19/2024]
Abstract
First-person shooting (FPS) games are among the most famous video games worldwide. However, cortical activities in environments related to real FPS games have not been studied. This study aimed to determine differences in cortical activity between low- and high-skilled FPS game players using 160-channel electroencephalography. Nine high-skilled FPS game players (official ranks: above the top 10%) and eight low-skilled FPS game players (official ranks: lower than the top 20%) were recruited for the experiment. The task was set for five different conditions using the AimLab program, which was used for the FPS game players' training. Additionally, we recorded the brain activity in the resting condition before and after the task, in which the participants closed their eyes and relaxed. The reaction time and accuracy (the number of hit-and-miss targets) were calculated to evaluate the task performance. The results showed that high-skilled FPS game players have fast reaction times and high accuracy during tasks. High-skilled FPS game players had higher cortical activity in the frontal cortex than low-skilled FPS game players during each task. In low-skilled players, cortical activity level and performance level were associated. These results suggest that high cortical activity levels were critical to achieving high performance in FPS games.
Collapse
Affiliation(s)
- Inhyeok Jeong
- Graduate School of Arts and Sciences, Department of Life Sciences, The University of Tokyo, 3-8-1 Komaba, Meguro, Tokyo 153-8902, Japan
| | - Naotsugu Kaneko
- Graduate School of Arts and Sciences, Department of Life Sciences, The University of Tokyo, 3-8-1 Komaba, Meguro, Tokyo 153-8902, Japan
| | - Ryogo Takahashi
- Graduate School of Arts and Sciences, Department of Life Sciences, The University of Tokyo, 3-8-1 Komaba, Meguro, Tokyo 153-8902, Japan
| | - Kimitaka Nakazawa
- Graduate School of Arts and Sciences, Department of Life Sciences, The University of Tokyo, 3-8-1 Komaba, Meguro, Tokyo 153-8902, Japan.
| |
Collapse
|
2
|
Wang B, Jiang J, Guo W. Effects of a single bout of mobile action video game play on attentional networks. PeerJ 2023; 11:e16409. [PMID: 37965289 PMCID: PMC10642364 DOI: 10.7717/peerj.16409] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2023] [Accepted: 10/15/2023] [Indexed: 11/16/2023] Open
Abstract
Background Video game play has been linked to a range of cognitive advantages, and investigations in this domain have predominantly utilized cross-sectional designs or long-term training paradigms. Nevertheless, the specific effects of engaging in a single bout of video game play remain poorly understood. Consequently, the objective of this study is to examine the influence of a single session of mobile action video game (MAVG) play on attentional networks among college students. Methods Seventy-two nonvideo game players were assigned randomly into an MAVG and a control game group. Participants in the MAVG group engaged in a 60-minute session of an action video game played on mobile phones, while the control group played a mobile card game for the same duration. All participants completed the attentional network test (ANT), which assesses alerting, orienting, and executive control network efficiencies, before and after the intervention. Results The MAVG group had significantly improved alerting network efficiency following the intervention, compared to before (p < 0.05); the control game group did not. Neither executive control network efficiency nor orienting network efficiency were found to be improved by the intervention. Conclusion The present data demonstrated that a single bout of MAVG play can improve alerting network efficiency selectively in young-adult college students. MAVGs may be useful for promoting attentional function with the advantages of being accessible virtually any time and anywhere.
Collapse
Affiliation(s)
- Biye Wang
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
- Institute of Sports, Exercise and Brain, Yangzhou University, Yangzhou, Jiangsu, China
| | - Jiahui Jiang
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
| | - Wei Guo
- College of Physical Education, Yangzhou University, Yangzhou, Jiangsu, China
- Institute of Sports, Exercise and Brain, Yangzhou University, Yangzhou, Jiangsu, China
| |
Collapse
|
3
|
Leonard M, Maury J, Dickerson B, Gonzalez DE, Kendra J, Jenkins V, Nottingham K, Yoo C, Xing D, Ko J, Pradelles R, Faries M, Kephart W, Sowinski R, Rasmussen CJ, Kreider RB. Effects of Dietary Supplementation of a Microalgae Extract Containing Fucoxanthin Combined with Guarana on Cognitive Function and Gaming Performance. Nutrients 2023; 15:nu15081918. [PMID: 37111136 PMCID: PMC10142384 DOI: 10.3390/nu15081918] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2023] [Revised: 04/10/2023] [Accepted: 04/13/2023] [Indexed: 04/29/2023] Open
Abstract
BACKGROUND Esports competitive gaming requires selective visual attention, memory, quick judgment, and an ability to sustain psychomotor performance over time. Fucoxanthin is a carotenoid, found in specific microalgae varieties such as Phaeodactylum tricornutum (PT), that has been purported to possess nootropic and neuroprotective effects through its anti-inflammatory and antioxidant properties. This study evaluated whether acute and 30-day supplementation of an extract of PT from microalgae combined with guarana (a natural source of caffeine) affects cognitive function in gamers. MATERIALS AND METHODS In a double-blind, placebo-controlled manner, 61 experienced gamers (21.7 ± 4.1 years, 73 ± 13 kg) were randomly assigned to ingest a placebo (PL), a low-dose (LD) supplement containing 440 mg of PT extract including 1% fucoxanthin +500 mg of guarana containing 40-44 mg caffeine (MicroPhyt™, Microphyt, Baillargues, FR), or a high-dose (HD) supplement containing 880 mg of PT extract +500 mg of guarana for 30 days. At baseline, cognitive function tests were administered before supplementation, 15 min post-supplementation, and after 60 min of competitive gameplay with participants' most played video game. Participants continued supplementation for 30 days and then repeated pre-supplementation and post-gaming cognitive function tests. General linear model univariate analyses with repeated measures and changes from baseline with 95% confidence intervals were used to analyze data. RESULTS There was some evidence that acute and 30-day ingestion of the PT extract from microalgae with guarana improved reaction times, reasoning, learning, executive control, attention shifting (cognitive flexibility), and impulsiveness. While some effects were seen after acute ingestion, the greatest impact appeared after 30 days of supplementation, with some benefits seen in the LD and HD groups. Moreover, there was evidence that both doses of the PT extract from microalgae with guarana may support mood state after acute and 30-day supplementation. Registered clinical trial #NCT04851899.
Collapse
Affiliation(s)
- Megan Leonard
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Jonathan Maury
- Microphyt, Research & Development Department, 34670 Baillargues, France
| | - Broderick Dickerson
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Drew E Gonzalez
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Jacob Kendra
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Victoria Jenkins
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Kay Nottingham
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Choongsung Yoo
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Dante Xing
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Joungbo Ko
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Rémi Pradelles
- Microphyt, Research & Development Department, 34670 Baillargues, France
| | - Mark Faries
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
- Texas A&M AgriLife Extension, Texas A&M University, College Station, TX 77843, USA
| | - Wesley Kephart
- Department of Kinesiology, University of Wisconsin, Whitewater, WI 53190, USA
| | - Ryan Sowinski
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Christopher J Rasmussen
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| | - Richard B Kreider
- Exercise & Sport Nutrition Lab, Department of Kinesiology and Sports Management, Texas A&M University, College Station, TX 77843, USA
| |
Collapse
|
4
|
Peracchia S, D’Aurizio G, Curcio G. Videogaming Frequency and Executive Skills in Young Adults. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12081. [PMID: 36231382 PMCID: PMC9566057 DOI: 10.3390/ijerph191912081] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 09/21/2022] [Accepted: 09/22/2022] [Indexed: 06/16/2023]
Abstract
Many studies have shown that "action" videogames (VG) training can improve various cognitive aspects (such as attention, enumeration skill, problem solving, vigilance, inhibitory control and decision making). Unfortunately, independently by VG genre, little research has been conducted on the relevance of videogaming frequency to modulate cognitive performance. In the present study, we investigated the differences between two groups of young adults (Experienced Gamers and Casual Gamers, respectively, EGs and CGs) in some attentional and executive abilities. To this end, 19 EGs (age 23.21 ± 1.68 years; gaming frequency 46.42 ± 11.15 h/week) and 19 CGs (age 23.10 ± 2.28 years; gaming frequency 1.31 ± 1.76 h/week) were selected and asked to complete a computer-based and customized version of an executive battery (i.e., Attention Network Task, Game of Dice task, Go/NoGo task and Task Switching). The results showed better basic attentional abilities and alertness level (i.e., as indicated by faster reaction times (RTs) and greater accuracy) in EGs compared to CGs. Moreover, EGs showed a more efficient decision making than CGs, particularly evident in risky decisions. Taken together, such results show that an executive functioning improvement can be observed as a consequence of continuous and constant exposure to VG, independently by the specific genre played. These data can be a useful starting point to develop new and innovative executive training protocols, based and inspired to videogames to be applied in clinical populations suffering, for example, from dysexecutive impairment.
Collapse
|
5
|
Szameitat AJ. Inter-Individual Differences in Executive Functions Predict Multitasking Performance - Implications for the Central Attentional Bottleneck. Front Psychol 2022; 13:778966. [PMID: 35645928 PMCID: PMC9131123 DOI: 10.3389/fpsyg.2022.778966] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/17/2021] [Accepted: 04/19/2022] [Indexed: 11/13/2022] Open
Abstract
Human multitasking suffers from a central attentional bottleneck preventing parallel performance of central mental operations, leading to profound deferments in task performance. While previous research assumed that the deferment is caused by a mere waiting time (refractory period), we show that the bottleneck requires executive functions (EF; active scheduling account) accounting for a profound part of the deferment. Three participant groups with EF impairments (dyslexics, highly neurotics, deprived smokers) showed worse multitasking performance than respective control groups. Three further groups with EF improvements (video-gamers, bilinguals, coffee consumers) showed improved multitasking. Finally, three groups performed a dual-task and different measures of EF (reading span, rotation span, symmetry span) and showed significant correlations between multitasking performance and working memory capacity. Demands on EF during multitasking may cause more errors, mental fatigue and stress, with parts of the population being considerably more prone to this.
Collapse
Affiliation(s)
- André J. Szameitat
- Center for Cognitive Neuroscience (CCN), Division of Psychology, Department of Life Sciences, College of Health and Life Sciences, Brunel University London, Uxbridge, United Kingdom
| |
Collapse
|
6
|
Alho K, Moisala M, Salmela-Aro K. Effects of Media Multitasking and Video Gaming on Cognitive Functions and Their Neural Bases in Adolescents and Young Adults. EUROPEAN PSYCHOLOGIST 2022. [DOI: 10.1027/1016-9040/a000477] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/02/2023]
Abstract
Abstract. The increasing use of digital technology among adolescents and young adults has led to concerns about possible detrimental effects on cognitive and brain functions. Indeed, as reviewed here, according to behavioral and brain-imaging studies, excessive media multitasking (i.e., using different digital media in parallel) may lead to enhanced distractibility and problems in maintaining attention. However, frequent video gaming may be beneficial for the development of working memory, task switching, and attention skills. All these cognitive skills depend on executive cognitive functions. Still scant but gradually cumulating brain-imaging results suggest that the negative effects of frequent media multitasking and the positive effects of frequent video gaming on cognitive skills in adolescents and young adults are mediated by effects on the frontal lobes, implicated in executive cognitive functions and still developing even through early adulthood.
Collapse
Affiliation(s)
- Kimmo Alho
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Finland
- Advanced Magnetic Imaging Centre, Aalto NeuroImaging, Aalto University, Finland
| | - Mona Moisala
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Finland
| | | |
Collapse
|
7
|
The advantage for action video game players in eye movement behavior during visual search tasks. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03017-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
|
8
|
Jakubowska N, Dobrowolski P, Binkowska AA, Arslan IV, Myśliwiec M, Brzezicka A. Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency. Front Hum Neurosci 2021; 15:763821. [PMID: 34776911 PMCID: PMC8581038 DOI: 10.3389/fnhum.2021.763821] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2021] [Accepted: 10/12/2021] [Indexed: 11/30/2022] Open
Abstract
Visual working memory (VWM) is the ability to actively maintain visual information over short periods of time and is strongly related to global fluid intelligence and overall cognitive ability. In our study, we used two indices of visual working memory capacity: the behavioral estimate of capacity (K) and contralateral delay activity (CDA) in order to check whether training in a Real-Time Strategy (RTS) video game StarCraft II can influence the VWM capacity measured by the change detection task. We also asked a question whether individual differences in behavioral and psychophysiological indices of VWM can predict the effectiveness of video game training. Sixty-two participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment), active control (Fixed environment), and passive control groups. Experimental and active control groups differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the VWM task. Our results showed that working memory capacity (K calculated according to Pashler’s formula) increases after training in both experimental groups, but not in a control group. We have also found a correlation between average visual working memory capacity (calculated as K) and mean CDA amplitude no matter which group we are looking at. And, last but not least, we have found that we can predict the amount of improvement in the RTS video game by looking at the psychophysiological indices (CDA amplitude) recorded at baseline (before training), but only in the experimental group. We think that the strength of the psychophysiological indicator of VWM capacity might be a marker of the future success in video game acquisition.
Collapse
Affiliation(s)
- Natalia Jakubowska
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.,Polish-Japanese Academy of Information Technology, Warsaw, Poland
| | | | - Alicja Anna Binkowska
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Ibrahim V Arslan
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Monika Myśliwiec
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Aneta Brzezicka
- Department of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| |
Collapse
|
9
|
Smirni D, Garufo E, Di Falco L, Lavanco G. The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. Pediatr Rep 2021; 13:401-415. [PMID: 34287345 PMCID: PMC8293336 DOI: 10.3390/pediatric13030047] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/29/2021] [Revised: 07/07/2021] [Accepted: 07/12/2021] [Indexed: 11/16/2022] Open
Abstract
A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly 'good' or 'bad'. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.
Collapse
|
10
|
Neri F, Smeralda CL, Momi D, Sprugnoli G, Menardi A, Ferrone S, Rossi S, Rossi A, Di Lorenzo G, Santarnecchi E. Personalized Adaptive Training Improves Performance at a Professional First-Person Shooter Action Videogame. Front Psychol 2021; 12:598410. [PMID: 34177682 PMCID: PMC8224404 DOI: 10.3389/fpsyg.2021.598410] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2020] [Accepted: 04/07/2021] [Indexed: 11/13/2022] Open
Abstract
First-Person Shooter (FPS) game experience can be transferred to untrained cognitive functions such as attention, visual short-term memory, spatial cognition, and decision-making. However, previous studies have been using off-the-shelf FPS games based on predefined gaming settings, therefore it is not known whether such improvement of in game performance and transfer of abilities can be further improved by creating a in-game, adaptive in-game training protocol. To address this question, we compared the impact of a popular FPS-game (Counter-Strike:Global-Offensive–CS:GO) with an ad hoc version of the game based on a personalized, adaptive algorithm modifying the artificial intelligence of opponents as well as the overall game difficulty on the basis of individual gaming performance. Two groups of FPS-naïve healthy young participants were randomly assigned to playing one of the two game versions (11 and 10 participants, respectively) 2 h/day for 3 weeks in a controlled laboratory setting, including daily in-game performance monitoring and extensive cognitive evaluations administered before, immediately after, and 3 months after training. Participants exposed to the adaptive version of the game were found to progress significantly faster in terms of in-game performance, reaching gaming scenarios up to 2.5 times more difficult than the group exposed to standard CS:GO (p < 0.05). A significant increase in cognitive performance was also observed. Personalized FPS gaming can significantly speed-up the learning curve of action videogame-players, with possible future applications for expert-video-gamers and potential relevance for clinical-rehabilitative applications.
Collapse
Affiliation(s)
- Francesco Neri
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Carmelo Luca Smeralda
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Davide Momi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Giulia Sprugnoli
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Arianna Menardi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Salvatore Ferrone
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy
| | - Simone Rossi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy.,Human Physiology Section, Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Alessandro Rossi
- Siena Brain Investigation & Neuromodulation Lab, Department of Medicine, Surgery and Neuroscience, Neurology and Clinical Neurophysiology Section, University of Siena, Siena, Italy.,Department of Medicine, Surgery and Neuroscience, University of Siena, Siena, Italy
| | - Giorgio Di Lorenzo
- Laboratory of Psychophysiology and Cognitive Neuroscience, Chair of Psychiatry, Department of Systems Medicine, University of Rome Tor Vergata, Rome, Italy.,Psychiatry and Clinical Psychology Unit, Fondazione Policlinico Tor Vergata, Rome, Italy.,IRCCS Fondazione Santa Lucia, Rome, Italy
| | - Emiliano Santarnecchi
- Berenson-Allen Center for Non-Invasive Brain Stimulation, Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA, United States
| |
Collapse
|
11
|
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] [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
| |
Collapse
|
12
|
Harper SA, Beethe AZ, Dakin CJ, Bolton DAE. Promoting Generalized Learning in Balance Recovery Interventions. Brain Sci 2021; 11:402. [PMID: 33810159 PMCID: PMC8004641 DOI: 10.3390/brainsci11030402] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/03/2021] [Revised: 03/12/2021] [Accepted: 03/19/2021] [Indexed: 12/28/2022] Open
Abstract
Recent studies have shown balance recovery can be enhanced via task-specific training, referred to as perturbation-based balance training (PBT). These interventions rely on principles of motor learning where repeated exposure to task-relevant postural perturbations results in more effective compensatory balance responses. Evidence indicates that compensatory responses trained using PBT can be retained for many months and can lead to a reduction in falls in community-dwelling older adults. A notable shortcoming with PBT is that it does not transfer well to similar but contextually different scenarios (e.g., falling sideways versus a forward trip). Given that it is not feasible to train all conditions in which someone could fall, this limited transfer presents a conundrum; namely, how do we best use PBT to appropriately equip people to deal with the enormous variety of fall-inducing scenarios encountered in daily life? In this perspective article, we draw from fields of research that explore how general learning can be promoted. From this, we propose a series of methods, gleaned from parallel streams of research, to inform and hopefully optimize this emerging field where people receive training to specifically improve their balance reactions.
Collapse
Affiliation(s)
- Sara A. Harper
- Department of Kinesiology and Health Science, Utah State University, Logan, UT 84322, USA; (S.A.H.); (A.Z.B.); (C.J.D.)
- Sorenson Legacy Foundation Center for Clinical Excellence, Utah State University, Logan, UT 84322, USA
| | - Anne Z. Beethe
- Department of Kinesiology and Health Science, Utah State University, Logan, UT 84322, USA; (S.A.H.); (A.Z.B.); (C.J.D.)
- Sorenson Legacy Foundation Center for Clinical Excellence, Utah State University, Logan, UT 84322, USA
| | - Christopher J. Dakin
- Department of Kinesiology and Health Science, Utah State University, Logan, UT 84322, USA; (S.A.H.); (A.Z.B.); (C.J.D.)
- Sorenson Legacy Foundation Center for Clinical Excellence, Utah State University, Logan, UT 84322, USA
| | - David A. E. Bolton
- Department of Kinesiology and Health Science, Utah State University, Logan, UT 84322, USA; (S.A.H.); (A.Z.B.); (C.J.D.)
- Sorenson Legacy Foundation Center for Clinical Excellence, Utah State University, Logan, UT 84322, USA
| |
Collapse
|
13
|
Hilla Y, von Mankowski J, Föcker J, Sauseng P. Faster Visual Information Processing in Video Gamers Is Associated With EEG Alpha Amplitude Modulation. Front Psychol 2020; 11:599788. [PMID: 33363498 PMCID: PMC7753097 DOI: 10.3389/fpsyg.2020.599788] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2020] [Accepted: 11/04/2020] [Indexed: 12/03/2022] Open
Abstract
Video gaming, specifically action video gaming, seems to improve a range of cognitive functions. The basis for these improvements may be attentional control in conjunction with reward-related learning to amplify the execution of goal-relevant actions while suppressing goal-irrelevant actions. Given that EEG alpha power reflects inhibitory processing, a core component of attentional control, it might represent the electrophysiological substrate of cognitive improvement in video gaming. The aim of this study was to test whether non-video gamers (NVGs), non-action video gamers (NAVGs) and action video gamers (AVGs) exhibit differences in EEG alpha power, and whether this might account for differences in visual information processing as operationalized by the theory of visual attention (TVA). Forty male volunteers performed a visual short-term memory paradigm where they memorized shape stimuli depicted on circular stimulus displays at six different exposure durations while their EEGs were recorded. Accuracy data was analyzed using TVA-algorithms. There was a positive correlation between the extent of post-stimulus EEG alpha power attenuation (10–12 Hz) and speed of information processing across all participants. Moreover, both EEG alpha power attenuation and speed of information processing were modulated by an interaction between group affiliation and time on task, indicating that video gamers showed larger EEG alpha power attenuations and faster information processing over time than NVGs – with AVGs displaying the largest increase. An additional regression analysis affirmed this observation. From this we concluded that EEG alpha power might be a promising neural substrate for explaining cognitive improvement in video gaming.
Collapse
Affiliation(s)
- Yannik Hilla
- Research Unit of Biological Psychology, Department of Psychology, Ludwig-Maximilians-Universität München, Munich, Germany
| | - Jörg von Mankowski
- Chair of Communication Networks, Technische Universität München, Munich, Germany
| | - Julia Föcker
- School of Psychology, College of Social Sciences, University of Lincoln, Lincoln, United Kingdom
| | - Paul Sauseng
- Research Unit of Biological Psychology, Department of Psychology, Ludwig-Maximilians-Universität München, Munich, Germany
| |
Collapse
|
14
|
Influence of action video gaming on spatial representation in the haptic modality. Exp Brain Res 2020; 238:2769-2781. [PMID: 32990773 PMCID: PMC7644526 DOI: 10.1007/s00221-020-05931-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2020] [Accepted: 09/19/2020] [Indexed: 12/02/2022]
Abstract
Spatial representation in the haptic domain has been shown to be prone to systematic errors. When participants are asked to make two bars haptically parallel, their performance deviates from what would be veridically parallel. This is hypothesized to be caused by the bias of the egocentric reference frame. Stimulating the use of an allocentric reference frame has previously been shown to improve performance in haptic parallelity matching. The aim of the current study was to investigate the influence of action video game experience on parallelity performance. We hypothesized that participants who extensively play action video games with a so-called ‘bird’s-eye view’ are likely to process spatial information more allocentrically, resulting in better performance in haptic parallelity matching. This was tested in two groups of male participants, 10 participants with extensive action video gaming experience (AVGPs) and 10 participants without or hardly any action video gaming experience (NAVGPs). Additionally, the effect of visual–haptic practice on haptic parallelity performance was tested. In the haptic blocks, blindfolded participants had to feel the orientation of a reference bar with their non-dominant hand and had to match this orientation on a test bar with their dominant hand. In subsequent visual–haptic blocks, they had full view of the set-up and visually paralleled both bars. As hypothesized, AVGPs performed significantly better in haptic blocks than NAVGPs. Visual–haptic practice resulted in significantly better performance in subsequent haptic blocks in both groups. These results suggest that playing action video games might enhance haptic spatial representation, although a causative relationship still needs to be established.
Collapse
|
15
|
Benoit JJ, Roudaia E, Johnson T, Love T, Faubert J. The neuropsychological profile of professional action video game players. PeerJ 2020; 8:e10211. [PMID: 33240605 PMCID: PMC7678459 DOI: 10.7717/peerj.10211] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2020] [Accepted: 09/28/2020] [Indexed: 01/12/2023] Open
Abstract
In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a professional level in the esports industry differ from amateur video game players in their cognitive and learning abilities. We assessed 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on set of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity. We also examined participants' ability to improve performance on a dynamic visual attention task that required tracking multiple objects in three-dimensions (3D-MOT) over five sessions. Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and test of auditory working memory (Digit Span). Professional players also showed better speed thresholds in the 3D-MOT task overall, but the rate of improvement with training did not differ in the two groups. Future longitudinal studies of elite video game experts are required to determine whether the observed performance benefits of professional gamers may be due to their greater engagement in video game play, or due to pre-existing differences that promote achievement of high performance in action video games.
Collapse
Affiliation(s)
- Julie Justine Benoit
- Department of Psychology, Université de Montréal, Montréal, Québec, Canada
- Faubert Lab, École d’Optométrie, Université de Montréal, Montréal, Québec, Canada
| | | | - Taylor Johnson
- Infinite Esports and Entertainment, Frisco, TX, United-States
| | - Trevor Love
- Infinite Esports and Entertainment, Frisco, TX, United-States
| | - Jocelyn Faubert
- Faubert Lab, École d’Optométrie, Université de Montréal, Montréal, Québec, Canada
| |
Collapse
|
16
|
Stewart HJ, Martinez JL, Perdew A, Green CS, Moore DR. Auditory cognition and perception of action video game players. Sci Rep 2020; 10:14410. [PMID: 32873819 PMCID: PMC7462999 DOI: 10.1038/s41598-020-71235-z] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/20/2019] [Accepted: 08/05/2020] [Indexed: 11/09/2022] Open
Abstract
A training method to improve speech hearing in noise has proven elusive, with most methods failing to transfer to untrained tasks. One common approach to identify potentially viable training paradigms is to make use of cross-sectional designs. For instance, the consistent finding that people who chose to avidly engage with action video games as part of their normal life also show enhanced performance on non-game visual tasks has been used as a foundation to test the causal impact of such game play via true experiments (e.g., in more translational designs). However, little work has examined the association between action video game play and untrained auditory tasks, which would speak to the possible utility of using such games to improve speech hearing in noise. To examine this possibility, 80 participants with mixed action video game experience were tested on a visual reaction time task that has reliably shown superior performance in action video game players (AVGPs) compared to non-players (≤ 5 h/week across game categories) and multi-genre video game players (> 5 h/week across game categories). Auditory cognition and perception were tested using auditory reaction time and two speech-in-noise tasks. Performance of AVGPs on the visual task replicated previous positive findings. However, no significant benefit of action video game play was found on the auditory tasks. We suggest that, while AVGPs interact meaningfully with a rich visual environment during play, they may not interact with the games' auditory environment. These results suggest that far transfer learning during action video game play is modality-specific and that an acoustically relevant auditory environment may be needed to improve auditory probabilistic thinking.
Collapse
Affiliation(s)
- Hannah J Stewart
- Communication Sciences Research Center, Cincinnati Children's Hospital Medical Center, Cincinnati, OH, 45229, USA
- Division of Psychology and Language Sciences, University College London, London, UK
| | - Jasmin L Martinez
- Communication Sciences Research Center, Cincinnati Children's Hospital Medical Center, Cincinnati, OH, 45229, USA
- Department of Communication Sciences and Disorders, University of Cincinnati, Cincinnati, OH, USA
| | - Audrey Perdew
- Communication Sciences Research Center, Cincinnati Children's Hospital Medical Center, Cincinnati, OH, 45229, USA
| | - C Shawn Green
- Department of Psychology, University of Wisconsin-Madison, Madison, WI, USA
| | - David R Moore
- Communication Sciences Research Center, Cincinnati Children's Hospital Medical Center, Cincinnati, OH, 45229, USA.
- Department of Otolaryngology, University of Cincinnati, Cincinnati, OH, USA.
- Manchester Centre for Audiology and Deafness, University of Manchester, Manchester, UK.
| |
Collapse
|
17
|
Are gamers better laparoscopic surgeons? Impact of gaming skills on laparoscopic performance in "Generation Y" students. PLoS One 2020; 15:e0232341. [PMID: 32845892 PMCID: PMC7449406 DOI: 10.1371/journal.pone.0232341] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/02/2019] [Accepted: 07/02/2020] [Indexed: 01/22/2023] Open
Abstract
Background Both laparoscopic surgery and computer games make similar demands on eye-hand coordination and visuospatial cognitive ability. A possible connection between both areas could be used for the recruitment and training of future surgery residents. Aim The goal of this study was to investigate whether gaming skills are associated with better laparoscopic performance in medical students. Methods 135 medical students (55 males, 80 females) participated in an experimental study. Students completed three laparoscopic tasks (rope pass, paper cut, and peg transfer) and played two custom-designed video games (2D and 3D game) that had been previously validated in a group of casual and professional gamers. Results There was a small significant correlation between performance on the rope pass task and the 3D game, Kendall’s τ(111) = -.151, P = .019. There was also a small significant correlation between the paper cut task and points in the 2D game, Kendall’s τ(102) = -.180, P = .008. Overall laparoscopic performance was also significantly correlated with both the 3D game, Kendall’s τ(112) = -.134, P = .036, and points in the 2D game, Kendall’s τ(113) = -.163, P = .011. However, there was no significant correlation between the peg transfer task and both games (2D and 3D game), P = n.s.. Conclusion This study provides further evidence that gaming skills may be an advantage when learning laparoscopic surgery.
Collapse
|
18
|
Bonny JW, Scanlon M, Castaneda LM. Variations in psychological factors and experience-dependent changes in team-based video game performance. INTELLIGENCE 2020. [DOI: 10.1016/j.intell.2020.101450] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
|
19
|
Sabah K, Dolk T, Meiran N, Dreisbach G. Enhancing task-demands disrupts learning but enhances transfer gains in short-term task-switching training. PSYCHOLOGICAL RESEARCH 2020; 85:1473-1487. [PMID: 32303843 PMCID: PMC8286950 DOI: 10.1007/s00426-020-01335-y] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2019] [Accepted: 03/31/2020] [Indexed: 11/30/2022]
Abstract
Content variability was previously suggested to promote stronger learning effects in cognitive training whereas less variability incurred transfer costs (Sabah et al. Psychological Research, 10.1007/s00426-018-1006-7, 2018). Here, we expanded these findings by additionally examining the role of learners’ control in short-term task-switching training by comparing voluntary task-switching to a yoked control forced task-switching condition. To this end, four training conditions were compared: (1) forced fixed content, (2) voluntary fixed content, (3) forced varied content, and (3) voluntary varied content. To further enhance task demands, bivalent stimuli were used during training. Participants completed baseline assessment commencing with task-switching and verbal fluency blocks, followed by seven training blocks and last by task-switching (near transfer) and verbal fluency (far transfer) blocks, respectively. For the baseline and transfer task-switching blocks, we used the exact same baseline and first transfer block from Sabah et al. (Psychological Research, 10.1007/s00426-018-1006-7, 2018), employing univalent stimuli and alternating-runs task sequence. Our results pointed again to the contribution of content variability to task-switching performance. No indications for far transfer were observed. Allowing for learners’ control was not found to produce additional transfer gains beyond content variability. A between-study comparison suggests that enhanced task demands, by means of bivalency, promoted higher transfer gains in the current study when compared to Sabah et al. (Psychological Research, 10.1007/s00426-018-1006-7, 2018). Taken together, the current results provide further evidence to the beneficial impact of variability on training outcomes. The lack of modulatory effect for learners’ control is discussed in relation to possible methodological limitations.
Collapse
Affiliation(s)
- Katrina Sabah
- Department for Experimental Psychology, Regensburg University, Universitätstraße 31, 93053, Regensburg, Germany.
| | - Thomas Dolk
- Department for Experimental Psychology, Regensburg University, Universitätstraße 31, 93053, Regensburg, Germany
| | | | - Gesine Dreisbach
- Department for Experimental Psychology, Regensburg University, Universitätstraße 31, 93053, Regensburg, Germany
| |
Collapse
|
20
|
Video games as rich environments to foster brain plasticity. HANDBOOK OF CLINICAL NEUROLOGY 2020; 168:117-136. [PMID: 32164847 DOI: 10.1016/b978-0-444-63934-9.00010-x] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
Abstract
This chapter highlights the key role of two main factors, attentional control and reward processing, in unlocking brain plasticity. We first review the evidence for the role that each of these mechanisms plays in neuroplasticity, and then make the case that tools and technologies that combine these two are likely to result in maximal and broad, generalized benefits. In this context, we review the evidence concerning the impact of video game play on brain plasticity, with an eye toward plasticity-driving methods such as the seamless integration of neurofeedback into the video game platforms.
Collapse
|
21
|
Dale G, Joessel A, Bavelier D, Green CS. A new look at the cognitive neuroscience of video game play. Ann N Y Acad Sci 2020; 1464:192-203. [DOI: 10.1111/nyas.14295] [Citation(s) in RCA: 27] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Revised: 12/03/2019] [Accepted: 12/11/2019] [Indexed: 12/12/2022]
Affiliation(s)
- Gillian Dale
- Environmental Sustainability Research CentreBrock University St. Catharines Ontario Canada
| | - Augustin Joessel
- Faculté de Psychologie et Sciences de L'Education (FPSE)Université de Genève Geneva Switzerland
- Campus Biotech Geneva Switzerland
| | - Daphne Bavelier
- Faculté de Psychologie et Sciences de L'Education (FPSE)Université de Genève Geneva Switzerland
- Campus Biotech Geneva Switzerland
| | - C. Shawn Green
- Department of PsychologyUniversity of Wisconsin–Madison Madison Wisconsin
| |
Collapse
|
22
|
Tartar JL, Kalman D, Hewlings S. A Prospective Study Evaluating the Effects of a Nutritional Supplement Intervention on Cognition, Mood States, and Mental Performance in Video Gamers. Nutrients 2019; 11:E2326. [PMID: 31581523 PMCID: PMC6835425 DOI: 10.3390/nu11102326] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2019] [Revised: 09/10/2019] [Accepted: 09/18/2019] [Indexed: 12/15/2022] Open
Abstract
Cognitive function is critical for successful prolonged performance in eSports. This double-blind placebo-controlled study examined the effect of an inositol-enhanced arginine silicate oral supplement on cognitive performance and energy in eSports athletes. Sixty healthy men and women who spent 5 or more hours a week playing video games were randomly assigned to take supplement or placebo for 7 days. On day 1 and 7, before and 15 min after dosing, subjects completed the Trail Making Test (TMT), Parts A and B; Stroop Test; and Profile of Mood States (POMS) questionnaire, and then played a video game for 60 min. Immediately after, cognitive tests were repeated. Self-reported energy levels increased, anger decreased, and TMT-B test errors decreased in the supplement group compared to placebo (p < 0.05). Fatigue, TMT-B time, and TMT B-A score improved in the supplement group compared to baseline (p < 0.05). After 60 min of gaming, supplementation decreased Stroop Test errors and TMT-A time (p < 0.05). Adverse events were minimal and not different between groups. These data appear to support the use of the studies product (nooLVL®) in eSports gamers looking to improve their accuracy, decision making, and reaction time during gaming.
Collapse
Affiliation(s)
- Jaime L Tartar
- College of Psychology, Nova Southeastern University, Davie, FL 33314 1, USA.
| | - Douglas Kalman
- College of Health Sciences, Nova Southeastern University, Davie, FL 33314 2, USA.
| | - Susan Hewlings
- College of Education & Human Services, Central Michigan University, Mt. Pleasant, MI 48859, USA.
| |
Collapse
|
23
|
Abstract
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.
Collapse
|
24
|
Hu E, Stavropoulos V, Anderson A, Scerri M, Collard J. Internet gaming disorder: Feeling the flow of social games. Addict Behav Rep 2018; 9:100140. [PMID: 31193693 PMCID: PMC6541905 DOI: 10.1016/j.abrep.2018.10.004] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/20/2018] [Revised: 10/16/2018] [Accepted: 10/22/2018] [Indexed: 11/03/2022] Open
Abstract
Introduction Gaming Disorder (GD) was added to the recent publication of the International Classification of Diseases (ICD-11) by the World Health Organization. This aligns with recommendations of the fifth edition of the Diagnostic Statistical Manual for Mental Disorders (DSM-5), issued by the American Psychiatric Association. Accordingly, further relevant research has been invited. The interplay between preference for online social game genres, the degree of online Flow (or immersive pleasure) experienced, and the gamer's biological gender were examined here as contributing factors of IGD. Method A normative sample of adult internet gamers was collected online (N = 237, Age = 18-59, Males = 157; 66%; Females = 80; 34%). Participants completed the nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9), the Online Flow Questionnaire (OFQ), and also self-reported demographics and internet/gaming behaviours. Results Mediation and moderated mediation analyses indicated that the level of online Flow experienced considerably mediated the association between the preference for social games genres and the intensity of IGD behaviours across both biological genders. Conclusions Results suggest that the level of online Flow experienced constitutes a risk factor in relation to the development of IGD. Furthermore, games which mandate social interaction with others present to be conducive to online Flow, and thus enhancing IGD risk irrespective of the biological gender of the gamer. Implications and limitations of the study are discussed.
Collapse
Affiliation(s)
- Elwin Hu
- School of Psychology, Counselling and Psychotherapy, The Cairnmillar Institute, 391/393 Tooronga Rd, Hawthorn East, Victoria 3123, Australia
| | - Vasileios Stavropoulos
- School of Psychology, Counselling and Psychotherapy, The Cairnmillar Institute, 391/393 Tooronga Rd, Hawthorn East, Victoria 3123, Australia
| | - Alastair Anderson
- School of Psychology, Counselling and Psychotherapy, The Cairnmillar Institute, 391/393 Tooronga Rd, Hawthorn East, Victoria 3123, Australia
| | - Matthew Scerri
- School of Psychology, Counselling and Psychotherapy, The Cairnmillar Institute, 391/393 Tooronga Rd, Hawthorn East, Victoria 3123, Australia
| | - James Collard
- School of Psychology, Counselling and Psychotherapy, The Cairnmillar Institute, 391/393 Tooronga Rd, Hawthorn East, Victoria 3123, Australia
| |
Collapse
|
25
|
Azizi E, Stainer MJ, Abel LA. Is experience in multi-genre video game playing accompanied by impulsivity? Acta Psychol (Amst) 2018; 190:78-84. [PMID: 30031355 DOI: 10.1016/j.actpsy.2018.07.006] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/14/2016] [Revised: 06/14/2018] [Accepted: 07/15/2018] [Indexed: 01/27/2023] Open
Abstract
Developing impulsivity has been one of the main concerns thought to arise from the increasing popularity of video gaming. Most of the relevant literature has treated gamers as pure-genre players (i.e. those who play only a specific genre of game). However, it is not clear how impulsivity is associated with different genres of games in multi-genre gamers, given that there is increasing diversity in the games played by individuals. In this study, we compared 33 gamers to 23 non-gamers in a go/no-go task: the Continuous Performance Test (CPT). To evaluate whether or not impulsivity occurs as a trade-off between speed and accuracy, we emphasised fast performance to all participants. Then, to examine the ability to predict impulsivity from game genre-hours, we fitted separate multiple regression models to several dependent variables. As an additional measure, we also compared groups in an antisaccade task. In the CPT, gamers showed a trend towards significantly faster reaction time (RT), accompanied by higher false alarm rate (FAR) and more risk-taking response bias (β), suggesting impulsive responses. Interestingly, there was a significant negative correlation between RT and FAR across all participants, suggesting an overall speed-accuracy trade-off strategy, perhaps driven by the emphasis on speed during task instruction. Moreover, time spent on role playing games (RPG) and real-time strategy (RTS) games better predicted FAR and β than did time spent on action and puzzle games. In the antisaccade task; however, gamers showed a shorter antisaccade latency but a comparable error rate in comparison with non-gamers. There was no specific game genre which could predict performance in the antisaccade task. Altogether, there was no evidence of oculomotor impulsivity in gamers; however, the CPT results suggested the presence of impulsive responses in gamers, which might be the result of a speed-accuracy trade-off. Furthermore, there was a difference in game genres, with time spent on RPG and RTS games being accompanied by greater probability of impulsive responses. Training studies are required to investigate the causality of different video game genres on the development of impulsivity.
Collapse
|
26
|
Buitenweg JIV, Van De Ven RM, Ridderinkhof KR, Murre JMJ. Does cognitive flexibility training enhance subjective mental functioning in healthy older adults? AGING NEUROPSYCHOLOGY AND COGNITION 2018; 26:688-710. [DOI: 10.1080/13825585.2018.1519106] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Affiliation(s)
| | | | - K. Richard Ridderinkhof
- Department of Psychology, University of Amsterdam, Amsterdam, The Netherlands
- Amsterdam Brain & Cognition (ABC), University of Amsterdam, Amsterdam, The Netherlands
| | - Jaap M. J. Murre
- Department of Psychology, University of Amsterdam, Amsterdam, The Netherlands
| |
Collapse
|
27
|
Nuyens FM, Kuss DJ, Lopez-Fernandez O, Griffiths MD. The Empirical Analysis of Non-problematic Video Gaming and Cognitive Skills: A Systematic Review. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-9946-0] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/21/2023] Open
|
28
|
Kimmig ACS, Andringa G, Derntl B. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults. Front Psychol 2018; 9:736. [PMID: 29867689 PMCID: PMC5964217 DOI: 10.3389/fpsyg.2018.00736] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2018] [Accepted: 04/26/2018] [Indexed: 11/13/2022] Open
Abstract
The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson’s Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both – stopped and ongoing – violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.
Collapse
Affiliation(s)
- Ann-Christin S Kimmig
- Innovative Neuroimaging, Department of Psychiatry and Psychotherapy, University of Tübingen, Tübingen, Germany.,International Max Planck Research School for Cognitive and Systems Neuroscience, University of Tübingen, Tübingen, Germany
| | - Gerda Andringa
- Department of Science, University College Roosevelt, Middelburg, Netherlands
| | - Birgit Derntl
- Innovative Neuroimaging, Department of Psychiatry and Psychotherapy, University of Tübingen, Tübingen, Germany.,Werner Reichardt Center for Integrative Neuroscience, University of Tübingen, Tübingen, Germany.,LEAD Graduate School and Research Network, University of Tübingen, Tübingen, Germany
| |
Collapse
|
29
|
Cognitive Training for Military Application: a Review of the Literature and Practical Guide. JOURNAL OF COGNITIVE ENHANCEMENT 2018. [DOI: 10.1007/s41465-018-0076-1] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
|
30
|
Bavelier D, Bediou B, Green CS. Expertise and generalization: lessons from action video games. Curr Opin Behav Sci 2018. [DOI: 10.1016/j.cobeha.2018.01.012] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
|
31
|
Similar Task-Switching Performance of Real-Time Strategy and First-Person Shooter Players: Implications for Cognitive Training. JOURNAL OF COGNITIVE ENHANCEMENT 2018. [DOI: 10.1007/s41465-018-0066-3] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
|
32
|
Olfers KJF, Band GPH. Game-based training of flexibility and attention improves task-switch performance: near and far transfer of cognitive training in an EEG study. PSYCHOLOGICAL RESEARCH 2018; 82:186-202. [PMID: 29260316 PMCID: PMC5816121 DOI: 10.1007/s00426-017-0933-z] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/23/2016] [Accepted: 10/19/2017] [Indexed: 11/28/2022]
Abstract
There is a demand for ways to enhance cognitive flexibility, as it can be a limiting factor for performance in daily life. Video game training has been linked to advantages in cognitive functioning, raising the question if training with video games can promote cognitive flexibility. In the current study, we investigated if game-based computerized cognitive training (GCCT) could enhance cognitive flexibility in a healthy young adult sample (N = 72), as measured by task-switch performance. Three GCCT schedules were contrasted, which targeted: (1) cognitive flexibility and task switching, (2) attention and working memory, or (3) an active control involving basic math games, in twenty 45-min sessions across 4-6 weeks. Performance on an alternating-runs task-switch paradigm during pretest and posttest sessions indicated greater overall reaction time improvements after both flexibility and attention training as compared to control, although not related to local switch cost. Flexibility training enhanced performance in the presence of distractor-related interference. In contrast, attention training was beneficial when low task difficulty undermined sustained selective attention. Furthermore, flexibility training improved response selection as indicated by a larger N2 amplitude after training as compared to control, and more efficient conflict monitoring as indicated by reduced Nc/CRN and larger Pe amplitude after training. These results provide tentative support for the efficacy of GCCT and suggest that an ideal training might include both task switching and attention components, with maximal task diversity both within and between training games.
Collapse
Affiliation(s)
- Kerwin J F Olfers
- Leiden Institute for Brain and Cognition (LIBC), Leiden, The Netherlands.
- Cognitive Psychology Unit, Institute of Psychology, Leiden University, Leiden, The Netherlands.
| | - Guido P H Band
- Leiden Institute for Brain and Cognition (LIBC), Leiden, The Netherlands
- Cognitive Psychology Unit, Institute of Psychology, Leiden University, Leiden, The Netherlands
| |
Collapse
|
33
|
Kokkinakis AV, Cowling PI, Drachen A, Wade AR. Exploring the relationship between video game expertise and fluid intelligence. PLoS One 2017; 12:e0186621. [PMID: 29141019 PMCID: PMC5687598 DOI: 10.1371/journal.pone.0186621] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/02/2017] [Accepted: 10/04/2017] [Indexed: 12/17/2022] Open
Abstract
Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends’ correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.
Collapse
Affiliation(s)
- Athanasios V. Kokkinakis
- Department of Psychology, University of York, York, United Kingdom
- Department of Computer Science, University of York, York, United Kingdom
| | - Peter I. Cowling
- Department of Computer Science, University of York, York, United Kingdom
| | - Anders Drachen
- Department of Computer Science, University of York, York, United Kingdom
| | - Alex R. Wade
- Department of Psychology, University of York, York, United Kingdom
- * E-mail:
| |
Collapse
|
34
|
Straudi S, Severini G, Sabbagh Charabati A, Pavarelli C, Gamberini G, Scotti A, Basaglia N. The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study. BMC Neurol 2017; 17:86. [PMID: 28490322 PMCID: PMC5424286 DOI: 10.1186/s12883-017-0871-9] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/07/2017] [Accepted: 05/04/2017] [Indexed: 12/03/2022] Open
Abstract
Background Patients with traumatic brain injury often have balance and attentive disorders. Video game therapy (VGT) has been proposed as a new intervention to improve mobility and attention through a reward-learning approach. In this pilot randomized, controlled trial, we tested the effects of VGT, compared with a balance platform therapy (BPT), on balance, mobility and selective attention in chronic traumatic brain injury patients. Methods We enrolled chronic traumatic brain injury patients (n = 21) that randomly received VGT or BPT for 3 sessions per week for 6 weeks. The clinical outcome measures included: i) the Community Balance & Mobility Scale (CB&M); ii) the Unified Balance Scale (UBS); iii) the Timed Up and Go test (TUG); iv) static balance and v) selective visual attention evaluation (Go/Nogo task). Results Both groups improved in CB&M scores, but only the VGT group increased on the UBS and TUG with a between-group significance (p < 0.05). Selective attention improved significantly in the VGT group (p < 0.01). Conclusions Video game therapy is an option for the management of chronic traumatic brain injury patients to ameliorate balance and attention deficits. Trial registration NCT01883830, April 5 2013.
Collapse
Affiliation(s)
- Sofia Straudi
- Neuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy.
| | - Giacomo Severini
- School of Electrical and Electronic Engineering, University College Dublin, Dublin, Ireland
| | | | - Claudia Pavarelli
- Neuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy
| | - Giulia Gamberini
- Neuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy
| | - Anna Scotti
- Neuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy
| | - Nino Basaglia
- Neuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy
| |
Collapse
|
35
|
Dale G, Green CS. Associations Between Avid Action and Real-Time Strategy Game Play and Cognitive Performance: a Pilot Study. JOURNAL OF COGNITIVE ENHANCEMENT 2017. [DOI: 10.1007/s41465-017-0021-8] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
|
36
|
The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance. JOURNAL OF COGNITIVE ENHANCEMENT 2017. [DOI: 10.1007/s41465-017-0015-6] [Citation(s) in RCA: 51] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
|
37
|
Shin KS, Yim YK, Kim Y, Park S, Lee JY. Effects of Visual Game Experience on Auditory Processing Speed. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:187-194. [PMID: 28263679 DOI: 10.1089/cyber.2016.0171] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Games are one of the fastest growing and most exciting forms of entertainment. Whether casual mobile game playing has a cognitive, physiological, or behavioral effect on players whose game use is not pathological is unknown. Here we explored whether preattentive auditory processing is linked to the behavioral inhibition system (BIS) in frequent and infrequent game players. A total of 74 subjects who were enrolled in our study were divided into two groups, 40 subjects were frequent gamers and 34 subjects were age-, gender-, IQ-, and education-matched infrequent gamers. All participants underwent a passive auditory oddball paradigm and completed the behavioral inhibition/behavioral activation system scales. The mismatch negativity (MMN) latency was shorter for the frequent gamers relative to the infrequent gamers, whereas no difference in MMN amplitude was found between groups. MMN amplitude was negatively associated with the degree of behavioral inhibition in the frequent and infrequent gaming group. We also found that those who frequently play games show an enhanced processing speed, which could be an effect of game practice. Greater behavioral inhibition induces increased vigilance, and this may have enhanced the MMN amplitude in the infrequent gamers. This differential pattern of correlations suggests that differences in the BIS could lead to different approaches to auditory information processing.
Collapse
Affiliation(s)
- Kyung Soon Shin
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Yoon Kyoung Yim
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Yuwon Kim
- 1 Neuroscience Lab, Data Science Center , NHN Entertainment Play Museum, Gyeonggi-do, Republic of Korea
| | - Soowon Park
- 3 Department of Psychiatry and Behavioral Science, SMG-SNU Boramae Medical Center , Seoul, Republic of Korea.,4 Department of Education, Sejong University, Seoul, Republic of Korea
| | - Jun-Young Lee
- 2 Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine , Seoul, Republic of Korea.,3 Department of Psychiatry and Behavioral Science, SMG-SNU Boramae Medical Center , Seoul, Republic of Korea
| |
Collapse
|
38
|
Moisala M, Salmela V, Hietajärvi L, Carlson S, Vuontela V, Lonka K, Hakkarainen K, Salmela-Aro K, Alho K. Gaming is related to enhanced working memory performance and task-related cortical activity. Brain Res 2016; 1655:204-215. [PMID: 27815094 DOI: 10.1016/j.brainres.2016.10.027] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/20/2016] [Revised: 09/10/2016] [Accepted: 10/28/2016] [Indexed: 10/20/2022]
Abstract
Gaming experience has been suggested to lead to performance enhancements in a wide variety of working memory tasks. Previous studies have, however, mostly focused on adult expert gamers and have not included measurements of both behavioral performance and brain activity. In the current study, 167 adolescents and young adults (aged 13-24 years) with different amounts of gaming experience performed an n-back working memory task with vowels, with the sensory modality of the vowel stream switching between audition and vision at random intervals. We studied the relationship between self-reported daily gaming activity, working memory (n-back) task performance and related brain activity measured using functional magnetic resonance imaging (fMRI). The results revealed that the extent of daily gaming activity was related to enhancements in both performance accuracy and speed during the most demanding (2-back) level of the working memory task. This improved working memory performance was accompanied by enhanced recruitment of a fronto-parietal cortical network, especially the dorsolateral prefrontal cortex. In contrast, during the less demanding (1-back) level of the task, gaming was associated with decreased activity in the same cortical regions. Our results suggest that a greater degree of daily gaming experience is associated with better working memory functioning and task difficulty-dependent modulation in fronto-parietal brain activity already in adolescence and even when non-expert gamers are studied. The direction of causality within this association cannot be inferred with certainty due to the correlational nature of the current study.
Collapse
Affiliation(s)
- M Moisala
- Institute of Behavioural Sciences, University of Helsinki, Finland; Department of Teacher Education, University of Helsinki, Finland; Aalto NeuroImaging, Aalto University, Finland.
| | - V Salmela
- Institute of Behavioural Sciences, University of Helsinki, Finland; Aalto NeuroImaging, Aalto University, Finland
| | - L Hietajärvi
- Department of Teacher Education, University of Helsinki, Finland
| | - S Carlson
- Department of Neuroscience and Biomedical Engineering, Aalto University School of Science, Finland; Neuroscience Unit, Department of Physiology, Faculty of Medicine, University of Helsinki, Finland
| | - V Vuontela
- Neuroscience Unit, Department of Physiology, Faculty of Medicine, University of Helsinki, Finland
| | - K Lonka
- Department of Teacher Education, University of Helsinki, Finland; Optentia Research Focus Area, North-West University, South Africa
| | - K Hakkarainen
- Institute of Behavioural Sciences, University of Helsinki, Finland
| | - K Salmela-Aro
- Cicero Learning, University of Helsinki, Finland; Department of Psychology, University of Jyväskylä, Finland; Institute of Education, University College London, United Kingdom
| | - K Alho
- Institute of Behavioural Sciences, University of Helsinki, Finland; Aalto NeuroImaging, Aalto University, Finland
| |
Collapse
|
39
|
Howard CJ, Wilding R, Guest D. Light Video Game Play is Associated with Enhanced Visual Processing of Rapid Serial Visual Presentation Targets. Perception 2016; 46:161-177. [PMID: 27697909 DOI: 10.1177/0301006616672579] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
There is mixed evidence that video game players (VGPs) may demonstrate better performance in perceptual and attentional tasks than non-VGPs (NVGPs). The rapid serial visual presentation task is one such case, where observers respond to two successive targets embedded within a stream of serially presented items. We tested light VGPs (LVGPs) and NVGPs on this task. LVGPs were better at correct identification of second targets whether they were also attempting to respond to the first target. This performance benefit seen for LVGPs suggests enhanced visual processing for briefly presented stimuli even with only very moderate game play. Observers were less accurate at discriminating the orientation of a second target within the stream if it occurred shortly after presentation of the first target, that is to say, they were subject to the attentional blink (AB). We find no evidence for any reduction in AB in LVGPs compared with NVGPs.
Collapse
|
40
|
Technology consumption and cognitive control: Contrasting action video game experience with media multitasking. Atten Percept Psychophys 2016; 78:218-41. [PMID: 26474982 DOI: 10.3758/s13414-015-0988-0] [Citation(s) in RCA: 40] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.
Collapse
|
41
|
Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition. PLoS One 2015; 10:e0144364. [PMID: 26655929 PMCID: PMC4675555 DOI: 10.1371/journal.pone.0144364] [Citation(s) in RCA: 29] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/10/2015] [Accepted: 11/17/2015] [Indexed: 01/13/2023] Open
Abstract
There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control.
Collapse
|
42
|
Caviola L, Faber NS. Pills or Push-Ups? Effectiveness and Public Perception of Pharmacological and Non-Pharmacological Cognitive Enhancement. Front Psychol 2015; 6:1852. [PMID: 26696922 PMCID: PMC4667098 DOI: 10.3389/fpsyg.2015.01852] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/23/2015] [Accepted: 11/16/2015] [Indexed: 12/13/2022] Open
Abstract
We review work on the effectiveness of different forms of cognitive enhancement, both pharmacological and non-pharmacological. We consider caffeine, methylphenidate, and modafinil for pharmacological cognitive enhancement (PCE) and computer training, physical exercise, and sleep for non-pharmacological cognitive enhancement (NPCE). We find that all of the techniques described can produce significant beneficial effects on cognitive performance. However, effect sizes are moderate, and consistently dependent on individual and situational factors as well as the cognitive domain in question. Although meta-analyses allowing a quantitative comparison of effectiveness across techniques are lacking to date, we can conclude that PCE is not more effective than NPCE. We discuss the physiological reasons for this limited effectiveness. We then propose that even though their actual effectiveness seems similar, in the general public PCE is perceived as fundamentally different from NPCE, in terms of effectiveness, but also in terms of acceptability. We illustrate the potential consequences such a misperception of PCE can have.
Collapse
Affiliation(s)
- Lucius Caviola
- Department of Experimental Psychology, University of Oxford Oxford, UK
| | - Nadira S Faber
- Department of Experimental Psychology, University of Oxford Oxford, UK ; Oxford Martin School, University of Oxford Oxford, UK
| |
Collapse
|
43
|
Green CS, Seitz AR. The Impacts of Video Games on Cognition (and How the Government Can Guide the Industry). ACTA ACUST UNITED AC 2015. [DOI: 10.1177/2372732215601121] [Citation(s) in RCA: 39] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Video game play has become a pervasive part of American culture. The dramatic increase in the popularity of video games has resulted in significant interest in the effects that video gaming may have on the brain and behavior. The scientific research to date indicates that some, but not all, commercial video games do indeed have the potential to cause large-scale changes in a wide variety of aspects of human behavior, including the focus of this review—cognitive abilities. More recent years have seen the rise of a separate form of video games, the so-called “brain games,” or games designed with the explicit goal of enhancing cognitive abilities. Although research on such brain games is still in its infancy, and the results have definitely not been uniformly positive, there is nonetheless reason for continued optimism that custom games can be developed that make a lasting and positive impact on human cognitive skills. Here, we discuss the current state of the scientific literature surrounding video games and human cognition with an emphasis on points critically related to public policy.
Collapse
|
44
|
Sobczyk B, Dobrowolski P, Skorko M, Michalak J, Brzezicka A. Issues and advances in research methods on video games and cognitive abilities. Front Psychol 2015; 6:1451. [PMID: 26483717 PMCID: PMC4586355 DOI: 10.3389/fpsyg.2015.01451] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2015] [Accepted: 09/10/2015] [Indexed: 11/13/2022] Open
Abstract
The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.
Collapse
Affiliation(s)
- Bart Sobczyk
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
| | | | - Maciek Skorko
- Institute of Psychology, Polish Academy of Sciences Warsaw, Poland
| | - Jakub Michalak
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
| | - Aneta Brzezicka
- GamesLab, Department of Psychophysiology of Cognitive Processes, Faculty of Psychology, SWPS University of Social Sciences and Humanities Warsaw, Poland
| |
Collapse
|
45
|
Maintaining older brain functionality: A targeted review. Neurosci Biobehav Rev 2015; 55:453-77. [DOI: 10.1016/j.neubiorev.2015.06.008] [Citation(s) in RCA: 132] [Impact Index Per Article: 14.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/19/2015] [Revised: 06/01/2015] [Accepted: 06/03/2015] [Indexed: 12/20/2022]
|
46
|
|
47
|
The precision of experienced action video-game players: line bisection reveals reduced leftward response bias. Atten Percept Psychophys 2015; 76:2193-8. [PMID: 25341651 DOI: 10.3758/s13414-014-0789-x] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with their left hand compared to non-AVGPs. Bisections by experienced-AVGPs were also more precise than those of non-AVGPs. These findings show the cognitive proficiencies of experienced-AVGPs can generalize beyond computer based tasks, which resemble their training environment.
Collapse
|
48
|
Steenbergen L, Sellaro R, de Rover M, Hommel B, Colzato L. No role of beta receptors in cognitive flexibility: Evidence from a task-switching paradigm in a randomized controlled trial. Neuroscience 2015; 295:237-42. [DOI: 10.1016/j.neuroscience.2015.03.049] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/25/2015] [Revised: 03/20/2015] [Accepted: 03/20/2015] [Indexed: 11/30/2022]
|
49
|
|
50
|
|