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Coronel-Oliveros C, Medel V, Orellana S, Rodiño J, Lehue F, Cruzat J, Tagliazucchi E, Brzezicka A, Orio P, Kowalczyk-Grębska N, Ibáñez A. Gaming expertise induces meso‑scale brain plasticity and efficiency mechanisms as revealed by whole-brain modeling. Neuroimage 2024; 293:120633. [PMID: 38704057 DOI: 10.1016/j.neuroimage.2024.120633] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/12/2023] [Revised: 04/17/2024] [Accepted: 04/30/2024] [Indexed: 05/06/2024] Open
Abstract
Video games are a valuable tool for studying the effects of training and neural plasticity on the brain. However, the underlying mechanisms related to plasticity-associated brain structural changes and their impact on brain dynamics are unknown. Here, we used a semi-empirical whole-brain model to study structural neural plasticity mechanisms linked to video game expertise. We hypothesized that video game expertise is associated with neural plasticity-mediated changes in structural connectivity that manifest at the meso‑scale level, resulting in a more segregated functional network topology. To test this hypothesis, we combined structural connectivity data of StarCraft II video game players (VGPs, n = 31) and non-players (NVGPs, n = 31), with generic fMRI data from the Human Connectome Project and computational models, to generate simulated fMRI recordings. Graph theory analysis on simulated data was performed during both resting-state conditions and external stimulation. VGPs' simulated functional connectivity was characterized by a meso‑scale integration, with increased local connectivity in frontal, parietal, and occipital brain regions. The same analyses at the level of structural connectivity showed no differences between VGPs and NVGPs. Regions that increased their connectivity strength in VGPs are known to be involved in cognitive processes crucial for task performance such as attention, reasoning, and inference. In-silico stimulation suggested that differences in FC between VGPs and NVGPs emerge in noisy contexts, specifically when the noisy level of stimulation is increased. This indicates that the connectomes of VGPs may facilitate the filtering of noise from stimuli. These structural alterations drive the meso‑scale functional changes observed in individuals with gaming expertise. Overall, our work sheds light on the mechanisms underlying structural neural plasticity triggered by video game experiences.
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Affiliation(s)
- Carlos Coronel-Oliveros
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile; Global Brain Health Institute (GBHI), University of California San Francisco (UCSF), California US and Trinity College Dublin, Ireland; Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile
| | - Vicente Medel
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile; Brain and Mind Centre, The University of Sydney, 94 Mallett St, Camperdown, NSW 2050, Australia; Department of Neuroscience, Universidad de Chile, Independencia 1027, Independencia, Santiago, Chile
| | - Sebastián Orellana
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile
| | - Julio Rodiño
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile; Brain Dynamics Laboratory, Facultad de Ingeniería, Universidad de Valparaíso, General Cruz 222, Valparaíso, Chile
| | - Fernando Lehue
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile
| | - Josephine Cruzat
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile
| | - Enzo Tagliazucchi
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile; Buenos Aires Physics Institute and Physics Department, University of Buenos Aires, Intendente Güiraldes 2160 - Ciudad Universitaria, Buenos Aires, Argentina
| | - Aneta Brzezicka
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Chodakowska 19/31, Warsaw, 03-815, Poland
| | - Patricio Orio
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington, Playa Ancha, Valparaíso 287, Chile; Instituto de Neurociencia, Facultad de Ciencias, Universidad de Valparaíso, Gran Bretaña 1091, Playa Ancha, Valparaíso, Chile.
| | - Natalia Kowalczyk-Grębska
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Chodakowska 19/31, Warsaw, 03-815, Poland.
| | - Agustín Ibáñez
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres, Peñalolén, Santiago 2640, Chile; Global Brain Health Institute (GBHI), University of California San Francisco (UCSF), California US and Trinity College Dublin, Ireland; Cognitive Neuroscience Center (CNC), Universidad de San Andrés, Vito Dumas 284, Provincia de Buenos Aires, Argentina; Trinity College Institute of Neuroscience, Trinity College Dublin, Lloyd Building, Dublin 2, Ireland.
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Coronel-Oliveros C, Medel V, Orellana S, Rodiño J, Lehue F, Cruzat J, Tagliazucchi E, Brzezicka A, Orio P, Kowalczyk-Grębska N, Ibáñez A. Gaming expertise induces meso-scale brain plasticity and efficiency mechanisms as revealed by whole-brain modeling Gaming expertise, neuroplasticity and functional dynamics. BIORXIV : THE PREPRINT SERVER FOR BIOLOGY 2023:2023.08.21.554072. [PMID: 38077041 PMCID: PMC10705274 DOI: 10.1101/2023.08.21.554072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 12/23/2023]
Abstract
Video games are a valuable tool for studying the effects of training and neural plasticity on the brain. However, the underlaying mechanisms related to plasticity-induced brain structural changes and their impact in brain dynamics are unknown. Here, we used a semi-empirical whole-brain model to study structural neural plasticity mechanisms linked to video game expertise. We hypothesized that video game expertise is associated with neural plasticity-mediated changes in structural connectivity that manifest at the meso-scale level, resulting in a more segregated functional network topology. To test this hypothesis, we combined structural connectivity data of StarCraft II video game players (VGPs, n = 31) and non-players (NVGPs, n = 31), with generic fMRI data from the Human Connectome Project and computational models, with the aim of generating simulated fMRI recordings. Graph theory analysis on simulated data was performed during both resting-state conditions and external stimulation. VGPs' simulated functional connectivity was characterized by a meso-scale integration, with increased local connectivity in frontal, parietal and occipital brain regions. The same analyses at the level of structural connectivity showed no differences between VGPs and NVGPs. Regions that increased their connectivity strength in VGPs are known to be involved in cognitive processes crucial for task performance such as attention, reasoning, and inference. In-silico stimulation suggested that differences in FC between VGPs and NVGPs emerge in noisy contexts, specifically when the noisy level of stimulation is increased. This indicates that the connectomes of VGPs may facilitate the filtering of noise from stimuli. These structural alterations drive the meso-scale functional changes observed in individuals with gaming expertise. Overall, our work sheds light into the mechanisms underlying structural neural plasticity triggered by video game experiences.
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Affiliation(s)
- Carlos Coronel-Oliveros
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
- Global Brain Health Institute (GBHI), University of California San Francisco (UCSF), California US and Trinity College Dublin, Ireland
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
| | - Vicente Medel
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
- Brain and Mind Centre, The University of Sydney, 94 Mallett St, Camperdown NSW 2050 (Australia)
- Department of Neuroscience, Universidad de Chile, Independencia 1027, Independencia, Santiago (Chile)
| | - Sebastián Orellana
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
| | - Julio Rodiño
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
- Brain Dynamics Laboratory, Facultad de Ingeniería, Universidad de Valparaíso, General Cruz 222, Valparaíso (Chile)
| | - Fernando Lehue
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
| | - Josephine Cruzat
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
| | - Enzo Tagliazucchi
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
- Buenos Aires Physics Institute and Physics Department, University of Buenos Aires, Intendente Güiraldes 2160 - Ciudad Universitaria, Buenos Aires (Argentina)
| | - Aneta Brzezicka
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Chodakowska 19/31, 03-815 Warsaw (Poland)
| | - Patricio Orio
- Centro Interdisciplinario de Neurociencia de Valparaíso (CINV), Universidad de Valparaíso, Harrington 287, Playa Ancha, Valparaíso (Chile)
- Instituto de Neurociencia, Facultad de Ciencias, Universidad de Valparaíso, Gran Bretaña 1091, Playa Ancha, Valparaíso (Chile)
| | - Natalia Kowalczyk-Grębska
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Chodakowska 19/31, 03-815 Warsaw (Poland)
| | - Agustín Ibáñez
- Latin American Brain Health Institute (BrainLat), Universidad Adolfo Ibáñez, Diagonal Las Torres 2640, Penalolen, Santiago (Chile)
- Global Brain Health Institute (GBHI), University of California San Francisco (UCSF), California US and Trinity College Dublin, Ireland
- Cognitive Neuroscience Center (CNC), Universidad de San Andrés & CONICET, Vito Dumas 284, Provincia de Buenos Aires (Argentina)
- Trinity College Institute of Neuroscience, Trinity College Dublin, Lloyd Building, Dublin 2 (Ireland)
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Lubbe D, Petri PS. Cognitive Dyadic Measurements: A Game-Changer? Construction and First Validation of Three Cognitively Demanding Competitive Tasks. JOURNAL OF PSYCHOEDUCATIONAL ASSESSMENT 2023. [DOI: 10.1177/07342829221149155] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/11/2023]
Abstract
Competition among individuals is a natural mode of determining who is fittest. While in nature, economics, and sports, it is common to infer ability or aptitude from the outcome of competitions, our knowledge on its effects in regard to psychological/educational assessment is scarce. In the present pilot study, we explore a measurement approach for assessing individual differences in interpersonal, face-to-face competitions, based on a set of cognitively demanding, competitive, fast-paced, two-opponent tasks. For initial task evaluation, we conducted comprehensive reliability and construct validation analyses, considering cognitive ability, motivation, and personality measures. Moreover, using structural equation models we conducted a simultaneous factorization of the tasks with the other validation measures. The results suggest that the newly developed tasks measure both cognitive ability (intelligence) as well as a competition-specific component. The competition-specific component was positively associated with experience in competitive gaming and negatively correlated with neuroticism. While the pattern of validities was promising, the measurements’ reliabilities were yet unsatisfactory. Implications for future research as well as the design of competition-based measurements are discussed.
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Affiliation(s)
- Dirk Lubbe
- Brandenburg Medical School Theodor Fontane, Neuruppin, Germany
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Association between real-time strategy video game learning outcomes and pre-training brain white matter structure: preliminary study. Sci Rep 2022; 12:20741. [PMID: 36456870 PMCID: PMC9715544 DOI: 10.1038/s41598-022-25099-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2022] [Accepted: 11/24/2022] [Indexed: 12/03/2022] Open
Abstract
In recent years the association between video games, cognition, and the brain has been actively investigated. However, it is still unclear how individual predispositions, such as brain structure characteristics, play a role in the process of acquiring new skills, such as video games. The aim of this preliminary study was to investigate whether acquisition of cognitive-motor skills from the real-time strategy video game (StarCraft II) is associated with pre-training measures of brain white matter integrity. Results show that higher white matter integrity in regions (anterior limb of internal capsule, cingulum/hippocampus) and tracts (inferior longitudinal fasciculus) related with motoric functions, set shifting and visual decision making was associated with better Star Craft II performance. The presented findings inline with previous results and suggest that structural brain predispositions of individuals are related to the video game skill acquisition. Our study highlights the importance of neuroimaging studies that focus on white matter in predicting the outcomes of intervention studies and has implications for understanding the neural basis of the skill learning process.
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5
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Tiraboschi GA, West GL, Boers E, Bohbot VD, Fitzpatrick C. Associations Between Video Game Engagement and ADHD Symptoms in Early Adolescence. J Atten Disord 2022; 26:1369-1378. [PMID: 35073778 DOI: 10.1177/10870547211073473] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
OBJECTIVE We aim to investigate the direction of causality of the association between adolescent video game playing and later development of ADHD symptoms using a population-based sample of Canadian Youth. METHOD The present study is based on longitudinal cohort data (N = 1,467). Youth self-reported weekly hours of video game playing as well as ADHD symptoms at both 12 and 13 years of age. RESULTS Cross-lagged panel model were estimated to examine how adolescent video game playing prospectively contributes to ADHD symptoms while simultaneously considering how adolescent ADHD symptoms may prospectively contribute to videogame playing. Analyses revealed a significant positive association between adolescent video games playing at age 12 and ADHD symptoms at age 13. Youth ADHD symptoms at age 12 did not predict video game use at age 13. CONCLUSION Our results help clarify the direction of causality of the association between video game playing and ADHD symptoms and provide evidence that video game playing can represent a risk factor for the development of attention problems in early adolescence.
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Affiliation(s)
| | - Greg L West
- University of Montreal, Montreal, QC, Canada
| | - Elroy Boers
- University of Montreal, Montreal, QC, Canada
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6
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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.
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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
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7
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Miedzobrodzka E, Buczny J, Konijn EA, Krabbendam LC. Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions. Front Psychol 2021; 12:651759. [PMID: 34093339 PMCID: PMC8175673 DOI: 10.3389/fpsyg.2021.651759] [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: 01/11/2021] [Accepted: 04/19/2021] [Indexed: 12/30/2022] Open
Abstract
An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure (VVGE) and accuracy of negative emotion recognition. We assessed the level of self-reported VVGE in hours per day and the accuracy of the recognition using the Facial Expressions Matching Test. The results, with adolescents (Study 1; N = 67) and with adults (Study 2; N = 151), showed that VVGE was negatively related to accurate recognition of negative emotion expressions, even if controlled for age, gender, and trait empathy, but no causal direction could be assessed. In line with the violent media desensitization model, our findings suggest that higher self-reported VVGE relates to lower recognition of negative emotional expressions of other people. On the one hand, such lower recognition of negative emotions may underlie inaccurate reactions in real-life social situations. On the other hand, lower sensitivity to social cues may help players to better focus on their performance in a violent game.
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Affiliation(s)
- Ewa Miedzobrodzka
- Department of Communication Science, Faculty of Social Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Jacek Buczny
- Sopot Faculty of Psychology, SWPS University of Social Sciences and Humanities, Sopot, Poland.,Department of Experimental and Applied Psychology, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Elly A Konijn
- Department of Communication Science, Faculty of Social Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Lydia C Krabbendam
- Department of Clinical Developmental Psychology, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
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8
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The role of individual differences in attentional blink phenomenon and real-time-strategy game proficiency. Heliyon 2021; 7:e06724. [PMID: 33937540 PMCID: PMC8079465 DOI: 10.1016/j.heliyon.2021.e06724] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/17/2020] [Revised: 07/28/2020] [Accepted: 04/01/2021] [Indexed: 01/11/2023] Open
Abstract
The impact of action videogame playing on cognitive functioning is the subject of debate among scientists, with many studies showing superior performance of players relative to non-players on a number of cognitive tasks. Moreover, the exact role of individual differences in the observed effects is still largely unknown. In our Event-Related Potential (ERP) study we investigated whether training in a Real Time Strategy (RTS) video game StarCraft II can influence the ability to deploy visual attention measured by the Attentional Blink (AB) task. We also asked whether individual differences in a psychophysiological response in the AB task predict the effectiveness of the video game training. Forty-three participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment) or active control (Fixed environment) group, which 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 AB task. Our results indicate that both groups improved their performance in the AB task in the post-training session. What is more, in the experimental group the strength of the amplitude of the P300 ERP component (which is related to a conscious visual perception) in the pre training session appeared to be predictive of the level of achievement in the game. In the case of the active control group in-game behaviour appeared to be predictive of a training-related improvement in the AB task. Our results suggest that differences in the neurophysiological response might be treated as a marker of future success in video game acquisition, especially in a more demanding game environment.
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9
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Kowalczyk‐Grębska N, Skorko M, Dobrowolski P, Kossowski B, Myśliwiec M, Hryniewicz N, Gaca M, Marchewka A, Kossut M, Brzezicka A. Lenticular nucleus volume predicts performance in real-time strategy game: cross-sectional and training approach using voxel-based morphometry. Ann N Y Acad Sci 2021; 1492:42-57. [PMID: 33372699 PMCID: PMC8246877 DOI: 10.1111/nyas.14548] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2020] [Revised: 11/05/2020] [Accepted: 11/18/2020] [Indexed: 01/17/2023]
Abstract
It is unclear why some people learn faster than others. We performed two independent studies in which we investigated the neural basis of real-time strategy (RTS) gaming and neural predictors of RTS game skill acquisition. In the first (cross-sectional) study, we found that experts in the RTS game StarCraft® II (SC2) had a larger lenticular nucleus volume (LNV) than non-RTS players. We followed a cross-validation procedure where we used the volume of regions identified in the first study to predict the quality of learning a new, complex skill (SC2) in a sample of individuals who were naive to RTS games (a second (training) study). Our findings provide new insights into how the LNV, which is associated with motor as well as cognitive functions, can be utilized to predict successful skill learning and be applied to a much broader context than just video games, such as contributing to optimizing cognitive training interventions.
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Affiliation(s)
| | - Maciek Skorko
- Institute of Psychology, Polish Academy of SciencesWarsawPoland
| | | | - Bartosz Kossowski
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Monika Myśliwiec
- Faculty of PsychologySWPS University of Social Sciences and HumanitiesWarsawPoland
| | - Nikodem Hryniewicz
- CNS Lab, Nalecz Institute of Biocybernetics and Biomedical Engineering, Polish Academy of SciencesWarsawPoland
| | - Maciej Gaca
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Artur Marchewka
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Małgorzata Kossut
- Laboratory of Neuroplasticity, Department of Molecular and Cellular NeurobiologyNencki Institute of Experimental Biology, Polish Academy of SciencesWarsawPoland
| | - Aneta Brzezicka
- Faculty of PsychologySWPS University of Social Sciences and HumanitiesWarsawPoland
- Department of NeurosurgeryCedars‐Sinai Medical CenterLos AngelesCalifornia
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10
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Dobrowolski P, Skorko M, Myśliwiec M, Kowalczyk-Grębska N, Michalak J, Brzezicka A. Perceptual, Attentional, and Executive Functioning After Real-Time Strategy Video Game Training: Efficacy and Relation to In-Game Behavior. JOURNAL OF COGNITIVE ENHANCEMENT 2021. [DOI: 10.1007/s41465-021-00211-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Abstract
AbstractRecent meta-analyses and meta-analytic reviews of most common approaches to cognitive training broadly converge on describing a lack of transfer effects past the trained task. This also extends to the more recent attempts at using video games to improve cognitive abilities, bringing into question if they have any true effects on cognitive functioning at all. Despite this, video game training studies are slowly beginning to accumulate and provide evidence of replicable improvements. Our study aimed to train non-video game playing individuals in the real-time strategy video game StarCraft II in order to observe any subsequent changes to perceptual, attentional, and executive functioning. Thirty hours of StarCraft II training resulted in improvements to perceptual and attentional abilities, but not executive functioning. This pattern of results is in line with previous research on the more frequently investigated “action” video games. By splitting the StarCraft II training group into two conditions of “fixed” and “variable” training, we were also able to demonstrate that manipulating the video game environment produces measurable differences in the amount of cognitive improvement. Lastly, by extracting in-game behavior features from recordings of each participant’s gameplay, we were able to show a direct correlation between in-game behavior change and cognitive performance change after training. These findings highlight and support the growing trend of more finely detailed and methodologically rigorous approaches to studying the relationship between video games and cognitive functioning.
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11
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Waris O, Jaeggi SM, Seitz AR, Lehtonen M, Soveri A, Lukasik KM, Söderström U, Hoffing RC, Laine M. Video gaming and working memory: a large-scale cross-sectional correlative study. COMPUTERS IN HUMAN BEHAVIOR 2019; 97:94-103. [PMID: 31447496 DOI: 10.1016/j.chb.2019.03.005] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Abstract
Studies have indicated that video gaming is positively associated with cognitive performance in select cognitive domains, but the magnitudes of these associations have been called into question, as they have frequently been based on extreme groups analyses that have compared video gamers with non-gamers. When including the whole range of participants, and not just extreme cases, these effects were observed to reduce markedly (Unsworth et al., 2015). To further study this issue, we compared the associations between video gaming and aspects of working memory (WM) performance in an extreme groups design to those of a design that includes the full range of participants in a large adult sample (n = 503). WM was measured with three composite scores (verbal WM, visuospatial WM, n-back). The extreme groups analyses showed that video gamers performed better than non-gamers on all three WM measures, while the whole sample analyses indicated weak positive associations between the time spent playing video games and visuospatial WM and n-back performance. Thus, study design modulated the effects, but two of the three associations between WM and video gaming were consistent across both analysis techniques. A separate study confirmed that our questionnaire-based estimate of gaming hours was reliable when compared with one-week diaries of videogame playing. While the present cross-sectional results preclude causal inferences, possible mechanisms of WM - videogame playing associations and future research directions are discussed. Overall, our results indicate that cognition - videogame playing relationships, albeit weak, are not solely due to recently discussed methodological artefacts concerning the particular analytical approach and survey reliability.
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Affiliation(s)
- Otto Waris
- Department of Psychology, Åbo Akademi University, Turku, Finland
| | - Susanne M Jaeggi
- School of Education, University of California, Irvine, Irvine, CA, United States
| | - Aaron R Seitz
- Department of Psychology, University of California, Riverside, Riverside, CA, United States
| | - Minna Lehtonen
- Department of Psychology, Åbo Akademi University, Turku, Finland.,Center for Multilingualism in Society across the Lifespan, Department of Linguistics and Scandinavian Studies, University of Oslo, Oslo, Norway
| | - Anna Soveri
- Department of Clinical Medicine, University of Turku, Turku, Finland
| | | | | | - Russell C Hoffing
- Department of Psychology, University of California, Riverside, Riverside, CA, United States
| | - Matti Laine
- Department of Psychology, Åbo Akademi University, Turku, Finland.,Turku Brain and Mind Center, University of Turku, Turku, Finland
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Kowalczyk N, Shi F, Magnuski M, Skorko M, Dobrowolski P, Kossowski B, Marchewka A, Bielecki M, Kossut M, Brzezicka A. Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study. Hum Brain Mapp 2018; 39:3742-3758. [PMID: 29923660 DOI: 10.1002/hbm.24208] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/21/2017] [Revised: 03/28/2018] [Accepted: 04/29/2018] [Indexed: 01/17/2023] Open
Abstract
Experienced video game players exhibit superior performance in visuospatial cognition when compared to non-players. However, very little is known about the relation between video game experience and structural brain plasticity. To address this issue, a direct comparison of the white matter brain structure in RTS (real time strategy) video game players (VGPs) and non-players (NVGPs) was performed. We hypothesized that RTS experience can enhance connectivity within and between occipital and parietal regions, as these regions are likely to be involved in the spatial and visual abilities that are trained while playing RTS games. The possible influence of long-term RTS game play experience on brain structural connections was investigated using diffusion tensor imaging (DTI) and a region of interest (ROI) approach in order to describe the experience-related plasticity of white matter. Our results revealed significantly more total white matter connections between occipital and parietal areas and within occipital areas in RTS players compared to NVGPs. Additionally, the RTS group had an altered topological organization of their structural network, expressed in local efficiency within the occipito-parietal subnetwork. Furthermore, the positive association between network metrics and time spent playing RTS games suggests a close relationship between extensive, long-term RTS game play and neuroplastic changes. These results indicate that long-term and extensive RTS game experience induces alterations along axons that link structures of the occipito-parietal loop involved in spatial and visual processing.
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Affiliation(s)
- Natalia Kowalczyk
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Feng Shi
- Biomedical Imaging Research Institute, Cedars-Sinai Medical Center, Los Angeles, California
| | - Mikolaj Magnuski
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Maciek Skorko
- Institute of Psychology, Polish Academy of Sciences, Warsaw, Poland
| | | | - Bartosz Kossowski
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology of Polish Academy of Sciences, Warsaw, Poland
| | - Artur Marchewka
- Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental Biology of Polish Academy of Sciences, Warsaw, Poland
| | - Maksymilian Bielecki
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland
| | - Malgorzata Kossut
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.,Laboratory of Neuroplasticity, Department of Molecular and Cellular Neurobiology, Nencki Institute of Experimental Biology of Polish Academy of Sciences, Warsaw, Poland
| | - Aneta Brzezicka
- Faculty of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.,Department of Neurosurgery, Cedars-Sinai Medical Center, Los Angeles, California
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Goodwin SJ, Dziobek D. Defining the cognitive enhancing properties of video games: Steps Towards Standardization and Translation. POSTDOC JOURNAL : A JOURNAL OF POSTDOCTORAL RESEARCH AND POSTDOCTORAL AFFAIRS 2016; 4:32-36. [PMID: 27747256 DOI: 10.14304/surya.jpr.v4n9.5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is to provide a critical discussion of these issues, along with some steps towards generalization using the discussion of an article published by Clemenson and Stark (2005) as the starting point. The authors used a distinction between 2D versus 3D video games to compare their effects on the learning and memory in humans. The primary hypothesis of the authors is that the exploration of virtual environments while playing video games is a human correlate of environment enrichment. Authors found that video gamers performed better than the non-video gamers, and if non-gamers are trained on playing video gamers, 3D games provide better environment enrichment compared to 2D video games, as indicated by better memory scores. The end goal of standardization in video games is to be able to translate the field so that the results can be used for greater good.
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Affiliation(s)
- Shikha Jain Goodwin
- Department of Biomedical Engineering, University of Minnesota, Brain Sciences Center, VA Medical Center, Minneapolis MN, USA; Department of Neurology, University of Minnesota Medical School, Minneapolis MN, USA; Brain Sciences Center, VA Medical Center, Minneapolis MN, USA
| | - Derek Dziobek
- Brain Sciences Center, VA Medical Center, Minneapolis MN, USA; Graduate Program in Neuroscience, University of Minnesota, USA
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