scholarly journals Cognitive Processes Involved in Video Game Identification

Author(s):  
Christopher Blake ◽  
Dorothée Hefner ◽  
Christian Roth ◽  
Christoph Klimmt ◽  
Peter Vorderer
2019 ◽  
Vol 7 (4) ◽  
pp. 198-212 ◽  
Author(s):  
Adam M. Large ◽  
Benoit Bediou ◽  
Sezen Cekic ◽  
Yuval Hart ◽  
Daphne Bavelier ◽  
...  

Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from “traditional” action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants’ in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.


Author(s):  
Ángel Parada Castro ◽  
Manuela Raposo-Rivas ◽  
MªEsther Martínez-Figueira

RESUMENLas jóvenes generaciones, consideradas “nativos digitales”, dominan aspectos de la vida cotidiana relacionados con el uso de la tecnología, en general y particularmente, con los videojuegos. La integración de este recurso en los procesos de enseñanza-aprendizaje ayuda al desarrollo de la competencia digital además de favorecer otros aspectos relevantes para la formación integral del individuo. El objetivo de este trabajo es mostrar que el uso de un videojuego puede ayudar a mejorar los procesos cognitivos de estudiantes de Educación Primaria con dificultades de aprendizaje. Para ello, se sigue una metodología de tipo cuasiexperimental basada en un pre y post test, con la participación de seis sujetos. Se registra la evolución de los procesos cognitivos con la batería DN:CAS, se aplica un programa de intervención basado en el uso de videojuegos, y se utilizan hojas de control y notas de campo para comprobar su mejora. En el análisis de datos, se comprueba si hay diferencias significativas entre el pretest y el postest mediante la T de Student. Los resultados muestran mejoras estadísticamente significativas en atención y en la escala de procesos cognitivos completa que mide, además, la planificación, el procesamiento simultáneo y el procesamiento sucesivo. Dichas mejoras fueron corroboradas por las notas cualitativas. Se concluye que los participantes avalan la significatividad de la integración de videojuegos para el aprendizaje, así como sus posibilidades en la mejora de procesos cognitivos. No obstante, el programa requiere un entrenamiento previo en el marco de una investigación longitudinal con un tamaño muestral superior.ABSTRACTThe young generations called “digital natives” dominate aspects of daily life related to the use technology, in general and particularly, with video games. The integration of this resource in the teaching-learning processes helps the development of digital competence as well as favoring other relevant aspects for the person integral formation. The objective of this paper is to show that the use of a video game can help to improve the cognitive processes of students of Primary Education with learning difficulties. For that, a quasi-experimental methodology based on a pretest and posttest is based, with the participation of six children. The evolution of cognitive processes evolution with the battery DN:CAS is recorded, an intervention program based on the use of video games is applied, and control sheets  and field notes are used to check its improvement. In the data analysis, it is verified if there are significant differences between the pretest and the posttest by means of Student's T. The results show statistically significant improvements in attention and in the complete scale of cognitive processes that measures planning, simultaneous processing and successive processing. These improvements were corroborated by the qualitative notes. It is concluded that the participants support the significance of the integration of video games for learning as well as their possibilities in improving cognitive processes. However, the program requires prior training as part of longitudinal research, with a greater sample size.


2020 ◽  
Vol 20 (1) ◽  
pp. 33-47
Author(s):  
Romain Delgrange ◽  
Jean-Marie Burkhardt ◽  
Valérie Gyselinck

The rise of virtual reality has overcome many of the methodological challenges faced by researchers studying spatial navigation. Yet, the difficulty in developing life-like virtual settings still remains a substantial barrier to most studies when fidelity to the real world has to be achieved in order to ensure some psychological validity of the results. Moreover, the variety of the settings results in standardization issues across studies. Our argument is that widely available video games could represent a worthwhile alternative to laboratory-made virtual environments, while providing a satisfactory methodological quality. This study assessed a prototype of landmark-based navigational aid by administering wayfinding tasks in the video game Grand Theft Auto V. Our results provide evidence that this video game offers a transparent and adaptable way to investigate cognitive processes with high experimental control and psychological validity. Recommendations towards the use of video game-based methodologies for future research are discussed.


2019 ◽  
Author(s):  
Pierre Bellec ◽  
Julie A. Boyle

A fundamental goal of computational neuroscience is to account for the implementation of cognitive processes in the brain, yet current models tend to focus on elementary cognitive processes. By contrast, video games have been designed to fully engage players, and require to constantly monitor the state of the game, in parallel to integrating strategic planning, decision making and taking action. While playing video games is hard, recent advances in artificial intelligence (AI) have made it possible to train deep neural networks that reach or even surpass human performance. We discuss challenges and opportunities in training artificial neural networks that could account jointly for human brain activity and behaviour during video game play. We argue that large-scale neuroimaging data may help to constrain the training of artificial networks and open new avenues for research at the intersection of neuroscience and AI.


2014 ◽  
Vol 18 (1) ◽  
pp. 3-24 ◽  
Author(s):  
VIRGINIA VALIAN

The relation between bilingualism and cognition is informative about the connection between language and mind. From the perspective of language, the question is how bilingualism might help or hinder cognition – narrowly interpreted here as executive function. From the perspective of higher cognition, the question is what kinds of experiences improve executive function. Reported cognitive benefits from bilingualism range from none to substantial as a function of age, type of bilingualism (e.g., life-long balanced vs later-onset or infrequent use of the other language), syntactic relation between the two languages, socio-economic and immigrant status, task, and laboratory. To understand the variability and inconsistencies in results with bilingualism, I analyze concepts of executive function and cognitive reserve and examine the range of factors (such as active video game playing, education, musical training, and aerobic exercise) that are known to correlate with or to improve executive function. I suggest that a) “executive function” is a complex set of cognitive processes, the components of which are sometimes minimally correlated with each other, depending on the task; b) bilingualism is inconsistently correlated with superior executive function and delayed onset of dementia; c) all speakers (mono- or bilingual) have non-linguistic ways of improving executive function; and d) benefits from bilingualism – and all cognitively challenging activities – are inconsistent because individuals vary in the number and kinds of experiences they have that promote superior executive function.


2018 ◽  
Vol 41 ◽  
Author(s):  
Kevin Arceneaux

AbstractIntuitions guide decision-making, and looking to the evolutionary history of humans illuminates why some behavioral responses are more intuitive than others. Yet a place remains for cognitive processes to second-guess intuitive responses – that is, to be reflective – and individual differences abound in automatic, intuitive processing as well.


2020 ◽  
Vol 43 ◽  
Author(s):  
Thibaud Gruber

Abstract The debate on cumulative technological culture (CTC) is dominated by social-learning discussions, at the expense of other cognitive processes, leading to flawed circular arguments. I welcome the authors' approach to decouple CTC from social-learning processes without minimizing their impact. Yet, this model will only be informative to understand the evolution of CTC if tested in other cultural species.


Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


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