scholarly journals How prior experience, cognitive skills and practice are related with eye-hand span and performance in video gaming

2018 ◽  
Vol 11 (3) ◽  
Author(s):  
Markus Nivala ◽  
Agnes Cichy ◽  
Hans Gruber

Research has shown that performance in visual domains depends on domain-specific cognitive and perceptual adaptations that result from extensive practice. However, less is known about processes and factors that underpin the acquisition of such adaptations. The present study investigated how prior experience, cognitive skills, task difficulty and practice effect eye-hand span (EHS) and performance in video gaming. Thirty-three participants played a platformer video game in a pre-test/practice/post-test experiment. Eye movements and keypresses were recorded. The results show that a short practice period improved performance but did not increase EHS. Instead, EHS was related to task difficulty. Furthermore, while EHS correlated with initial performance, this effect seemed to diminish after practice. Cognitive skills (concentration endurance, working memory, mental flexibility and executive functioning) predicted performance in some parts of the experiment. The study offers insights into the early development of visual adaptations and performance.

Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet be examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage= 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.


Author(s):  
Sergio Machado ◽  
Bruno Travassos ◽  
Diogo S. Teixeira ◽  
Filipe Rodrigues ◽  
Luis Cid ◽  
...  

Competitive sports involve physical and cognitive skills. In traditional sports, there is a greater dependence on the development and performance of both motor and cognitive skills, unlike electronic sports (eSports), which depend much more on neurocognitive skills for success. However, little is known about neurocognitive functions and effective strategies designed to develop and optimize neurocognitive performance in eSports athletes. One such strategy is transcranial direct current stimulation (tDCS), characterized as a weak electric current applied on the scalp to induce prolonged changes in cortical excitability. Therefore, our objective is to propose anodal (a)-tDCS as a performance-enhancing tool for neurocognitive functions in eSports. In this manuscript, we discussed the neurocognitive processes that underlie exceptionally skilled performances in eSports and how tDCS could be used for acute modulation of these processes in eSports. Based on the results from tDCS studies in healthy people, professional athletes, and video game players, it seems that tDCS is applied over the left dorsolateral prefrontal cortex (DLPFC) as a potential performance-enhancing tool for neurocognition in eSports.


Author(s):  
Devin J. Mills ◽  
Jessica Mettler ◽  
Michael J. Sornberger ◽  
Nancy L. Heath

Problematic video game use (PVGU) is an inability to meet personal and social responsibilities due to video gaming. It is estimated to affect 5 to 6% of adolescents. Research demonstrates greater video game engagement is associated with a poorer perception of self in several domains; however, the relation between PVGU and self-perception has not yet been examined. The present study explored this association using a sample of 758 Grade 7 adolescents (55.1% Female; Mage = 12.34 years; SD = 0.49 years). Results revealed greater PVGU to be associated with a poorer perception of self within the behavioural conduct and close friendship domains. Similar differences emerged when examining reports of self-perception across the PVGU classifications (i.e., None, Minimal, At-Risk, Problematic). Unexpectedly, two interactions between gender and PVGU classifications were observed for the behavioural conduct and self-worth domains of self-perception. The discussion addresses the implications of these findings and points to areas of future research.


2015 ◽  
Vol 2 (1) ◽  
pp. 101-110 ◽  
Author(s):  
C. Shawn Green ◽  
Aaron R. Seitz

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.


1965 ◽  
Vol 20 (3) ◽  
pp. 829-841 ◽  
Author(s):  
John L. Andreassi

The effect of accessory stimulation upon tachistoscopic perception of geometric figures was studied. In Exp. I 32 Ss were tested on two successive days in a complete factorial design (Subjects × Treatments) in which degree of induced muscle tension (IMT) and level of task difficulty were manipulated. An IMT level of ½ of maximum resulted in significantly ( p < .01) improved visual perception. In Exp. II artificial pupils were employed to test the hypothesis that improved performance was due to pupil dilation. Eight Ss from Exp. I were tested on five successive days and performance at ½ of maximum IMT was again significantly ( p < .05) improved, thus precluding pupil dilation as the reason for the results obtained in Exp. I. In Exp. II performance at the middle level of task difficulty benefited significantly ( p < .05) from IMT. Exp. III investigated the effects of four levels of auditory stimulation (white noise) on tachistoscopic perception in a new group of 32 Ss. Perception was significantly ( p < .05) improved with the ¼ of maximum noise level at the easiest level of difficulty. Results were interpreted within the framework of the activation concept. Recent neurophysiological data point to the ascending reticular activating system as a possible mediator which could influence cortical and retinal areas in the facilitation of tasks such as tachistoscopic perception.


2018 ◽  
Vol 24 (1) ◽  
pp. 618-624 ◽  
Author(s):  
Quratul Ain Tahira ◽  
Sidrah Lodhi ◽  
Sajid Abaidullah

Current study was designed to compare effectiveness of lecture-based and modified team-based learning in achieving cognitive skills in resident doctors.Methodology: This comparative cross sectional study was conducted on medical floor in Mayo Hospital, Lahore. Resident doctors (RDs) including house officers (HOs) and postgraduate residents (PGRs) were divided into two groups for lecture based learning (LBL) and modified team based learning (mTBL) on the topic of “health promotion and disease prevention”. All RDs undertook individual readiness assurance test (IRAT) and final (FT) tests where FT pertained to six cognitive domains. Statistical testing for IRAT and FT scores and performance in early and advanced domains were performed taking p-value < 0.05 as significant.Results: A total of 53 RDs including 58.49% HOs and 41.51% PGRs participated in the study with similar distribution among mTBL and LBL groups. The mean IRAT scores for LBL and mTBL groups were 41.03±17.79&44.17±19.54, respectively (p-value 0.272). The overall FT scores were 40.26±15.17 &48.02±17.57 for LBL and mTBL respectively (p-value 0.045). The FT scores in early domains were 34.81±14.93&56.12±15.1 for LBL and mTBL groups (p-value 0.000). The scores of advanced domains were 35.53±12.65 and 30.56±14.73 for LBL and mTBL (p-value 0.301). PGRs performed better than HOs in early domains (p-value 0.043) but not in advanced domains. There was no difference in performance of male and female RDs. Conclusion: After a single session, mTBL significantly improved performance in early cognitive domains but not in advanced cognitive domains.


Author(s):  
Jonathan Barend Schuchert ◽  
Jörg Lewald

AbstractComputer game playing has been suggested to be an effective training to enhance perceptual and cognitive abilities. Focusing on potential improvements in auditory selective spatial attention induced by computer gaming, we compared a passive waiting-control group with two gaming groups, playing either a first-person audio-only action game requiring spatial attention and sound localization or a platform side-scroller video game without audiospatial components, which has been shown to improve cognitive performance in previous studies. Prior to and immediately after game training for 1 month for at least 30 min per day (total training time ≥15 h), healthy young adults were tested in an audiospatial task simulating a “cocktail-party” situation with multiple speakers at different positions. The proportion of correct target localizations was significantly increased after audio and video gaming compared with the control group. However, there were no significant differences between gaming groups, with similarly strong effects of action audio game and non-action video game trainings on auditory selective spatial attention. Thus, it seems as if successful training of “cocktail-party” listening can be induced not only by modality-specific near-transfer learning within the audiospatial domain, but also by far transfer of trained cognitive skills across sensory modalities, which may enhance domain-general processes supporting selective attention.


2021 ◽  
Vol 13 (2) ◽  
pp. 28
Author(s):  
Frederick T. Travis ◽  
Jonathan B. Lipman ◽  
Niyazi Parim ◽  
Peter L. Hodak ◽  
Jacqueline J. Leete

1) Background and Objectives: Position in space and passage of time are encoded in the firing of thalamic, hippocampal and entorhinal cortices in rodents. Head direction cells have been reported in freely moving monkeys, and differential brain patterns have been observed in humans while playing a navigation video game and in response to changes in electromagnetic fields. The sensitivity of organisms to environmental and electromagnetic cues could explain recommendations from a traditional system of architecture, Vastu architecture, which recommends aligning homes to the cardinal directions. 2) Hypothesis: Vastu architecture predicts that facing east and north are more advantageous than facing west and south. If facing east and north are more advantageous, then subjects should show distinct EEG patterns and improved performance when facing east and north compared to west or south. 3) Materials and Methods: EEG coherence patterns from 32-channel EEG and time-to-complete jigsaw puzzles were compared while subjects faced the four cardinal directions. 4) Results: When facing east and north, subjects&rsquo; frontal beta2 and gamma EEG coherence were significantly higher, and they assembled jigsaw puzzles significantly faster than when facing west or south. 5) Discussion: The brain findings fit the performance data. Better focus, which would reasonably be related with faster performance, is associated with higher levels of beta2 and gamma coherence. 6) Conclusion: These data support the possibility that the human brain may be sensitive to cardinal directions. This highlights how intimately we are connected to the environment and suggests a factor that may be important in orienting work spaces and designing class rooms.


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.


2014 ◽  
Vol 45 (3) ◽  
pp. 239-245 ◽  
Author(s):  
Robert J. Calin-Jageman ◽  
Tracy L. Caldwell

A recent series of experiments suggests that fostering superstitions can substantially improve performance on a variety of motor and cognitive tasks ( Damisch, Stoberock, & Mussweiler, 2010 ). We conducted two high-powered and precise replications of one of these experiments, examining if telling participants they had a lucky golf ball could improve their performance on a 10-shot golf task relative to controls. We found that the effect of superstition on performance is elusive: Participants told they had a lucky ball performed almost identically to controls. Our failure to replicate the target study was not due to lack of impact, lack of statistical power, differences in task difficulty, nor differences in participant belief in luck. A meta-analysis indicates significant heterogeneity in the effect of superstition on performance. This could be due to an unknown moderator, but no effect was observed among the studies with the strongest research designs (e.g., high power, a priori sampling plan).


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