scholarly journals Action Video Gaming Experience Related to Altered Resting-State EEG Temporal and Spatial Complexity

2021 ◽  
Vol 15 ◽  
Author(s):  
Ruifang Cui ◽  
Jinliang Jiang ◽  
Lu Zeng ◽  
Lijun Jiang ◽  
Zeling Xia ◽  
...  

Action video gaming (AVG) places sustained cognitive load on various behavioral systems, thus offering new insights into learning-related neural plasticity. This study aims to determine whether AVG experience is associated with resting-state electroencephalogram (rs-EEG) temporal and spatial complexity, and if so, whether this effect is observable across AVG subgenres. Two AVG games – League of Legends (LOL) and Player Unknown’s Battle Grounds (PUBG) that represent two major AVG subgenres – were examined. We compared rs-EEG microstate and omega complexity between LOL experts and non-experts (Experiment 1) and between PUBG experts and non-experts (Experiment 2). We found that the experts and non-experts had different rs-EEG activities in both experiments, thus revealing the adaptive effect of AVG experience on brain development. Furthermore, we also found certain subgenre-specific complexity changes, supporting the recent proposal that AVG should be categorized based on the gaming mechanics of a specific game rather than a generic genre designation.

Author(s):  
Daniel Himmelstein ◽  
Yitong Liu ◽  
Jamie L. Shapiro

ESports, also known as competitive video gaming, has seen tremendous growth over the past few years. Several studies have been conducted that examined the potential cognitive benefits of playing video games, but few have examined the psychosocial factors needed to perform at the highest level of competitive video gaming. In this study, the researchers aimed to identify specific mental obstacles players face and any mental techniques gamers already utilize by conducting a qualitative content analysis. Interviews with five high-level competitive League of Legend players were conducted to shed light on their experiences. The interviews resulted in two high order themes. Those high order themes were the following: techniques used to achieve optimal performance and obstacles encountered by competitive gamers. The data collected can be used by a wide population in both the performance psychology field and the eSports realm, more specifically, future mental skills consultants working with League of Legends players, gamers themselves, and academics who wish to serve, improve, or study those involved in an emerging performance domain.


Sports ◽  
2019 ◽  
Vol 7 (9) ◽  
pp. 196 ◽  
Author(s):  
Casey J. Thomas ◽  
Jeffrey Rothschild ◽  
Conrad P. Earnest ◽  
Aaron Blaisdell

To examine the cognitive and physical changes associated with consuming an energy drink concurrent to video gaming, we examined a convenience sample of nine elite League of Legends (LoL) e-sport players (21 ± 2 y, BMI 25.6 ± 3.4 kg/m2) consuming an energy drink (ReloadTM) or placebo (Placebo) in a randomized, double-blind, placebo-controlled cross-over trial. Participants completed the same test battery prior to treatment consumption and after playing each of three competitive LoL games. Primary outcomes included measures of attention (Erikson Flanker Test), reaction time (Go/No-Go test) and working memory (n-back test). Secondary outcomes examined fatigue (hand grip strength and finger tap speed). Statistical analysis was performed by repeated-measures analysis of variance (RM-ANOVA) and reported as the mean (standard deviation [SD]) or mean change (95% confidence interval [CI]). Participants reported sleeping 8.1 (1.2) h/night, playing LoL 10.3 (2.1) h/d, playing other video games 1.8 (2.8) h/d, and exercising 4.2 (1.7) times per week. Overall, we observed no significant time, group, or group-by-time interactions for any measured performance index with the exception of a significant improvement for the n-back test, where the Reload group demonstrated a significant within-group improvement: Reload [−171 ms (95% CI, −327.91, −14.09), p < 0.004], Placebo [−92 ms (95% CI, −213.63, 29.63)]. However, no between-group differences were noted (38.50 ms, 95% CI, −141.89, 64.89, p = 0.803). Our findings suggest that elite eSport athletes do not demonstrate a mental or physical improvement in performance relative to the treatment supplement or indices measured in this study.


Author(s):  
Daniel Himmelstein ◽  
Yitong Liu ◽  
Jamie L. Shapiro

ESports, also known as competitive video gaming, has seen tremendous growth over the past few years. Several studies have been conducted that examined the potential cognitive benefits of playing video games, but few have examined the psychosocial factors needed to perform at the highest level of competitive video gaming. In this study, the researchers aimed to identify specific mental obstacles players face and any mental techniques gamers already utilize by conducting a qualitative content analysis. Interviews with five high-level competitive League of Legend players were conducted to shed light on their experiences. The interviews resulted in two high order themes. Those high order themes were the following: techniques used to achieve optimal performance and obstacles encountered by competitive gamers. The data collected can be used by a wide population in both the performance psychology field and the eSports realm, more specifically, future mental skills consultants working with League of Legends players, gamers themselves, and academics who wish to serve, improve, or study those involved in an emerging performance domain.


2015 ◽  
Vol 123 (1-2) ◽  
pp. 321-333 ◽  
Author(s):  
Jianhua Xu ◽  
Yaning Chen ◽  
Weihong Li ◽  
Zuhan Liu ◽  
Jie Tang ◽  
...  

2015 ◽  
Vol 9 (1) ◽  
pp. 56-73 ◽  
Author(s):  
Prantik Kundu ◽  
Brenda E. Benson ◽  
Katherine L. Baldwin ◽  
Dana Rosen ◽  
Wen-Ming Luh ◽  
...  

2012 ◽  
Vol 85 (3) ◽  
pp. 219-230 ◽  
Author(s):  
Zachary Ross Stahlschmidt ◽  
Richard Shine ◽  
Dale F. DeNardo

Sign in / Sign up

Export Citation Format

Share Document