Asian Journal of Psychiatry, Journal Year: 2023, Volume and Issue: 84, P. 103584 - 103584
Published: April 14, 2023
Language: Английский
Asian Journal of Psychiatry, Journal Year: 2023, Volume and Issue: 84, P. 103584 - 103584
Published: April 14, 2023
Language: Английский
Frontiers in Psychology, Journal Year: 2021, Volume and Issue: 12
Published: Feb. 24, 2021
The role of digital technology in shaping attention and cognitive development has been at the centre public discourse for decades. current review presents findings from three main bodies literature on implications use control: television, video games, multitasking. aim is to identify key lessons prior research that are relevant generation users. In particular, lack scientific consensus whether technologies good or bad children reflects effects depend users' characteristics, form take, circumstances which occurs interaction between factors. Some features media may be particularly problematic, but only certain users contexts. Similarly, individual differences mediate how, when why individuals technology, as well how much benefit harm can derived its use. finding emerging large degree heterogeneity associations especially due rapid diffusion a number different contents, increasing variety user experiences. We discuss importance leveraging existing knowledge integrating past into broader organizing framework order guide technology-based practice. end with discussion some challenges unaddressed issues propose directions future research.
Language: Английский
Citations
105Behavioral and Brain Functions, Journal Year: 2020, Volume and Issue: 16(1)
Published: Feb. 3, 2020
Abstract Background Unlike the emphasis on negative results of video games such as impulsive engagement in games, cognitive training studies individuals with deficits showed that characteristics game elements were helpful to train functions. Thus, this study aimed have a more balanced view toward playing by reviewing genres commercial and association functions modulating factors. Literatures searched search terms (e.g. training) database Google scholar. Results which purpose is players’ entertainment, found be positively associated attention, problem solving skills) despite some discrepancy between studies. However, enhancement through gaming was limited task or performance requiring same Moreover, several factors age, gender) identified modulate enhancement, individual difference function found. Conclusion Commercial are suggested potential for enhancement. As understanding essential evaluate outcomes people reported engage, review contributes provide objective evidence gaming.
Language: Английский
Citations
93JMIR Mental Health, Journal Year: 2021, Volume and Issue: 8(8), P. e28150 - e28150
Published: May 22, 2021
Using commercial off-the-shelf video games rather than custom-made computer could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, the possibility to reach millions of individuals worldwide. However, it is important emphasize that not all are equal, effects strongly depend on specific characteristics games.
Language: Английский
Citations
73Brain Sciences, Journal Year: 2021, Volume and Issue: 11(2), P. 171 - 171
Published: Jan. 29, 2021
Reading acquisition is extremely difficult for about 5% of children because they are affected by a heritable neurobiological disorder called developmental dyslexia (DD). Intervention studies can be used to investigate the causal role neurocognitive deficits in DD. Recently, it has been proposed that action video games (AVGs)—enhancing attentional control—could improve perception and working memory as well reading skills. In partial crossover intervention study, we investigated effect AVG non-AVG training on control using conjunction visual search task with We also measured non-alphanumeric rapid automatized naming (RAN), phonological decoding word before after training. After both game sessions no was found RAN performance. However, only 12 h improved (i.e., set-size slopes were flatter search) speed accelerated. Crucially, increased DD whose score highly efficient demonstrated an induces plasticity fronto-parietal linked selective improvement
Language: Английский
Citations
70Nature Human Behaviour, Journal Year: 2022, Volume and Issue: 6(4), P. 545 - 554
Published: Jan. 17, 2022
Language: Английский
Citations
48International Journal of Human-Computer Interaction, Journal Year: 2022, Volume and Issue: 39(11), P. 2211 - 2228
Published: Aug. 23, 2022
Over the past 20 years, proposal that immersive media, such as video games, can be leveraged to enhance brain plasticity and learning has been put test. This expanding literature highlights extraordinary power of games a potential medium train functions, but also remaining challenges must addressed in developing truly deliver terms objectives. Such include need to: (1) Maintain high motivation given typically requires long-term training regimens, (2) Ensure content or skills learned are indeed mastered face many possible distractions, (3) Produce knowledge transfer beyond proximal Game design elements have proposed support these objectives reviewed, along with underlying psychological constructs rest upon. A discussion pitfalls is included, well paths forward consistently ensure impact.
Language: Английский
Citations
43npj Science of Learning, Journal Year: 2024, Volume and Issue: 9(1)
Published: March 21, 2024
Abstract Action video-games (AVGs) could improve reading efficiency, enhancing not only visual attention but also phonological processing. Here we tested the AVG effects upon three consolidated language-based predictors of development in a sample 79 pre-readers at-risk and 41 non-at-risk for developmental dyslexia. At-risk children were impaired either phonemic awareness (i.e., phoneme discrimination task), working memory pseudoword repetition task) or rapid automatized naming RAN colours task). assigned to different groups by using an unequal allocation randomization: (1) ( n = 43), (2) Serious Non-Action Video Game 11), (3) treatment-as-usual speech therapy, (4) waiting list 14). Pre- post-training comparisons show that has significantly higher improvement group compared list, non-AVG, groups, as well combined active 22). This cross-modal plastic change: (i) leads recovery when not-at-risk pre-readers; (ii) is present more than 80% pre-readers, and; (iii) maintained at 6-months follow-up. The findings indicate this specific multisensory attentional training positively affects how develops risk dyslexia, paving way innovative prevention programs.
Language: Английский
Citations
9Electronics, Journal Year: 2024, Volume and Issue: 13(9), P. 1683 - 1683
Published: April 26, 2024
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis effects various video game genres on brainwave patterns concentration levels virtual reality (VR) settings. The study is groundbreaking its approach, employing electroencephalograms (EEGs) to explore neural correlates gaming, thus bridging gap between technology, psychology, neuroscience. review enriches dialogue potential games as therapeutic tool mental health. study’s findings illuminate capacity different elicit varied responses, paving way for tailored therapies. contributes meaningfully state art by offering empirical insights into interaction environments brain activity, highlighting applications settings, training, educational tools. are especially relevant developing VR content games, enhancing understanding processes, aiding healthcare strategies.
Language: Английский
Citations
9Computers in Human Behavior, Journal Year: 2021, Volume and Issue: 128, P. 107124 - 107124
Published: Dec. 4, 2021
Language: Английский
Citations
53Scientific Reports, Journal Year: 2021, Volume and Issue: 11(1)
Published: Jan. 28, 2021
Abstract Therapeutic interventions have not yet been shown to demonstrate restorative effects for declining long-term memory (LTM) that affects many healthy older adults. We developed a virtual reality (VR) spatial wayfinding game (Labyrinth-VR) as cognitive intervention with the hypothesis it could improve detailed, high-fidelity LTM capability. Spatial navigation tasks used means achieve environmental enrichment via exposure and learning about novel complex information. Engagement has enhance linked vitality of system in brain. In current study, 48 adults (mean age 68.7 ± 6.4 years) average abilities their were randomly assigned 12 h computer play over four weeks either Labyrinth-VR or placebo control arms. Promptly before after each participant’s treatment regimen, outcome measures tested assess mnemonic discrimination other measures. The results showed post-treatment gain capability arm, relative placebo, which reached levels attained by younger another experiment. This finding demonstrates generalization benefits from VR important, untrained, capabilities. These are discussed light relevant research hippocampal-dependent functions.
Language: Английский
Citations
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