Computers in Human Behavior, Journal Year: 2018, Volume and Issue: 88, P. 255 - 262
Published: July 11, 2018
Language: Английский
Computers in Human Behavior, Journal Year: 2018, Volume and Issue: 88, P. 255 - 262
Published: July 11, 2018
Language: Английский
Psychological Bulletin, Journal Year: 2017, Volume and Issue: 144(1), P. 77 - 110
Published: Nov. 27, 2017
The ubiquity of video games in today's society has led to significant interest their impact on the brain and behavior possibility harnessing for good.The present meta-analyses focus one specific game genre that been particular scientific community-action games, cover period 2000 -2015.To assess long-lasting action play various domains cognition, we first consider cross-sectional studies inform us about cognitive profile habitual players, document a positive average effect half standard deviation (g ϭ 0.55).We then turn long-term intervention causally inducing changes cognition via playing show smaller third 0.34).Because only using other commercially available genres as controls were included, this latter result highlights fact not all equally cognition.Moderator analyses indicated robustly enhances top-down attention spatial with encouraging signs perception.Publication bias remains, however, threat effects published literature estimated be 30% larger than full literature.As result, encourage field conduct cohort more studies, especially those 30 hours training. Public Significance StatementUnderstanding is essential given (a) large number individuals regularly spend many these types (b) proponents are offering suites claimed change or enhance cognition.The 2 paper current status field, concluding some improving skills.This review also identifies limitations research.
Language: Английский
Citations
624World Psychiatry, Journal Year: 2019, Volume and Issue: 18(2), P. 119 - 129
Published: May 6, 2019
The impact of the Internet across multiple aspects modern society is clear. However, influence that it may have on our brain structure and functioning remains a central topic investigation. Here we draw recent psychological, psychiatric neuroimaging findings to examine several key hypotheses how be changing cognition. Specifically, explore unique features online world influencing: a) attentional capacities, as constantly evolving stream information encourages divided attention media sources, at expense sustained concentration; b) memory processes, this vast ubiquitous source begins shift way retrieve, store, even value knowledge; c) social cognition, ability for settings resemble evoke real‐world processes creates new interplay between lives, including self‐concepts self‐esteem. Overall, available evidence indicates can produce both acute alterations in each these areas which reflected changes brain. an emerging priority future research determine effects extensive usage cognitive development youth, differ from outcomes uses elderly. We conclude by proposing could integrated into broader study unprecedented facet affect cognition life course.
Language: Английский
Citations
486Frontiers in Human Neuroscience, Journal Year: 2017, Volume and Issue: 11
Published: May 22, 2017
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing popularity not only as a research tool but also field of study. Many studies have focused on the neural behavioral effects games, providing great deal game derived brain correlates recent decades. There amount information, obtained through myriad methods, games. Objectives: We aim to understand relationship between use their correlates, taking into account whole variety cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators included presence neuro-imaging techniques or references structural functional changes. Separate categories were made for featuring Internet Gaming Disorder violent content Results: total 116 articles considered final selection. One hundred provided data 22 measured One-third covered addiction, 14% related violence. Conclusions: Despite innate heterogeneity study, it has been possible establish series links aspects, particularly regarding attention, control, visuospatial skills, workload, reward processing. However, many aspects could be improved. The lack standardization different research, such participants' characteristics, features each genre diverse study goals contribute discrepancies studies.
Language: Английский
Citations
228Molecular Psychiatry, Journal Year: 2018, Volume and Issue: 24(8), P. 1220 - 1234
Published: March 13, 2018
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well mood in its players. Previous experimental studies have focussed on short-term effects of gameplay yet there are reasons to believe these mostly the result priming. In contrast, present study first investigate long-term using large battery tests spanning questionnaires, behavioural measures sexist attitudes, empathy interpersonal competencies, impulsivity-related constructs (such sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) executive control functions, before after 2 months gameplay. Our participants played game Grand Theft Auto V, non-violent The Sims 3 or no at all for daily basis. No significant changes were observed, neither when comparing group playing game, nor passive group. Also, observed between baseline posttest directly intervention, follow-up assessment intervention period had ended. results thus provide strong evidence against frequently debated negative adults will therefore help communicate more realistic scientific perspective gaming.
Language: Английский
Citations
225Neuron, Journal Year: 2019, Volume and Issue: 104(1), P. 147 - 163
Published: Oct. 1, 2019
Language: Английский
Citations
188Frontiers in Psychology, Journal Year: 2018, Volume and Issue: 9
Published: Nov. 7, 2018
Background: Although several excellent reviews and meta-analyses have investigated the effect of video game trainings as tools to enhance well-being, most them specifically focused on effects digital games brain plasticity or cognitive decline in children seniors. On contrary, only one meta-analysis results be adult population, it is restricted examining training with a particular genre (action games) skills healthy adults. Objectives: This systematic review was aimed identify research evidences about impact [i.e., processing reaction times (RTs), memory, task-switching/multitasking, mental spatial rotation] emotional population. Methods: A multi-component analysis variables related study, games, outcomes made basis important previous works. Databases used search were PsycINFO, Web Science (Web Knowledge), PubMed, Scopus. The string was: [("Video Games" OR "Computer "Interactive Gaming")] AND [("Cognition") ("Cognitive") ("Emotion") ("Emotion Regulation")] ["Training"]. Results: Thirty-five studies met inclusion criteria further classified into different analysis' variables. majority retrieved commercial action particular, which resulted commonly used, closely followed by puzzle games. Effect sizes for general ranged from 0.06 3.43: 0.141 3.43 RTs, 1.82 0.54 1.91 task switching/multitasking, 0.3 3.2 rotation; regarding skills, 0.201 3.01. Conclusion: Overall, findings give benefits relation especially young Efficacy has been demonstrated not non-commercial brain-training programs, but well.
Language: Английский
Citations
163Journal of Management Information Systems, Journal Year: 2020, Volume and Issue: 37(1), P. 129 - 161
Published: Jan. 2, 2020
We conducted a design-science research project to improve an organization's compound problems of (1) unsuccessful employee phishing prevention and (2) poorly received internal security training. To do so, we created gamified training system focusing on two factors: enhancing intrinsic motivation through gamification improving learning efficacy. Our key theoretical contribution is proposing recontextualized kernel theory from the hedonic-motivation adoption model that can be used assess constructs along with their motivations coping for compliance. A six-month field study 420 participants shows fulfilling users' needs result in statistically significant positive behavioral changes. also provide novel empirical demonstration conceptual importance "appropriate challenge" this context. vet our work using principles proof-of-concept proof-of-value, conclude agenda leads toward final proof-in-use.
Language: Английский
Citations
162Salud Ciencia y Tecnología - Serie de Conferencias, Journal Year: 2024, Volume and Issue: 3, P. 659 - 659
Published: March 13, 2024
The rapid development of gamification and computational thinking seems to open up new educational horizons by providing opportunities for students acquire the basic digital skills needed their cognitive development. Gamification, on side, flourishes because it brings about high degree participants’ engagement in an activity. Accordingly, other growing scientific interest centers fact that provides a fruitful field dialogue research community critical analytical students. Hence, this paper aims synthesize knowledge improving education benefit Specifically, describes: (a) theoretical background learning education, (b) relevant studies literature findings, (c) specific gamified applications STEM [Science, Technology, Engineering, Mathematics] which have been developed subject area. Four databases were searched, 37 papers finally selected review. findings from presented theories set foundation how obtain knowledge, showed some first positive outcomes stemming attempts need further examination. Furthermore, with right use game mechanics elements, well-designed gain students’ learn through gameplay motivate them cultivate problem-solving
Language: Английский
Citations
54Journal of Neuroscience, Journal Year: 2015, Volume and Issue: 35(49), P. 16116 - 16125
Published: Dec. 9, 2015
The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead (but is not limited to) enhancements hippocampal cognition neuroplasticity alleviate cognitive deficits associated with neurodegenerative diseases aging. We are interested whether these manipulations that successfully enhance (or mitigate decline) similar influences on humans. Although there many “enriching” aspects daily life, we constantly adapting new experiences situations within our own a basis. Here, hypothesize exploration vast visually stimulating virtual environments video games human correlate enrichment. show gamers who specifically favor complex 3D performed better demanding recognition memory task assesses participants' ability discriminate highly lure items from repeated items. In addition, after 2 weeks training game Super Mario World, naive showed improved mnemonic discrimination improvements water maze task. Two control conditions (passive 2D game, Angry Birds), no such improvements. Furthermore, individual performance both hippocampal-associated behaviors correlated but Birds, suggesting how individuals explored may influence behavior. SIGNIFICANCE STATEMENT hippocampus has long episodic commonly thought rely adapt ever-changing environment. animals, it well understood exposing animals more environment, known as enrichment, stimulate improve function hippocampally mediated tasks. suggest modern-day act Training rich 3D, 2D, resulted significant improvement hippocampus-associated using several behavioral measures. Our results modern day provide meaningful hippocampus.
Language: Английский
Citations
158PLoS ONE, Journal Year: 2014, Volume and Issue: 9(7), P. e103559 - e103559
Published: July 25, 2014
Low levels of physical activity among children have raised concerns over the effects a physically inactive lifestyle, not only on health but also cognitive prerequisites learning. This study examined how objectively measured and self-reported sedentary behavior are associated with functions in school-aged children. The population consisted 224 from five schools Jyväskylä school district Finland (mean age 12.2 years; 56% girls), who participated spring 2011. Physical time were for seven consecutive days using ActiGraph GT1M/GT3X accelerometer. Self-reported moderate to vigorous (MVPA) screen evaluated questions used “WHO Health Behavior School-aged Children” study. Cognitive including visual memory, executive attention computerized Cambridge Neuropsychological Test Automated Battery by different tests. Structural equation modeling was applied examine MVPA functions. High good performance reaction test. sustained Objectively other measures amount computer/video game play weaker working memory test, whereas high computer use test measuring shifting flexibility attention. total any results present propose that may benefit attentional processes. However, excessive video unfavorable influence
Language: Английский
Citations
138