Behaviour and Information Technology,
Год журнала:
2022,
Номер
42(6), С. 789 - 805
Опубликована: Март 3, 2022
Difficulty
balance
in
the
game
level
design
is
particularly
important
for
user
experience
(UX).
This
study
uses
cognitive
control
and
flow
theory
as
a
starting
point,
based
on
functional
near-infrared
spectroscopy
technology,
this
research
obtained
oxygenated
hemoglobin
concentration
(ΔHbO2)
signals
from
three
brain
areas
prefrontal
cortex
(PFC),
namely
dorsolateral
(DLPFC),
ventral
(VLPFC),
frontal
area
(FPA).
Combined
with
subjective
state
scale
to
explore
reaction
difference
between
video
players
(VGPs)
non-video
(NVGPs)
during
entire
period
of
playing
games
moment
difficulty
changes.
The
results
show
that
VGPs
NVGPs
have
significant
differences
HbO2
different
regions
PFC.
players'
affected
by
difficulty.
DLPFC
FPA
linear
dependence
relation
state.
proves
UX
changes
perspective.
provide
reference
future
about
achieve
better
game.
Frontiers in Psychology,
Год журнала:
2021,
Номер
12
Опубликована: Фев. 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.
Behavioral and Brain Functions,
Год журнала:
2020,
Номер
16(1)
Опубликована: Фев. 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.
JMIR Mental Health,
Год журнала:
2021,
Номер
8(8), С. e28150 - e28150
Опубликована: Май 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.
Brain Sciences,
Год журнала:
2021,
Номер
11(2), С. 171 - 171
Опубликована: Янв. 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
International Journal of Human-Computer Interaction,
Год журнала:
2022,
Номер
39(11), С. 2211 - 2228
Опубликована: Авг. 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.
npj Science of Learning,
Год журнала:
2024,
Номер
9(1)
Опубликована: Март 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.
Electronics,
Год журнала:
2024,
Номер
13(9), С. 1683 - 1683
Опубликована: Апрель 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.
Frontiers in Psychology,
Год журнала:
2025,
Номер
16
Опубликована: Фев. 21, 2025
Introduction
The
relationship
between
students’
smartphone
addiction,
social
media
use,
video
games
play,
and
their
academic
performance
has
been
widely
studied,
yet
the
existing
literature
presents
inconsistent
findings.
This
meta-analysis
synthesizes
current
research
to
provide
a
comprehensive
examination
of
impact
these
technologies
on
achievement.
Methods
A
total
63
studies
(yielding
64
effect
sizes)
were
included,
encompassing
sample
124,166
students
from
28
countries.
utilized
correlation
coefficients
sizes,
reporting
results
based
random
effects
model.
Key
statistics
such
as
Fisher’s
Z
value,
confidence
intervals,
heterogeneity
(
Q
)
test
considered,
publication
bias
was
assessed
using
Begg
Mazumdar’s
rank
test,
with
Kendall
Tau
coefficient
determining
significance.
Results
discussion
revealed
small
but
statistically
significant
negative
association
game
playing,
[
(64)
=
2501.93,
p
<
0.001,
d
−0.085].
It
is
concluded
that
increased
use
associated
poorer
outcomes,
potentially
impacting
key
cognitive
skills
essential
for
success.
implications
educational
psychology
future
directions
are
discussed.