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 Aging Neuroscience,
Год журнала:
2024,
Номер
16
Опубликована: Июль 19, 2024
Background
Traditional
meta-analysis
offers
only
direct
comparative
evidence.
The
optimal
cognitive
training
for
poststroke
impairment
(PSCI)
remains
largely
undetermined.
Objectives
This
study
aims
to
assess
and
compare
the
effectiveness
of
selected
methods
PSCI
patients
identify
rank
most
effective
intervention
programs.
Methods
Searches
were
conducted
in
PubMed,
Embase,
Cochrane
Library,
Web
science,
China
National
Knowledge
Infrastructure,
Science
Technology
Journal
Database,
Wanfang
Biomedical
Database
randomized
controlled
trials
up
September
30,
2023.
Two
researchers
independently
performed
literature
screening,
data
extraction,
quality
assessment.
Network
was
utilized
synthesize
main
findings.
primary
outcome
focused
on
intervention’s
impact
subjective
function,
with
secondary
outcomes
including
effects
activities
daily
living,
motor
functional
independence.
is
registered
PROSPERO
(CRD42023463282).
Results
Fifty
eligible
identified,
revealing
eight
distinct
interventions.
These
interventions
collectively
demonstrate
efficacy
enhancing
cognition.
significantly
improves
overall
living
In
Loewenstein
Occupational
Therapy
Cognitive
Assessment,
Barthel
Index,
Fugl-Meyer
Functional
Independence
Measure
scales,
a
combination
computer-based
traditional
outperformed
conventional
control
group
MD
=
29.97
(95%CI:
16.3,
44.2),
18.67
9.78,
27.45),
28.76
5.46,
51.79)
42.2
5.25,
78.99).
MMSE
scale,
virtual
reality
combined
8.01
3.6,
12.4).
On
MoCA
exercise
showed
superior
results
6.68
2.55,
10.78).
Only
training,
as
well
alone,
enhanced
independence,
no
notable
differences
other
pairwise
Conclusion
network
suggests
that
augmenting
modalities
may
enhance
effectiveness.
Specifically,
incorporating
appear
surpass
improving
cognition,
skills,
findings
this
provide
evidence-based
guidance
clinical
decision-making.
Systematic
Review
Registration
https://www.crd.york.ac.uk/PROSPERO/
,
identifier
Journal of Cognitive Enhancement,
Год журнала:
2021,
Номер
6(1), С. 29 - 46
Опубликована: Июль 13, 2021
Abstract
According
to
established
background
knowledge,
playing
is
essential
in
human
development
and
a
power
remediation
tool
clinical
populations.
In
interventions,
the
beneficial
roles
of
have
often
been
sought
investigated
specific
features
game,
rather
than
positive
emotions
generated
by
playing.
However,
regardless
game
specifications,
cognitive
enhancement
could
be
driven
linked
play.
Establishing
causal
connections
between
play
should
allow
us
determine
how
involve
therapy,
prevention
educational
programmes.
Today,
video-gaming
one
most
diffused
forms
first
crossover
randomized
controlled
trial,
we
compared
short-term
effects
induced
shooting
puzzle
video-games
visual
perception,
sensorimotor
reading
skills
children
with
developmental
coordination
disorder
dyslexia.
The
funnier
more
activating
enhanced
breadth
perception
reduced
disorders.
Visual
improvements
correlated
fun.
second
comparing
same
fighting
video-game
healthy
young
adults,
show
that
characteristics,
changes
contextual
enhancement,
while
play-driven
biochemical
activation
boosted
single
word
pseudoword
reading.
useful
for
treatment
multiple
Computers in Human Behavior Reports,
Год журнала:
2021,
Номер
4, С. 100135 - 100135
Опубликована: Авг. 1, 2021
The
appeal
of
video
gaming
has
undoubtedly
withstood
the
test
time.
In
view
its
increasing
popularity,
lay
people
and
researchers
alike
have
taken
an
interest
in
psychological
consequences
gaming.
However,
there
seems
to
be
a
paradox
associated
with
effect
on
gamers'
well-being—namely,
while
most
game
players
cite
"fun"
as
their
motivation
play
games,
games
continue
hold
notorious
reputation
among
some
for
being
detrimental
mental
health
emotional
well-being
measured
by
indicators
such
happiness,
perceived
stress,
anxiety,
depressive
symptoms.
We
suggest
that
significant
contributor
mixed
literature
is
oversight
contextual
factors
may
moderate
this
relationship.
current
review
highlights
five
important
should
considered
when
studying
associations
between
frequency
well-being.
Specifically,
we
unless
social
context
(who),
type
(what),
(why),
time
day
(when),
amount
(how
much)
activities
are
adequately
considered,
examinations
outcomes
relation
will
remain
incomplete.
PLoS ONE,
Год журнала:
2021,
Номер
16(11), С. e0259163 - e0259163
Опубликована: Ноя. 17, 2021
The
rise
in
digital
media
consumption,
especially
among
children,
raises
the
societal
question
of
its
impact
on
cognition,
mental
health
and
academic
achievement.
Here,
we
investigate
three
different
ways
measuring
technology
use-—total
hours
consumed,
video
game
play
number
used
concurrently—-in
118
eight-to-twelve
year-old
children.
At
stake
is
whether
uses
have
effects,
which
could
explain
some
past
mixed
findings.
We
collected
data
about
children’s
as
well
(i)
attentional
behavioral
control
abilities,
(ii)
psychological
distress,
psychosocial
functioning,
sleep,
(iii)
achievement
motivation.
While
abilities
were
assessed
using
both
cognitive
tests
questionnaires,
sleep
all
questionnaire-based.
Finally,
performance
was
based
self-reported
grades,
with
motivational
variables
being
measured
through
grit
growth-mindset
questionnaires.
present
partial
correlation
analyses
construct
a
network
to
assess
structural
associations
between
forms
consumption
categories
measures.
observe
that
children
consume
large
amounts
multitask
substantially.
Partial
show
multitasking
specifically
mostly
correlated
negative
health,
while
playing
games
associated
faster
responding
better
health.
No
significant
correlations
observed
for
total
media.
Psychological
analysis
complement
these
first
results
by
indicating
consuming
are
only
indirectly
related
grades.
Thus,
appear
relate
performance,
more
directly
affecting
This
work
emphasizes
need
differentiate
if
one
understand
how
every
day
impacts
human
behavior.
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.