Research on user experience of the video game difficulty based on flow theory and fNIRS DOI
Yu Dong, Shurui Wang, Fanghao Song

и другие.

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.

Язык: Английский

The influence of eight cognitive training regimes upon cognitive screening tool performance in post-stroke survivors: a network meta-analysis DOI Creative Commons
Liqin Zhou, Xiaofeng Huang, Jieyu Wang

и другие.

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

Язык: Английский

Процитировано

6

Short-Term Effects of Video-Games on Cognitive Enhancement: the Role of Positive Emotions DOI Creative Commons
Sandro Franceschini, Sara Bertoni, Matteo Lulli

и другие.

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

Язык: Английский

Процитировано

32

A critical review on the moderating role of contextual factors in the associations between video gaming and well-being DOI Creative Commons
Andree Hartanto, Verity Y. Q. Lua, Frosch Y. X. Quek

и другие.

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.

Язык: Английский

Процитировано

32

Media use, attention, mental health and academic performance among 8 to 12 year old children DOI Creative Commons
Pedro Cardoso-Leite,

Albert Buchard,

Isabel Tissieres

и другие.

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.

Язык: Английский

Процитировано

31

Research on user experience of the video game difficulty based on flow theory and fNIRS DOI
Yu Dong, Shurui Wang, Fanghao Song

и другие.

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.

Язык: Английский

Процитировано

22