PLoS ONE,
Год журнала:
2014,
Номер
9(3), С. e91506 - e91506
Опубликована: Март 14, 2014
Playing
video
games
is
a
common
recreational
activity
of
adolescents.
Recent
research
associated
frequent
game
playing
with
improvements
in
cognitive
functions.
Improvements
cognition
have
been
related
to
grey
matter
changes
prefrontal
cortex.
However,
fine-grained
analysis
human
brain
structure
relation
gaming
lacking.
In
magnetic
resonance
imaging
scans
152
14-year
old
adolescents,
FreeSurfer
was
used
estimate
cortical
thickness.
Cortical
thickness
across
the
whole
surface
correlated
self-reported
duration
(hours
per
week).
A
robust
positive
association
between
and
observed
left
dorsolateral
cortex
(DLPFC)
frontal
eye
fields
(FEFs).
No
regions
showed
thinning
frequency.
DLPFC
core
correlate
executive
control
strategic
planning
which
turn
are
essential
domains
for
successful
gaming.
The
FEFs
key
region
involved
visuo-motor
integration
important
programming
execution
movements
allocation
visuo-spatial
attention,
processes
engaged
extensively
games.
results
may
represent
biological
basis
previously
reported
due
play.
Whether
or
not
these
a-priori
characteristics
consequences
should
be
studied
future
longitudinal
investigations.
Psychological Bulletin,
Год журнала:
2017,
Номер
144(1), С. 77 - 110
Опубликована: Ноя. 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.
World Psychiatry,
Год журнала:
2019,
Номер
18(2), С. 119 - 129
Опубликована: Май 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.
Frontiers in Human Neuroscience,
Год журнала:
2017,
Номер
11
Опубликована: Май 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.
Molecular Psychiatry,
Год журнала:
2018,
Номер
24(8), С. 1220 - 1234
Опубликована: Март 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.
Frontiers in Psychology,
Год журнала:
2018,
Номер
9
Опубликована: Ноя. 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.
Journal of Management Information Systems,
Год журнала:
2020,
Номер
37(1), С. 129 - 161
Опубликована: Янв. 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.
Salud Ciencia y Tecnología - Serie de Conferencias,
Год журнала:
2024,
Номер
3, С. 659 - 659
Опубликована: Март 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
Journal of Neuroscience,
Год журнала:
2015,
Номер
35(49), С. 16116 - 16125
Опубликована: Дек. 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.
This
book
is
an
illuminating
study
of
the
complex
relationship
between
children
and
media
in
digital
age.
Now,
as
never
before,
young
people
are
surrounded
by
media,
thanks
to
sophistication
portability
technology
that
puts
it
literally
palms
their
hands.
Drawing
on
data
empirical
research
cross
many
fields
continents,
this
examines
role
lives
from
birth
through
adolescence,
addressing
issues
how
affect
what
adults
can
do
encourage
responsible
use
age
selfies,
Twitter,
Facebook,
Instagram.
The
looks
at
both
sunny
dark
side
today's
youth,
including
why
preferences
change
throughout
childhood,
whether
gaming
harmful
or
helpful,
effects
placing
tablets
smartphones
hands
toddlers,
susceptibility
online
advertising,
legitimacy
parental
concerns
about
multitasking,
more.