Positive Association of Video Game Playing with Left Frontal Cortical Thickness in Adolescents DOI Creative Commons
Simone Kühn, Robert C. Lorenz, Tobias Banaschewski

и другие.

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.

Язык: Английский

Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. DOI
Benoit Bédiou, Deanne Adams, Richard E. Mayer

и другие.

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.

Язык: Английский

Процитировано

628

The “online brain”: how the Internet may be changing our cognition DOI Open Access
Joseph Firth, John Torous, Brendon Stubbs

и другие.

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.

Язык: Английский

Процитировано

498

Neural Basis of Video Gaming: A Systematic Review DOI Creative Commons

Marc Palaus,

Elena Muñoz Marrón, Raquel Viejo-Sobera

и другие.

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.

Язык: Английский

Процитировано

228

Does playing violent video games cause aggression? A longitudinal intervention study DOI Creative Commons
Simone Kühn, Dimitrij Kugler,

Katharina Schmalen

и другие.

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.

Язык: Английский

Процитировано

226

Enhancing Attentional Control: Lessons from Action Video Games DOI Creative Commons
Daphné Bavelier, C. Shawn Green

Neuron, Год журнала: 2019, Номер 104(1), С. 147 - 163

Опубликована: Окт. 1, 2019

Язык: Английский

Процитировано

190

Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population DOI Creative Commons
Federica Pallavicini, Ambra Ferrari, Fabrizia Mantovani

и другие.

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.

Язык: Английский

Процитировано

165

Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance DOI
Mario Silić, Paul Benjamin Lowry

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.

Язык: Английский

Процитировано

165

Gamification and Computational Thinking in Education: A systematic literature review DOI Creative Commons
Serafeim A. Triantafyllou, Theodosios Sapounidis, Yousef Farhaoui

и другие.

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

Язык: Английский

Процитировано

62

Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory DOI Creative Commons
Gregory D. Clemenson, Craig E.L. Stark

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.

Язык: Английский

Процитировано

159

Plugged In DOI
Patti M. Valkenburg, Jessica Taylor Piotrowski

Опубликована: Апрель 25, 2017

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.

Язык: Английский

Процитировано

140