Do enhanced states exist? Boosting cognitive capacities through an action video-game

被引:23
|
作者
Kozhevnikov, Maria [1 ,2 ]
Li, Yahui [1 ]
Wong, Sabrina [1 ]
Obana, Takashi [1 ]
Amihai, Ido [1 ]
机构
[1] Natl Univ Singapore, Dept Psychol, Singapore, Singapore
[2] Harvard Med Sch, Martinos Ctr Biomed Imaging, Dept Radiol, Charlestown, MA USA
关键词
Enhanced cognitive state; Attentional blink; Arousal; Videogaming; HEART-RATE-VARIABILITY; INDIVIDUAL-DIFFERENCES; AGGRESSIVE-BEHAVIOR; PROSOCIAL BEHAVIOR; AUTONOMIC CONTROL; ATTENTION; FLOW; EXPERIENCE; EFFICIENCY; MEDIA;
D O I
10.1016/j.cognition.2018.01.006
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
This research reports the existence of enhanced cognitive states in which dramatic temporary improvements in temporal and spatial aspects of attention were exhibited by participants who played (but not by those who merely observed) action video-games meeting certain criteria. Specifically, Experiments 1 and 2 demonstrate that the attentional improvements were exhibited only by participants whose skills matched the difficulty level of the video game. Experiment 2 showed that arousal (as reflected by the reduction in parasympathetic activity and increase in sympathetic activity) is a critical physiological condition for enhanced cognitive states and corresponding attentional enhancements. Experiment 3 showed that the cognitive enhancements were transient, and were no longer observed after 30 min of rest following video-gaming. Moreover, the results suggest that the enhancements were specific to tasks requiring visual-spatial focused attention, but not distribution of spatial attention as has been reported to improve significantly and durably as a result of long-term video-game playing. Overall, the results suggest that the observed enhancements cannot be simply due to the activity of video-gaming per se, but might rather represent an enhanced cognitive state resulting from specific conditions (heightened arousal in combination with active engagement and optimal challenge), resonant with what has been described in previous phenomenological literature as "flow" (Csikszentmihalyi, 1975) or "peak experiences" (Maslov, 1962). The findings provide empirical evidence for the existence of the enhanced cognitive states and suggest possibilities for consciously accessing latent resources of our brain to temporarily boost our cognitive capacities upon demand.
引用
收藏
页码:93 / 105
页数:13
相关论文
共 27 条
  • [1] The virtual brain: 30 years of video-game play and cognitive abilities
    Latham, Andrew J.
    Patston, Lucy L. M.
    Tippett, Lynette J.
    FRONTIERS IN PSYCHOLOGY, 2013, 4
  • [2] Why do we twitch? Vicarious consumption in video-game livestreaming
    Kohls, Harper
    Hiler, Jacob L.
    Cook, Laurel Aynne
    JOURNAL OF CONSUMER MARKETING, 2023, 40 (06) : 639 - 650
  • [3] How do visual skills relate to action video game performance?
    Cretenoud, Aline F.
    Barakat, Arthur
    Milliet, Alain
    Choung, Oh-Hyeon
    Bertamini, Marco
    Constantin, Christophe
    Herzog, Michael H.
    JOURNAL OF VISION, 2021, 21 (07):
  • [4] A video-game based cognitive training for breast cancer survivors with cognitive impairment: A prospective randomized pilot trial
    Bellens, Anne
    Roelant, Ella
    Sabbe, Bernard
    Peeters, Marc
    van Dam, Peter A.
    BREAST, 2020, 53 : 23 - 32
  • [5] Earlier Visual N1 Latencies in Expert Video-Game Players: A Temporal Basis of Enhanced Visuospatial Performance?
    Latham, Andrew J.
    Patston, Lucy L. M.
    Westermann, Christine
    Kirk, Ian J.
    Tippett, Lynette J.
    PLOS ONE, 2013, 8 (09):
  • [6] The effects of video-game training on broad cognitive transfer in multiple sclerosis: A pilot randomized controlled trial
    Janssen, Alisha
    Boster, Aaron
    Lee, HyunKyu
    Patterson, Beth
    Prakash, Ruchika Shaurya
    JOURNAL OF CLINICAL AND EXPERIMENTAL NEUROPSYCHOLOGY, 2015, 37 (03) : 285 - 302
  • [7] Cognitive Components of Flow States and Applications to Video Game Design: A Brief Framework
    Jalife, Kyros
    Holmgard, Christoffer
    PROCEEDINGS OF THE 2019 ON CREATIVITY AND COGNITION - C&C 19, 2019, : 570 - 577
  • [8] Enhanced visual short-term memory in action video game players
    Blacker, Kara J.
    Curby, Kim M.
    ATTENTION PERCEPTION & PSYCHOPHYSICS, 2013, 75 (06) : 1128 - 1136
  • [9] Enhanced temporal resolution of vision in action video game players
    Foerster, Francois R.
    Chidharom, Matthieu
    Gierscha, Anne
    NEUROIMAGE, 2023, 269
  • [10] Measuring Video Game Engagement Through the Cognitive and Affective Dimensions
    Sharek, David
    Wiebe, Eric
    SIMULATION & GAMING, 2014, 45 (4-5) : 569 - 592