Lenticular nucleus volume predicts performance in real-time strategy game: cross-sectional and training approach using voxel-based morphometry

被引:5
作者
Kowalczyk-Grebska, Natalia [1 ]
Skorko, Maciek [2 ]
Dobrowolski, Pawel [2 ]
Kossowski, Bartosz [3 ]
Mysliwiec, Monika [1 ]
Hryniewicz, Nikodem [4 ]
Gaca, Maciej [3 ]
Marchewka, Artur [3 ]
Kossut, Malgorzata [5 ]
Brzezicka, Aneta [1 ,6 ]
机构
[1] SWPS Univ Social Sci & Humanities, Fac Psychol, Chodakowska 19-31 St, PL-03815 Warsaw, Poland
[2] Polish Acad Sci, Inst Psychol, Warsaw, Poland
[3] Polish Acad Sci, Nencki Inst Expt Biol, Neurobiol Ctr, Lab Brain Imaging, Warsaw, Poland
[4] Polish Acad Sci, Nalecz Inst Biocybernet & Biomed Engn, CNS Lab, Warsaw, Poland
[5] Polish Acad Sci, Nencki Inst Expt Biol, Dept Mol & Cellular Neurobiol, Lab Neuroplast, Warsaw, Poland
[6] Cedars Sinai Med Ctr, Dept Neurosurg, Los Angeles, CA 90048 USA
关键词
real-time strategy games; game performance; training; neuroimaging; GRAY-MATTER VOLUME; BASAL GANGLIA; INDIVIDUAL-DIFFERENCES; BRAIN STRUCTURE; DELIBERATE PRACTICE; SKILL; PLASTICITY; DETERMINANTS; CONNECTIVITY; ATTENTION;
D O I
10.1111/nyas.14548
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
It is unclear why some people learn faster than others. We performed two independent studies in which we investigated the neural basis of real-time strategy (RTS) gaming and neural predictors of RTS game skill acquisition. In the first (cross-sectional) study, we found that experts in the RTS game StarCraft(R) II (SC2) had a larger lenticular nucleus volume (LNV) than non-RTS players. We followed a cross-validation procedure where we used the volume of regions identified in the first study to predict the quality of learning a new, complex skill (SC2) in a sample of individuals who were naive to RTS games (a second (training) study). Our findings provide new insights into how the LNV, which is associated with motor as well as cognitive functions, can be utilized to predict successful skill learning and be applied to a much broader context than just video games, such as contributing to optimizing cognitive training interventions.
引用
收藏
页码:42 / 57
页数:16
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