The neuropsychological profile of professional action video game players

被引:19
作者
Benoit, Julie Justine [1 ,2 ]
Roudaia, Eugenie [3 ]
Johnson, Taylor [4 ]
Love, Trevor [4 ]
Faubert, Jocelyn [2 ]
机构
[1] Univ Montreal, Dept Psychol, Montreal, PQ, Canada
[2] Univ Montreal, Faubert Lab, Ecole Optometrie, Montreal, PQ, Canada
[3] Rotman Res Inst, Toronto, ON, Canada
[4] Infinite Esports & Entertainment, Frisco, TX USA
基金
加拿大自然科学与工程研究理事会;
关键词
Neuropsychology; Video game; Expertise; 3D-MOT; SHORT-TERM-MEMORY; WORKING-MEMORY; ATTENTION; CAPACITY; SPEED; EXPERIENCE; EXPERT; TESTS; SPAN;
D O I
10.7717/peerj.10211
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
In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a professional level in the esports industry differ from amateur video game players in their cognitive and learning abilities. We assessed 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on set of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity. We also examined participants' ability to improve performance on a dynamic visual attention task that required tracking multiple objects in three-dimensions (3D-MOT) over five sessions. Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and test of auditory working memory (Digit Span). Professional players also showed better speed thresholds in the 3D-MOT task overall, but the rate of improvement with training did not differ in the two groups. Future longitudinal studies of elite video game experts are required to determine whether the observed performance benefits of professional gamers may be due to their greater engagement in video game play, or due to pre-existing differences that promote achievement of high performance in action video games.
引用
收藏
页数:25
相关论文
共 89 条
[1]  
Andrews G., 2006, FRONT PSYCHOL, P145
[2]  
[Anonymous], 1988, The nature of expertise
[3]   Interactions between attention and working memory [J].
Awh, E ;
Vogel, EK ;
Oh, SH .
NEUROSCIENCE, 2006, 139 (01) :201-208
[4]   Overlapping mechanisms of attention and spatial working memory [J].
Awh, E ;
Jonides, J .
TRENDS IN COGNITIVE SCIENCES, 2001, 5 (03) :119-126
[5]   Mixed-effects modeling with crossed random effects for subjects and items [J].
Baayen, R. H. ;
Davidson, D. J. ;
Bates, D. M. .
JOURNAL OF MEMORY AND LANGUAGE, 2008, 59 (04) :390-412
[6]   Can Training in a Real-Time Strategy Video Game Attenuate Cognitive Decline in Older Adults? [J].
Basak, Chandramallika ;
Boot, Walter R. ;
Voss, Michelle W. ;
Kramer, Arthur F. .
PSYCHOLOGY AND AGING, 2008, 23 (04) :765-777
[7]   Fitting Linear Mixed-Effects Models Using lme4 [J].
Bates, Douglas ;
Maechler, Martin ;
Bolker, Benjamin M. ;
Walker, Steven C. .
JOURNAL OF STATISTICAL SOFTWARE, 2015, 67 (01) :1-48
[8]   Brain Plasticity Through the Life Span: Learning to Learn and Action Video Games [J].
Bavelier, Daphne ;
Green, C. Shawn ;
Pouget, Alexandre ;
Schrater, Paul .
ANNUAL REVIEW OF NEUROSCIENCE, VOL 35, 2012, 35 :391-416
[9]   Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills [J].
Bediou, Benoit ;
Adams, Deanne M. ;
Mayer, Richard E. ;
Tipton, Elizabeth ;
Green, C. Shawn ;
Bavelier, Daphne .
PSYCHOLOGICAL BULLETIN, 2018, 144 (01) :77-110
[10]   Video game training to improve selective visual attention in older adults [J].
Belchior, Patricia ;
Marsiske, Michael ;
Sisco, Shannon M. ;
Yam, Anna ;
Bavelier, Daphne ;
Ball, Karlene ;
Mann, William C. .
COMPUTERS IN HUMAN BEHAVIOR, 2013, 29 (04) :1318-1324