39 research outputs found
The empirical analysis of non-problematic video gaming and cognitive skills: a systematic review
Videogames have become one of the most popular leisure activities worldwide, including multiple game genres with different characteristics and levels of involvement required. Although a small minority of excessive players suffer detrimental consequences including impairment of several cognitive skills (e.g., inhibition, decision-making), it has also been demonstrated that playing videogames can improve different cognitive skills. Therefore, the current paper systematically reviewed the empirical studies experimentally investigating the positive impact of videogames on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 32 papers were identified as empirically investigating three specific skills: taskswitching (eight studies), attentional control (22 studies), and sub-second time perception (two studies). Results demonstrated that compared to control groups, non-problematic use of videogames can lead to improved task-switching, more effective top-down attentional control and processing speed and increased sub-second time perception. Two studies highlighted the impact of gaming on cognitive skills differs depends upon game genre. The studies reviewed suggest that videogame play can have a positive impact on cognitive processes for players
The reference frame for encoding and retention of motion depends on stimulus set size
YesThe goal of this study was to investigate the reference
frames used in perceptual encoding and storage of visual
motion information. In our experiments, observers viewed
multiple moving objects and reported the direction of motion
of a randomly selected item. Using a vector-decomposition
technique, we computed performance during smooth pursuit
with respect to a spatiotopic (nonretinotopic) and to a
retinotopic component and compared them with performance
during fixation, which served as the baseline. For the stimulus
encoding stage, which precedes memory, we found that the
reference frame depends on the stimulus set size. For a single
moving target, the spatiotopic reference frame had the most
significant contribution with some additional contribution
from the retinotopic reference frame. When the number of
items increased (Set Sizes 3 to 7), the spatiotopic reference
frame was able to account for the performance. Finally, when
the number of items became larger than 7, the distinction
between reference frames vanished. We interpret this finding
as a switch to a more abstract nonmetric encoding of motion
direction. We found that the retinotopic reference frame was
not used in memory. Taken together with other studies, our
results suggest that, whereas a retinotopic reference frame
may be employed for controlling eye movements, perception
and memory use primarily nonretinotopic reference frames.
Furthermore, the use of nonretinotopic reference frames appears
to be capacity limited. In the case of complex stimuli, the
visual system may use perceptual grouping in order to simplify
the complexity of stimuli or resort to a nonmetric abstract
coding of motion information
Action video game playing is associated with improved visual sensitivity, but not alterations in visual sensory memory
Action video game playing has been experimentally linked to a number of perceptual and cognitive improvements. These benefits are captured through a wide range of psychometric tasks and have led to the proposition that action video game experience may promote the ability to extract statistical evidence from sensory stimuli. Such an advantage could arise from a number of possible mechanisms: improvements in visual sensitivity, enhancements in the capacity or duration for which information is retained in visual memory, or higher-level strategic use of information for decision making. The present study measured the capacity and time course of visual sensory memory using a partial report performance task as a means to distinguish between these three possible mechanisms. Sensitivity measures and parameter estimates that describe sensory memory capacity and the rate of memory decay were compared between individuals who reported high evels and low levels of action video game experience. Our results revealed a uniform increase in partial report accuracy at all stimulus-to-cue delays for action video game players but no difference in the rate or time course of the memory decay. The present findings suggest that action video game playing may be related to enhancements in the initial sensitivity to visual stimuli, but not to a greater retention of information in iconic memory buffers
What determines the motivation for further training? Results from a factorial survey among jobseekers
Publically sponsored further trainings for the unemployed are an important measure of active labour market policies (ALMP) in Germany. Current discussions within this context also focus on the willingness to participate, which is an important prerequisite for the success of the programs. Financial incentives may foster both participation and successful completion, thereby reducing opportunity costs of these measures. We investigate the question what factors determine the motivation to participate by conducting a CATI survey among around 4000 unemployed persons from the unemployment insurance system (Social Code III) and the means-tested basic income support system for needy recipients (Social Code II). We use a factorial survey - also known as vignette analysis - in combination with administrative data of the Federal Employment Agency (FEA), the latter providing detailed information about the individual labour market history. Multivariate analyses suggest that a program's duration, monthly bonus payments in addition to regular unemployment benefits, future job prospects and gratifications for successful completion influence the probability of participation mostly in the theoretically expected way
