27 research outputs found

    A Reduction in Video Gaming Time Produced a Decrease in Brain Activity

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    This study examines whether a decrease in brain development is observable after players have reduced their video gaming time over a period of 1 year. Both video gaming experts and non-experts were recruited, whose resting-state functional MRI (fMRI) data were collected at the beginning and the end of the study. Immediately after the first scan, the participants were instructed to spend no more than 3 h on video gaming weekly for 1 year. The results showed decreased self-reported video gaming skills and decreased amplitude of low-frequency fluctuation (ALFF) in the experts at the end of the study, demonstrating that a reduction in video gaming time over a period of 1 year produced a decrease in brain development. The non-experts served as a control group and had no significant changes. The findings support the adaptive effect of video gaming experience on brain and cognitive development

    The Influence of Action Video Gaming Experience on the Perception of Emotional Faces and Emotional Word Meaning

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    Action video gaming (AVG) experience has been found related to sensorimotor and attentional development. However, the influence of AVG experience on the development of emotional perception skills is still unclear. Using behavioral and ERP measures, this study examined the relationship between AVG experience and the ability to decode emotional faces and emotional word meanings. AVG experts and amateurs completed an emotional word-face Stroop task prior to (the pregaming phase) and after (the postgaming phase) a 1 h AVG session. Within-group comparisons showed that after the 1 h AVG session, a more negative N400 was observed in both groups of participants, and a more negative N170 was observed in the experts. Between-group comparisons showed that the experts had a greater change of N170 and N400 amplitudes across phases than the amateurs. The results suggest that both the 1 h and long-term AVG experiences may be related to an increased difficulty of emotional perception. Furthermore, certain behavioral and ERP measures showed neither within- nor between-group differences, suggesting that the relationship between AVG experience and emotional perception skills still needs further research

    Action Real-Time Strategy Gaming Experience Related to Increased Attentional Resources: An Attentional Blink Study

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    Action real-time strategy gaming (ARSG) is a cognitively demanding task which requires attention, sensorimotor skills, team cooperation, and strategy-making abilities. A recent study found that ARSG experts had superior visual selective attention (VSA) for detecting the location of a moving object that could appear in one of 24 different peripheral locations (Qiu et al., 2018), suggesting that ARSG experience is related to improvements in the spatial component of VSA. However, the influence of ARSG experience on the temporal component of VSA—the detection of an item among a sequence of items presented consecutively and quickly at a single location—still remains understudied. Using behavioral and electrophysiological measures, this study examined whether ARSG experts had superior temporal VSA performance compared to non-experts in an attentional blink (AB) task, which is typically used to examine temporal VSA. The results showed that the experts outperformed the non-experts in their detection rates of targets. Furthermore, compared to the non-experts, the experts had faster information processing as indicated by earlier P3 peak latencies in an AB period, more attentional resources distributed to targets as indicated by stronger P3 amplitudes, and a more flexible deployment of attentional resources. These findings suggest that experts were less prone to the AB effect. Thus, long-term ARSG experience is related to improvements in temporal VSA. The current findings support the benefit of video gaming experience on the development of VSA

    Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory

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    Action real-time strategy gaming (ARSG)—a major genre of action video gaming (AVG)—has both action and strategy elements. ARSG requires attention, visual working memory (VWM), sensorimotor skills, team cooperation, and strategy-making abilities, thus offering promising insights into the learning-induced plasticity. However, it is yet unknown whether the ARSG experience is related to the development of VWM capacity. Using both behavioral and event-related potential (ERP) measurements, this study tested whether ARSG experts had larger VWM capacity than non-experts in a change detection task. The behavioral results showed that ARSG experts had higher accuracy and larger VWM capacity than non-experts. In addition, the ERP results revealed that the difference wave of the contralateral delay activity (CDA) component (size 4–size 2) elicited by experts was significantly larger than that of non-experts, suggesting that the VWM capacity was higher in experts than in non-experts. Thus, the findings suggested that prolonged ARSG experience is correlative with the enhancement of VWM

    Integration of Consonant and Pitch Processing as Revealed by the Absence of Additivity in Mismatch Negativity

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    Consonants, unlike vowels, are thought to be speech specific and therefore no interactions would be expected between consonants and pitch, a basic element for musical tones. The present study used an electrophysiological approach to investigate whether, contrary to this view, there is integrative processing of consonants and pitch by measuring additivity of changes in the mismatch negativity (MMN) of evoked potentials. The MMN is elicited by discriminable variations occurring in a sequence of repetitive, homogeneous sounds. In the experiment, event-related potentials (ERPs) were recorded while participants heard frequently sung consonant-vowel syllables and rare stimuli deviating in either consonant identity only, pitch only, or in both dimensions. Every type of deviation elicited a reliable MMN. As expected, the two single-deviant MMNs had similar amplitudes, but that of the double-deviant MMN was also not significantly different from them. This absence of additivity in the double-deviant MMN suggests that consonant and pitch variations are processed, at least at a pre-attentive level, in an integrated rather than independent way. Domain-specificity of consonants may depend on higher-level processes in the hierarchy of speech perception

    A Longitudinal study on children's music training experience and academic development

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    This study examined the relation between long-term music training and child development based on 250 Chinese elementary school students' academic development of first language (L1), second language (L2), and mathematics. We found that musician children outperformed non-musician children only on musical achievement and second language development. Additionally, although music training appeared to be correlated with children's final academic development of L1, L2, and mathematics, it did not independently contribute to the development of L1 or mathematical skills. Our findings suggest caution in interpreting the positive findings on the non-musical cognitive benefits of music learning.7 page(s

    How cognitive plasticity resolves the brain's information processing dilemma

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    A key unresolved question in cognitive science is whether the brain uses asynchronous or synchronous patterns of information transmission. Using an auditory learning task combined with electrophysiological recordings, we reveal for the first time that cognitive plasticity during learning transforms an asynchronous into a synchronous transmission pattern to achieve rapid, error-free performance. We also present a new model showing how the brain may resolve its information processing and transmission dilemma.6 page(s

    The Flexibility of partial information transmission in the auditory channel : the role of perceptual discriminability

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    A stimulus contains multiple attributes. Under certain circumstances, some information can be transmitted to the next cognitive stage before the processing of other information. An examination of partial information transmission is essential in improving our understanding of the mechanism of information processing. By manipulating two attributes, namely, pitch and intensity, this study examined whether the transmission speed of an attribute could be influenced by its perceptual discriminability. Using a choice go/no-go paradigm, this study presented adults with two pieces of pure tones and measured their LRPs. Results showed that pitch and intensity were transmitted earlier as partial information in the high pitch- and intensity-discriminability conditions, respectively. Thus, this study demonstrated that the transmission speed of a certain attribute could be modulated by its perceptual discriminability.7 page(s

    Neuroscience Information Toolbox: An Open Source Toolbox for EEG–fMRI Multimodal Fusion Analysis

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    Recently, scalp electroencephalography (EEG) and functional magnetic resonance imaging (fMRI) multimodal fusion has been pursued in an effort to study human brain function and dysfunction to obtain more comprehensive information on brain activity in which the spatial and temporal resolutions are both satisfactory. However, a more flexible and easy-to-use toolbox for EEG–fMRI multimodal fusion is still lacking. In this study, we therefore developed a freely available and open-source MATLAB graphical user interface toolbox, known as the Neuroscience Information Toolbox (NIT), for EEG–fMRI multimodal fusion analysis. The NIT consists of three modules: (1) the fMRI module, which has batch fMRI preprocessing, nuisance signal removal, bandpass filtering, and calculation of resting-state measures; (2) the EEG module, which includes artifact removal, extracting EEG features (event onset, power, and amplitude), and marking interesting events; and (3) the fusion module, in which fMRI-informed EEG analysis and EEG-informed fMRI analysis are included. The NIT was designed to provide a convenient and easy-to-use toolbox for researchers, especially for novice users. The NIT can be downloaded for free at http://www.neuro.uestc.edu.cn/NIT.html, and detailed information, including the introduction of NIT, user’s manual and example data sets, can also be observed on this website. We hope that the NIT is a promising toolbox for exploring brain information in various EEG and fMRI studies
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