10 research outputs found
Influence on Habitual versus Goal-Directed Decision Making
Different systems for habitual versus goal-directed control are thought to
underlie human decision-making. Working memory is known to shape these
decision-making systems and their interplay, and is known to support goal-
directed decision making even under stress. Here, we investigated if and how
decision systems are differentially influenced by breaks filled with diverse
everyday life activities known to modulate working memory performance. We used
a within-subject design where young adults listened to music and played a
video game during breaks interleaved with trials of a sequential two-step
Markov decision task, designed to assess habitual as well as goal-directed
decision making. Based on a neurocomputational model of task performance, we
observed that for individuals with a rather limited working memory capacity
video gaming as compared to music reduced reliance on the goal-directed
decision-making system, while a rather large working memory capacity prevented
such a decline. Our findings suggest differential effects of everyday
activities on key decision-making processes
Differential effects of wakeful rest, music and video game playing on working memory performance in the n-back task
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game “Angry Birds” before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the “Angry Birds” video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity.Peer Reviewe
Short-term effects of video gaming on brain response during working memory performance
Breaks filled with different break activities often interrupt cognitive performance in everyday life. Previous studies have reported that both enhancing and deteriorating effects on challenging ongoing tasks such as working memory updating, depend on the type of break activity. However, neural mechanisms of these break-related alterations in working memory performance have not been studied, to date. Therefore, we conducted a brain imaging study to identify the neurobiological correlates of effects on the n-back working memory task related to different break activities. Before performing the n-back task in the magnetic resonance imaging (MRI) scanner, young adults were exposed to break activities in the MRI scanner involving (i) eyes-open resting, (ii) listening to music, and (iii) playing the video game “Angry Birds”. Heart rate was measured by a pulse oximeter during the experiment. We found that increased heart rate during gaming as well as decreased relaxation levels after a video gaming break was related to poorer n-back task performance, as compared to listening to music. On the neural level, video gaming reduced supplementary motor area activation during working memory performance. These results may indicate that video gaming during a break may affect working memory performance by interfering with arousal state and frontal cognitive control functions
Music and Video Gaming during Breaks: Influence on Habitual versus Goal-Directed Decision Making.
Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making. Based on a neurocomputational model of task performance, we observed that for individuals with a rather limited working memory capacity video gaming as compared to music reduced reliance on the goal-directed decision-making system, while a rather large working memory capacity prevented such a decline. Our findings suggest differential effects of everyday activities on key decision-making processes
Music and Video Gaming during Breaks
Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and
their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making. Based on a neurocomputational model of task performance, we observed that for individuals with a rather limited working memory capacity video gaming as compared to music reduced reliance on the goal-directed decision-making system, while a rather large working memory capacity prevented such a decline. Our findings suggest differential effects of everyday activities on key decision-making processes
Computational model parameters: maximum a posteriori (MAP) estimates (bounded model-scale).
<p>Computational model parameters: maximum a posteriori (MAP) estimates (bounded model-scale).</p
Differential effects of wakeful rest, music and video game playing on working memory performance in the n-back task
The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game Angry Birds before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the Angry Birds video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity
Two-step decision task.
<p>(A) Trial structure. Each trial consisted of choices at two steps. Step 1 involved the first choice between two abstract gray stimuli (Chinese characters, not known to German subjects). The chosen stimulus was framed with red color in the center-top of the screen for 1.5s. Subsequently, subjects were presented with another stimulus pair in step 2. The second choice was rewarded with money (20 cents) or nothing. (<b>B</b>) The transitions from step 1 to step 2 remained fixed, with 70% and 30% of all trials as respectively common and rare transitions. The reward probabilities for each stimulus in step 2 changed independently between 25% and 75%, based on Gaussian random walks with reflecting boundaries [<a href="http://www.plosone.org/article/info:doi/10.1371/journal.pone.0150165#pone.0150165.ref010" target="_blank">10</a>]. Win probabilities varied, therefore, as a function of the trial number.</p
Computational model parameter estimates.
<p>The model parameter <i>β</i><sub><i>GD</i></sub>, estimating the weight of the goal-directed systems to behavioral control, is displayed as a function of working memory capacity (Digit Span score) for the break conditions gaming (green points and regression lines) versus music (red).</p
Socio-demographic information and results from a neuropsychological battery for the 33 healthy subjects who participated in experiment.
<p>Socio-demographic information and results from a neuropsychological battery for the 33 healthy subjects who participated in experiment.</p