52 research outputs found

    Exploring the relationship between video game expertise and fluid intelligence

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    Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level

    Motor skill learning in the middle-aged: limited development of motor chunks and explicit sequence knowledge

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    The present study examined whether middle-aged participants, like young adults, learn movement patterns by preparing and executing integrated sequence representations (i.e., motor chunks) that eliminate the need for external guidance of individual movements. Twenty-four middle-aged participants (aged 55–62) practiced two fixed key press sequences, one including three and one including six key presses in the discrete sequence production task. Their performance was compared with that of 24 young adults (aged 18–28). In the middle-aged participants motor chunks as well as explicit sequence knowledge appeared to be less developed than in the young adults. This held especially with respect to the unstructured 6-key sequences in which most middle-aged did not develop independence of the key-specific stimuli and learning seems to have been based on associative learning. These results are in line with the notion that sequence learning involves several mechanisms and that aging affects the relative contribution of these mechanisms

    An experimental study of fixation of response by college students in a multiple-choice situation.

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    Response inhibition can affect reaction time to abrupt-onset visual displays

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    Reaction time (RT) to abrupt-onset stimuli has been widely used for more than a century to measure the duration of perceptuo-cognitive and motor processes [Donders, 1868/1969 Attention and Performance II (1969 Acta Psychologica 30 412 - 431)]. A complicating factor with the RT method is that of response withholding, or response inhibition (RI). The occurrence of RI (under this or other names) has been widely discussed in relation to studies of motor processes but has been largely ignored in relation to studies of perceptuo-cognitive processes. We demonstrate that RI can be a confounding factor when RT to abrupt-onset displays is used to study perceptual and cognitive processes. In experiment 1, new-object targets were more accurately detected than old-object targets in an unspeeded task, but were responded to more slowly in an RT task. Consistent with an interpretation in terms of RI, this pattern of results was dependent on the difficulty of target detection. The data of three further experiments also support predictions from the RI interpretation. It is suggested that RI may be an under-acknowledged factor in RT studies of perceptual and cognitive processes with abrupt-onset displays
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