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Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming
Pseudoneglect phenomenon refers to a condition in which healthy subjects tend to perceive the left side of exactly bisected lines as being slightly longer than the right one. However, behavioural data showed that athletes practising an open-skill sport display less pseudoneglect than the general pop...
Autores principales: | , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10296138/ https://www.ncbi.nlm.nih.gov/pubmed/37371357 http://dx.doi.org/10.3390/brainsci13060877 |
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author | Gambino, Giuditta Pia, Lorenzo Ferraro, Giuseppe Brighina, Filippo Di Majo, Danila Di Giovanni, Fabrizio Ciorli, Tommaso Sardo, Pierangelo Giglia, Giuseppe |
author_facet | Gambino, Giuditta Pia, Lorenzo Ferraro, Giuseppe Brighina, Filippo Di Majo, Danila Di Giovanni, Fabrizio Ciorli, Tommaso Sardo, Pierangelo Giglia, Giuseppe |
author_sort | Gambino, Giuditta |
collection | PubMed |
description | Pseudoneglect phenomenon refers to a condition in which healthy subjects tend to perceive the left side of exactly bisected lines as being slightly longer than the right one. However, behavioural data showed that athletes practising an open-skill sport display less pseudoneglect than the general population. Given the fact that so-called exergames (also known as active video games) are platforms designed to fully mimic sport activity, this work intends to investigate whether and how a one-week training period of exergame open-skill sport can determine a similar decrease in pseudoneglect. Fifteen healthy participants (non-athletes) responded to a visuospatial attention task and a control memory task in basal conditions (t0: Pre-game) and after a short period (one week, one hour/day) of tennis exergaming (t1: Post-game). In the Post-game condition, subjects from this experimental group (ExerGame group: EG) reduced leftward space overestimation and made significantly fewer leftward errors compared to the Pre-game condition. Additionally, two other experimental groups were employed: one evaluated within the same conditions of the main experiment but using a non-exergame (Non-Exergame groups: NEG) and the other one without any video game stimulus (Sedentary group: SE). Our findings suggest that daily training of a tennis exergame seems to be able to improve visuospatial attention isotropy by reducing leftward space overestimation, whereas outcomes from non-exergaming and sedentary activity do not modify subjects’ performance. |
format | Online Article Text |
id | pubmed-10296138 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-102961382023-06-28 Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming Gambino, Giuditta Pia, Lorenzo Ferraro, Giuseppe Brighina, Filippo Di Majo, Danila Di Giovanni, Fabrizio Ciorli, Tommaso Sardo, Pierangelo Giglia, Giuseppe Brain Sci Article Pseudoneglect phenomenon refers to a condition in which healthy subjects tend to perceive the left side of exactly bisected lines as being slightly longer than the right one. However, behavioural data showed that athletes practising an open-skill sport display less pseudoneglect than the general population. Given the fact that so-called exergames (also known as active video games) are platforms designed to fully mimic sport activity, this work intends to investigate whether and how a one-week training period of exergame open-skill sport can determine a similar decrease in pseudoneglect. Fifteen healthy participants (non-athletes) responded to a visuospatial attention task and a control memory task in basal conditions (t0: Pre-game) and after a short period (one week, one hour/day) of tennis exergaming (t1: Post-game). In the Post-game condition, subjects from this experimental group (ExerGame group: EG) reduced leftward space overestimation and made significantly fewer leftward errors compared to the Pre-game condition. Additionally, two other experimental groups were employed: one evaluated within the same conditions of the main experiment but using a non-exergame (Non-Exergame groups: NEG) and the other one without any video game stimulus (Sedentary group: SE). Our findings suggest that daily training of a tennis exergame seems to be able to improve visuospatial attention isotropy by reducing leftward space overestimation, whereas outcomes from non-exergaming and sedentary activity do not modify subjects’ performance. MDPI 2023-05-29 /pmc/articles/PMC10296138/ /pubmed/37371357 http://dx.doi.org/10.3390/brainsci13060877 Text en © 2023 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Gambino, Giuditta Pia, Lorenzo Ferraro, Giuseppe Brighina, Filippo Di Majo, Danila Di Giovanni, Fabrizio Ciorli, Tommaso Sardo, Pierangelo Giglia, Giuseppe Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming |
title | Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming |
title_full | Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming |
title_fullStr | Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming |
title_full_unstemmed | Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming |
title_short | Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming |
title_sort | reducing visuospatial pseudoneglect in healthy subjects by active video gaming |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10296138/ https://www.ncbi.nlm.nih.gov/pubmed/37371357 http://dx.doi.org/10.3390/brainsci13060877 |
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