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Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review

Interactive and immersive technologies such as video games, exergames, and virtual reality are typically regarded as entertainment mediums. They also offer a multitude of health and well-being benefits. They have the capacity to incorporate established well-being techniques (e.g., mindfulness, exerc...

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Autores principales: Barton, Adam C., Sheen, Jade, Byrne, Linda K.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7466741/
https://www.ncbi.nlm.nih.gov/pubmed/32973620
http://dx.doi.org/10.3389/fpsyg.2020.02050
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author Barton, Adam C.
Sheen, Jade
Byrne, Linda K.
author_facet Barton, Adam C.
Sheen, Jade
Byrne, Linda K.
author_sort Barton, Adam C.
collection PubMed
description Interactive and immersive technologies such as video games, exergames, and virtual reality are typically regarded as entertainment mediums. They also offer a multitude of health and well-being benefits. They have the capacity to incorporate established well-being techniques (e.g., mindfulness, exercise, and play) and expose users to beneficial environment settings with greater ease, improved access, and a broader appeal. The authors conducted a scoping review to explore whether these technologies could be used to benefit attention in healthy adults, that is, in a regulatory sense such as during periods of cognitive fatigue or attention-critical tasks. Research efforts have typically focused on long-term practice methods for attention enhancement with these technologies. Instead, this review provides the first attempt to unify a broad range of investigations concerned with their immediate impact on attention through state-change mechanisms. This applies the concept of attention state training and a growing evidence base, which suggests that meditative practices, exercise bouts, and nature exposures can provide short-term improvements in attentional performance following brief interactions. A systematic search of MEDLINE, Embase, and PsycINFO databases resulted in 11 peer-reviewed articles (13 experimental trials) each including at least one objective measure of attention directly following the use of an interactive or immersive technology. Most studies involved interactive technologies (i.e., video games and exergames), whereas there were three immersive interventions in the form of virtual reality. The comparisons between baseline and postintervention showed mostly no effect on attention, although there were five cases of improved attention. There were no instances of negative effects on attention. The results are significant considering mounting concerns that technology use could be detrimental for cognitive functioning. The positive effects reported here indicate a need to specify the type of technology in question and bring attention to positive vs. negative technology interactions. Implications for the literature concerning attention state training are discussed considering promising effects of technology exposures geared toward flow state induction. Significant gaps in the literature are identified regarding the implementation of traditional attention state training practices.
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spelling pubmed-74667412020-09-23 Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review Barton, Adam C. Sheen, Jade Byrne, Linda K. Front Psychol Psychology Interactive and immersive technologies such as video games, exergames, and virtual reality are typically regarded as entertainment mediums. They also offer a multitude of health and well-being benefits. They have the capacity to incorporate established well-being techniques (e.g., mindfulness, exercise, and play) and expose users to beneficial environment settings with greater ease, improved access, and a broader appeal. The authors conducted a scoping review to explore whether these technologies could be used to benefit attention in healthy adults, that is, in a regulatory sense such as during periods of cognitive fatigue or attention-critical tasks. Research efforts have typically focused on long-term practice methods for attention enhancement with these technologies. Instead, this review provides the first attempt to unify a broad range of investigations concerned with their immediate impact on attention through state-change mechanisms. This applies the concept of attention state training and a growing evidence base, which suggests that meditative practices, exercise bouts, and nature exposures can provide short-term improvements in attentional performance following brief interactions. A systematic search of MEDLINE, Embase, and PsycINFO databases resulted in 11 peer-reviewed articles (13 experimental trials) each including at least one objective measure of attention directly following the use of an interactive or immersive technology. Most studies involved interactive technologies (i.e., video games and exergames), whereas there were three immersive interventions in the form of virtual reality. The comparisons between baseline and postintervention showed mostly no effect on attention, although there were five cases of improved attention. There were no instances of negative effects on attention. The results are significant considering mounting concerns that technology use could be detrimental for cognitive functioning. The positive effects reported here indicate a need to specify the type of technology in question and bring attention to positive vs. negative technology interactions. Implications for the literature concerning attention state training are discussed considering promising effects of technology exposures geared toward flow state induction. Significant gaps in the literature are identified regarding the implementation of traditional attention state training practices. Frontiers Media S.A. 2020-08-19 /pmc/articles/PMC7466741/ /pubmed/32973620 http://dx.doi.org/10.3389/fpsyg.2020.02050 Text en Copyright © 2020 Barton, Sheen and Byrne. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Barton, Adam C.
Sheen, Jade
Byrne, Linda K.
Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review
title Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review
title_full Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review
title_fullStr Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review
title_full_unstemmed Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review
title_short Immediate Attention Enhancement and Restoration From Interactive and Immersive Technologies: A Scoping Review
title_sort immediate attention enhancement and restoration from interactive and immersive technologies: a scoping review
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7466741/
https://www.ncbi.nlm.nih.gov/pubmed/32973620
http://dx.doi.org/10.3389/fpsyg.2020.02050
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