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Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory
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-ind...
Autores principales: | , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7489035/ https://www.ncbi.nlm.nih.gov/pubmed/33110407 http://dx.doi.org/10.3389/fnhum.2020.00333 |
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author | Yao, Yutong Cui, Ruifang Li, Yi Zeng, Lu Jiang, Jinliang Qiu, Nan Dong, Li Gong, Diankun Yan, Guojian Ma, Weiyi Liu, Tiejun |
author_facet | Yao, Yutong Cui, Ruifang Li, Yi Zeng, Lu Jiang, Jinliang Qiu, Nan Dong, Li Gong, Diankun Yan, Guojian Ma, Weiyi Liu, Tiejun |
author_sort | Yao, Yutong |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-7489035 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-74890352020-10-26 Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory Yao, Yutong Cui, Ruifang Li, Yi Zeng, Lu Jiang, Jinliang Qiu, Nan Dong, Li Gong, Diankun Yan, Guojian Ma, Weiyi Liu, Tiejun Front Hum Neurosci Human Neuroscience 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. Frontiers Media S.A. 2020-08-31 /pmc/articles/PMC7489035/ /pubmed/33110407 http://dx.doi.org/10.3389/fnhum.2020.00333 Text en Copyright © 2020 Yao, Cui, Li, Zeng, Jiang, Qiu, Dong, Gong, Yan, Ma and Liu. 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 | Human Neuroscience Yao, Yutong Cui, Ruifang Li, Yi Zeng, Lu Jiang, Jinliang Qiu, Nan Dong, Li Gong, Diankun Yan, Guojian Ma, Weiyi Liu, Tiejun Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory |
title | Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory |
title_full | Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory |
title_fullStr | Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory |
title_full_unstemmed | Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory |
title_short | Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory |
title_sort | action real-time strategy gaming experience related to enhanced capacity of visual working memory |
topic | Human Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7489035/ https://www.ncbi.nlm.nih.gov/pubmed/33110407 http://dx.doi.org/10.3389/fnhum.2020.00333 |
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