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Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency
Visual working memory (VWM) is the ability to actively maintain visual information over short periods of time and is strongly related to global fluid intelligence and overall cognitive ability. In our study, we used two indices of visual working memory capacity: the behavioral estimate of capacity (...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8581038/ https://www.ncbi.nlm.nih.gov/pubmed/34776911 http://dx.doi.org/10.3389/fnhum.2021.763821 |
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author | Jakubowska, Natalia Dobrowolski, Paweł Binkowska, Alicja Anna Arslan, Ibrahim V. Myśliwiec, Monika Brzezicka, Aneta |
author_facet | Jakubowska, Natalia Dobrowolski, Paweł Binkowska, Alicja Anna Arslan, Ibrahim V. Myśliwiec, Monika Brzezicka, Aneta |
author_sort | Jakubowska, Natalia |
collection | PubMed |
description | Visual working memory (VWM) is the ability to actively maintain visual information over short periods of time and is strongly related to global fluid intelligence and overall cognitive ability. In our study, we used two indices of visual working memory capacity: the behavioral estimate of capacity (K) and contralateral delay activity (CDA) in order to check whether training in a Real-Time Strategy (RTS) video game StarCraft II can influence the VWM capacity measured by the change detection task. We also asked a question whether individual differences in behavioral and psychophysiological indices of VWM can predict the effectiveness of video game training. Sixty-two participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment), active control (Fixed environment), and passive control groups. Experimental and active control groups differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the VWM task. Our results showed that working memory capacity (K calculated according to Pashler’s formula) increases after training in both experimental groups, but not in a control group. We have also found a correlation between average visual working memory capacity (calculated as K) and mean CDA amplitude no matter which group we are looking at. And, last but not least, we have found that we can predict the amount of improvement in the RTS video game by looking at the psychophysiological indices (CDA amplitude) recorded at baseline (before training), but only in the experimental group. We think that the strength of the psychophysiological indicator of VWM capacity might be a marker of the future success in video game acquisition. |
format | Online Article Text |
id | pubmed-8581038 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-85810382021-11-12 Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency Jakubowska, Natalia Dobrowolski, Paweł Binkowska, Alicja Anna Arslan, Ibrahim V. Myśliwiec, Monika Brzezicka, Aneta Front Hum Neurosci Human Neuroscience Visual working memory (VWM) is the ability to actively maintain visual information over short periods of time and is strongly related to global fluid intelligence and overall cognitive ability. In our study, we used two indices of visual working memory capacity: the behavioral estimate of capacity (K) and contralateral delay activity (CDA) in order to check whether training in a Real-Time Strategy (RTS) video game StarCraft II can influence the VWM capacity measured by the change detection task. We also asked a question whether individual differences in behavioral and psychophysiological indices of VWM can predict the effectiveness of video game training. Sixty-two participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment), active control (Fixed environment), and passive control groups. Experimental and active control groups differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the VWM task. Our results showed that working memory capacity (K calculated according to Pashler’s formula) increases after training in both experimental groups, but not in a control group. We have also found a correlation between average visual working memory capacity (calculated as K) and mean CDA amplitude no matter which group we are looking at. And, last but not least, we have found that we can predict the amount of improvement in the RTS video game by looking at the psychophysiological indices (CDA amplitude) recorded at baseline (before training), but only in the experimental group. We think that the strength of the psychophysiological indicator of VWM capacity might be a marker of the future success in video game acquisition. Frontiers Media S.A. 2021-10-28 /pmc/articles/PMC8581038/ /pubmed/34776911 http://dx.doi.org/10.3389/fnhum.2021.763821 Text en Copyright © 2021 Jakubowska, Dobrowolski, Binkowska, Arslan, Myśliwiec and Brzezicka. https://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 Jakubowska, Natalia Dobrowolski, Paweł Binkowska, Alicja Anna Arslan, Ibrahim V. Myśliwiec, Monika Brzezicka, Aneta Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency |
title | Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency |
title_full | Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency |
title_fullStr | Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency |
title_full_unstemmed | Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency |
title_short | Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency |
title_sort | psychophysiological, but not behavioral, indicator of working memory capacity predicts video game proficiency |
topic | Human Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8581038/ https://www.ncbi.nlm.nih.gov/pubmed/34776911 http://dx.doi.org/10.3389/fnhum.2021.763821 |
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