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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 (...

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Autores principales: Jakubowska, Natalia, Dobrowolski, Paweł, Binkowska, Alicja Anna, Arslan, Ibrahim V., Myśliwiec, Monika, Brzezicka, Aneta
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
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.
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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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