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Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends
Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played vide...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9351611/ https://www.ncbi.nlm.nih.gov/pubmed/35937676 http://dx.doi.org/10.3389/fnhum.2022.933331 |
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author | Valls-Serrano, Carlos De Francisco, Cristina Vélez-Coto, María Caracuel, Alfonso |
author_facet | Valls-Serrano, Carlos De Francisco, Cristina Vélez-Coto, María Caracuel, Alfonso |
author_sort | Valls-Serrano, Carlos |
collection | PubMed |
description | Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed. |
format | Online Article Text |
id | pubmed-9351611 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-93516112022-08-05 Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends Valls-Serrano, Carlos De Francisco, Cristina Vélez-Coto, María Caracuel, Alfonso Front Hum Neurosci Neuroscience Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed. Frontiers Media S.A. 2022-07-20 /pmc/articles/PMC9351611/ /pubmed/35937676 http://dx.doi.org/10.3389/fnhum.2022.933331 Text en Copyright © 2022 Valls-Serrano, De Francisco, Vélez-Coto and Caracuel. 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 | Neuroscience Valls-Serrano, Carlos De Francisco, Cristina Vélez-Coto, María Caracuel, Alfonso Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends |
title | Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends |
title_full | Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends |
title_fullStr | Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends |
title_full_unstemmed | Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends |
title_short | Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends |
title_sort | visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame league of legends |
topic | Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9351611/ https://www.ncbi.nlm.nih.gov/pubmed/35937676 http://dx.doi.org/10.3389/fnhum.2022.933331 |
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