Video game players have been shown to significantly out-perform non-video game players on a wide range of cognitive tasks. Exposure to specific genres of video games may also have a significant bearing in impacting certain task-specific domains of cognition. However, there is limited availability of scientific literature exploring the role of mobile game sub-genres on the cognitive abilities of an individual. The present study was therefore conducted to assess and compare the impact of playing either endless running video games (ERGs) or match three video games (MTGs) on behavioral and neuro-electrical correlates of cognitive performance in young adults, by using reaction time (RT) and P300, respectively. The ERG group included 45 male:female (M:F) ratio = 38:7 and the MTG group included 39 (M:F = 21:18) subjects who played ≥5 h/week of each respective video game genre in past 6 months. The ERG group had better behavioral performance in comparison to the MTG group, as indexed by their significantly faster visual reaction time (VRT). The ERG subjects also had significantly lower P300 amplitudes as compared to MTG subjects. However, no difference in either auditory reaction time (ART) or P300 latency could be ascertained between the two groups. These results suggest that not only were ERG players able to make faster decisions and performed better in visuo-motor tasks but, also had better optimization of neural resources in them as compared to the MTG players. The current data supports the notion that not only exposure to video games but also the nature (i.e. genre) of mobile game play determines the extent to which neural processes concerned with attentional orientation, information processing and cognitive control are influenced.
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http://dx.doi.org/10.1515/ijamh-2019-0152 | DOI Listing |
J Neuroeng Rehabil
January 2025
Department of Clinical Neuroscience, Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Vita Stråket 12, Floor 4, 41346, Gothenburg, Sweden.
Background: Myoelectric pattern recognition (MPR) combines multiple surface electromyography channels with a machine learning algorithm to decode motor intention with an aim to enhance upper limb function after stroke. This study aims to determine the feasibility and preliminary effectiveness of a novel intervention combining MPR, virtual reality (VR), and serious gaming to improve upper limb function in people with chronic stroke.
Methods: In this single case experimental A-B-A design study, six individuals with chronic stroke and moderate to severe upper limb impairment completed 18, 2 h sessions, 3 times a week.
Eur J Sport Sci
February 2025
Ph.D. Program in Biomedical Engineering, College of Medicine, Kaohsiung Medical University, Kaohsiung, Taiwan.
Exergame has become widely popular and offers great levels of cognitive demands, thus may facilitate cognitive benefits. In addition, researchers have proposed that cardiac autonomic function, assessed via heart rate variability (HRV), is associated with cognitive executive function. However, few exergame training studies have investigated this relationship.
View Article and Find Full Text PDFAust Occup Ther J
February 2025
School of Health and Medical Sciences, University of Southern Queensland, Ipswich, Australia.
Introduction: The Modified Interest Checklist (MIC) is a tool used by therapists to understand past and present occupational engagement, however, is now outdated and lacks contemporary occupations. The aim of this study was to develop an updated valid and reliable checklist tool inclusive of contemporary leisure activities for clinical practice.
Methods: The study consisted of four phases, including feedback in relation to the MIC, two phases of development of an updated tool, and occupational therapists' opinions on the tool.
Introduction: In the last decade, concussions and subconcussive brain trauma in football and other high impact sports have become of increasing concern. Tackling, in youth football, accounts for a high proportion of head impacts and injuries, including concussions. Thus, minimizing head impact severity during tackling may help in reducing concussion risk and subconcussive brain trauma.
View Article and Find Full Text PDFBMJ Open
January 2025
College of Medical and Dental Sciences, University of Birmingham, Birmingham, UK.
Objective: Upper limb movement difficulties in children with acquired brain injury (ABI) result in longer recovery times compared with lower limb. Intensive neurorehabilitation promotes a good long-term functional outcome. Virtual reality (VR) and video game technologies are invaluable adjuncts to traditional neurological rehabilitation as they help to motivate, engage and gain children's compliance in goal-directed therapy.
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