A current proposal for a computational notion of self is a representation of one's body in a specific time and place, which includes the recognition of that representation as the agent. This turns self-representation into a process of self-orientation, a challenging computational problem for any human-like agent. Here, to examine this process, we created several 'self-finding' tasks based on simple video games, in which players (N = 124) had to identify themselves out of a set of candidates in order to play effectively. Quantitative and qualitative testing showed that human players are nearly optimal at self-orienting. In contrast, well-known deep reinforcement learning algorithms, which excel at learning much more complex video games, are far from optimal. We suggest that self-orienting allows humans to flexibly navigate new settings.
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Sci Rep
December 2024
School of Psychological Science, The University of Western Australia, 35 Stirling Highway, Perth, WA, 6009, Australia.
Investigations into whether playing action video games (AVGs) benefit other tasks, such as driving, have traditionally focused on gaming experience (i.e., hours played).
View Article and Find Full Text PDFBrain Commun
December 2024
NeuroScape@NeuroTech Lab, Service Universitaire de Neuroréhabilitation (SUN), Département des Neurosciences Cliniques, Centre Hosoitalier Universitaire Vaudois (CHUV), Institution de Lavigny, University of Lausanne, 1011 Lausanne, Switzerland.
Neurocognitive impairment (NCI) is present in around 40% of people with HIV and substantially affects everyday life, adherence to combined antiretroviral therapy (cART) and overall life expectancy. Suboptimal therapy regimen, opportunistic infections, substance abuse and highly prevalent psychiatric co-morbidities contribute to NCI in people with HIV. In this review, we highlight the need for efficacious treatment of HIV-related NCI through pharmacological approaches and cognitive neurorehabilitation, discussing recent randomized controlled trials in this domain.
View Article and Find Full Text PDFBull Menninger Clin
December 2024
Department of Biostatistics, School of Medicine, Pamukkale University, Denizli, Turkey.
The term "phubbing" is a combination of the words "phone" and "snubbing" and is explained as preferring the virtual environment to real communication by engaging with a smartphone during social interaction. Our study included 191 children aged 3-6 attending preschool education. The parents of the children were contacted via an online survey to provide information about their sociodemographic, general phubbing, digital game addiction tendencies, and social skills scale scores.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
December 2024
School of Psychology, Liverpool John Moores University, Liverpool, United Kingdom.
This study examined the Proteus effect in autistic and neurotypical participants via the video game, The Sims. Thirty-two participants (16 autistic, 16 neurotypical) participated in a free-play session of The Sims, playing as either an attractive or unattractive avatar. In line with predictions, participants who had played as the attractive avatar negotiated for a significantly larger share of a fictional pot of money during a post-play economic game.
View Article and Find Full Text PDFInt J Psychophysiol
December 2024
Department of Psychology and Educational Sciences, University of Geneva, Switzerland.
The present study tested the effect of social comparison on effort-related cardiovascular responses. Specifically, we investigated how effort levels are influenced when individuals compare themselves to significantly better peers versus similar or slightly better peers. 43 participants played five-minute video games while displaying the scores of peers who were similar, slightly better, or significantly better, in addition to a control condition without peer scores.
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