Brain–computer interfaces (BCIs) allow control of various applications or external devices solely by brain activity, e.g., measured by electroencephalography during motor imagery. Many users are unable to modulate their brain activity sufficiently in order to control a BCI. Most of the studies have been focusing on improving the accuracy of BCI control through advances in signal processing and BCI protocol modification. However, some research suggests that motor skills and physiological factors may affect BCI performance as well. Previous studies have indicated that there is differential lateralization of hand movements’ neural representation in right- and left-handed individuals. However, the effects of handedness on sensorimotor rhythm (SMR) distribution and BCI control have not been investigated in detail yet. Our study aims to fill this gap, by comparing the SMR patterns during motor imagery and real-feedback BCI control in right- (N = 20) and left-handers (N = 20). The results of our study show that the lateralization of SMR during a motor imagery task differs according to handedness. Left-handers present lower accuracy during BCI performance (single session) and weaker SMR suppression in the alpha band (8–13 Hz) during mental simulation of left-hand movements. Consequently, to improve BCI control, the user’s training should take into account individual differences in hand dominance.
Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17-38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers.
Empathy is the ability to understand and react to other people's inner states. Neuroimaging evidence suggests that there are two aspects of empathy which are subserved by distinct brain networks. The emotional aspect of empathy is reflected by bottom-up processes and the cognitive aspect of empathy is influenced by top-down processes. Both aspects can be studied by measuring the reaction of participants exposed to the pictures of models who feel physical pain, for example, having a needle stuck in their cheek. The early event-related potential (ERP) N2 has been reported in observing other’s physical pain and has been suggested as a biomarker of the emotional aspect of empathy. The present study investigated the time course of processing other’s pain and the influence of face attractiveness on the early ERP component. Participants (
N
= 24) viewed photos of physically attractive and unattractive men and women during painful (a needle in the check) and nonpainful stimulation (Q-tip touching the skin). N1 and P2 components were sensitive to face attractiveness. The amplitude of the N2 component was more positive for the stimuli associated with pain than for neutral stimuli, but only for unattractive faces. Therefore, we suggest that a difference in the N2 amplitude to pain in unattractive faces most likely reflects a difference in emphatic response depending on facial attractiveness.
The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerging adulthood. From among the factors which were considered significant in previous studies, we decided to include the following in our research: empathy, self-esteem, self-efficacy and loneliness. Additionally, we wanted to examine which predictors have a direct or indirect effect on PVG in female and male emerging adult gamers group. Including a sample of 370 video game players (201 female gamers) aged 18–30 years (M = 21.66 years, SD = 2.83) participated in this study and were asked to complete self-report measures. The questionnaires included: Problem Videogame Playing Questionnaire, The Interpersonal Reactivity Index, Rosenberg Self-Esteem Scale, De Jong Gierveld Loneliness Scale, General Self-Efficacy Scale. Our results indicate that empathy dimension associated with personal distress, the time spent playing computer games per week is directly associated with PVG. Also, there were found full mediation between self-esteem, loneliness, self-efficacy and PVG via personal distress in emerging adult male gamers group. In emerging adult female gamers group personal distress fully mediated relation between self-esteem, self-efficacy and PVG. Our findings indicate that the time spent playing video games, as well as personal distress as a function of self-esteem, loneliness and self-efficacy, are predictors of problematic video gaming. Additionally, our results may lead to a better understanding of PVG among emerging adults. In particular, they may point to the importance of personal distress in relation to PVG during emerging adulthood, which is a developmental stage of many changes in social and professional life.
Internet jest powszechnie dostępny i użytkowany przez osoby z różnych grup wiekowych ze względu na jego przydatność w pracy, nauce i rozrywce. Możliwe jest jednak także nadmierne korzystanie z Internetu, które niekiedy przeradza się w uzależnienie. Zjawisko to należy do grupy tak zwanych uzależnień behawioralnych, dopiero od niedawna opisywanych w literaturze naukowej. Jest zatem istotne aby zróżnicować, kiedy korzystanie z Internetu jest normą, a kiedy wykracza poza nią. W artykule przedstawione zostaną dane na temat rozpowszechnienia zjawiska uzależnienia od Internetu, jego modele teoretyczne oraz możliwości identyfikacji na podstawie kryteriów diagnostycznych proponowanych przez naukowców. Głównym celem artykułu jest omówienie funkcjonowania poznawczego w tym rodzaju uzależnienia. Do tej pory badacze odnosili je do sfery osobowościowej, społecznej i emocjonalnej. Wydaje się jednak, że istotną rolę w wyjaśnieniu mechanizmu uzależnienia od Internetu pełnią procesy poznawcze, a szczególnie kontrola poznawcza i funkcje wykonawcze. Ponadto poznanie tych mechanizmów przyczyniać może się do opracowania bardziej adekwatnych form tak w zakresie profilaktyki, jak również terapii.
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