It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.
While previous attempts to train self-control in humans have frequently failed, we set out to train response inhibition using computer-game elements. We trained older adults with a newly developed game-based inhibition training on a tablet for two months and compared them to an active and passive control group. Behavioural effects reflected in shorter stop signal response times that were observed only in the inhibition-training group. This was accompanied by structural growth in cortical thickness of right inferior frontal gyrus (rIFG) triangularis, a brain region that has been associated with response inhibition. The structural plasticity effect was positively associated with time spent on the training-task and predicted the final percentage of successful inhibition trials in the stop task. The data provide evidence for successful trainability of inhibition when game-based training is employed. The results extend our knowledge on game-based cognitive training effects in older age and may foster treatment research in psychiatric diseases related to impulse control.
In the present study, the brain’s response towards near- and supra-threshold infrasound (IS) stimulation (sound frequency < 20 Hz) was investigated under resting-state fMRI conditions. The study involved two consecutive sessions. In the first session, 14 healthy participants underwent a hearing threshold—as well as a categorical loudness scaling measurement in which the individual loudness perception for IS was assessed across different sound pressure levels (SPL). In the second session, these participants underwent three resting-state acquisitions, one without auditory stimulation (no-tone), one with a monaurally presented 12-Hz IS tone (near-threshold) and one with a similar tone above the individual hearing threshold corresponding to a ‘medium loud’ hearing sensation (supra-threshold). Data analysis mainly focused on local connectivity measures by means of regional homogeneity (ReHo), but also involved independent component analysis (ICA) to investigate inter-regional connectivity. ReHo analysis revealed significantly higher local connectivity in right superior temporal gyrus (STG) adjacent to primary auditory cortex, in anterior cingulate cortex (ACC) and, when allowing smaller cluster sizes, also in the right amygdala (rAmyg) during the near-threshold, compared to both the supra-threshold and the no-tone condition. Additional independent component analysis (ICA) revealed large-scale changes of functional connectivity, reflected in a stronger activation of the right amygdala (rAmyg) in the opposite contrast (no-tone > near-threshold) as well as the right superior frontal gyrus (rSFG) during the near-threshold condition. In summary, this study is the first to demonstrate that infrasound near the hearing threshold may induce changes of neural activity across several brain regions, some of which are known to be involved in auditory processing, while others are regarded as keyplayers in emotional and autonomic control. These findings thus allow us to speculate on how continuous exposure to (sub-)liminal IS could exert a pathogenic influence on the organism, yet further (especially longitudinal) studies are required in order to substantialize these findings.
Decline of cognitive function is a part of aging. However, intensive cognitive training can improve important cognitive functions, such as attention and working memory. Because existing systems are not older adult-friendly and are usually not based on scientific evidence, an online platform was developed for cognitive training with information and communication features and evaluated in an 8-week field test. In a randomized clinical trial with 80 older adults, findings from log data analysis and questionnaires revealed a good use of the online platform. Communication or assistive features were not used often. Good usability ratings were given to the cognitive exercises. Subjective improvements of cognitive functions due to the training were reported. The current article presents concrete requirements and recommendations for deploying cognitive training software in older adult residential homes.
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