Video gaming, specifically action video gaming, seems to improve a range of cognitive functions. The basis for these improvements may be attentional control in conjunction with reward-related learning to amplify the execution of goal-relevant actions while suppressing goal-irrelevant actions. Given that EEG alpha power reflects inhibitory processing, a core component of attentional control, it might represent the electrophysiological substrate of cognitive improvement in video gaming. The aim of this study was to test whether non-video gamers (NVGs), non-action video gamers (NAVGs) and action video gamers (AVGs) exhibit differences in EEG alpha power, and whether this might account for differences in visual information processing as operationalized by the theory of visual attention (TVA). Forty male volunteers performed a visual short-term memory paradigm where they memorized shape stimuli depicted on circular stimulus displays at six different exposure durations while their EEGs were recorded. Accuracy data was analyzed using TVA-algorithms. There was a positive correlation between the extent of post-stimulus EEG alpha power attenuation (10–12 Hz) and speed of information processing across all participants. Moreover, both EEG alpha power attenuation and speed of information processing were modulated by an interaction between group affiliation and time on task, indicating that video gamers showed larger EEG alpha power attenuations and faster information processing over time than NVGs – with AVGs displaying the largest increase. An additional regression analysis affirmed this observation. From this we concluded that EEG alpha power might be a promising neural substrate for explaining cognitive improvement in video gaming.
Successfully conducting military operations requires proficient multitasking. Thus, it is essential to sufficiently assess soldiers’ multitasking abilities before deployment to predict their success in the open field. There are two established approaches to operationalize multitasking: either using a multi-/dual-task paradigm or assessing individuals’ performance in several subtasks building a cohesive multitasking scenario. However, it is unclear if and which approach may be more suitable for predicting military multitasking. To investigate this, we recruited 25 students/officer candidates of the University of the Bundeswehr in Munich to perform multitasking based on a dual-task paradigm and a multitasking scenario in the laboratory, and military multitasking in a shooting gallery. For the dual-task, individuals were asked to solve math equations and memorize radio signals in single- compared to dual-task conditions. For the multitasking scenario, individuals were required to perform the multi-attribute task battery (MATB), which includes four subtasks to simulate a flight scenario. For military multitasking, individuals were supposed to execute a shooting exercise and perform the same math and radio tasks as performed in the laboratory in single-/dual- and triple -task conditions, simultaneously. We expected the dual-task assessment in the laboratory to predict military multitasking better, given that both tasks shared very similar task requirements. In contrast, we found moderate evidence in favor of individuals’ MATB performance serving as the best predictor of military multitasking, using Bayesian hierarchical regression analyses. Thus, multitasking scenario performance may be more suitable for predicting military multitasking. A general multitasking ability might explain this effect.
We aimed to validate a recent approach to explain cognitive enhancements in video game players according to which transfer effects may be related to differential attentional control functions as a result of video game playing. For this, we developed an experimental design where 19 non-video game players performed a visual short-term memory paradigm at five different days and experienced one of five different stimulation protocols on each day, respectively. Stimulation protocols comprised transcranial alternating current stimulation (tACS) applied either at 10 Hz (alpha frequency) or 16.18 Hz (control frequency) over either the left or right posterior parietal cortex (PPC) or a sham stimulation. Individuals' speed of information processing and short-term memory capacity were modeled by means of a computational modeling approach based on the theory of visual attention (TVA) and served to operationalize transfer effects. Moreover, their visusopatial attentional processing and top-down control were modeled by applying the same approach and served as indicators for which attentional control functions may be related to transfer effects. We hypothesized that alpha-tACS would modulate these functions given that alpha brain oscillatory activity likely represents a neural substrate of attentional control. In fact, alpha-tACS applied to the left PPC modulated participants' visuospatial attentional processing. However, this effect did not cause transfer effects. Thus, our results do not support the hypothesis that differential attentional control may account for video gaming effects.
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