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2022
DOI: 10.3389/fnins.2022.834954
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Neuroanatomical predictors of complex skill acquisition during video game training

Abstract: It is known that the outcomes of complex video game (VG) skill acquisition are correlated with individual differences in demographic and behavioral variables, such as age, intelligence and visual attention. However, empirical studies of the relationship between neuroanatomical features and success in VG training have been few and far between. The present review summarizes existing literature on gray matter (GM) and white matter correlates of complex VG skill acquisition as well as explores its relationship wit… Show more

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Cited by 2 publications
(2 citation statements)
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References 115 publications
(248 reference statements)
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“…This suggests that the GD group, usually defined by the DSM‐5 and/or screening tools, may include many highly involved gamers rather than individuals with GD. (2) Playing video games could induce alterations in multiple brain regions that are similar to the brain regions associated with GD, mainly located in the prefrontal cortex, striatum, and limbic system (Brilliant et al., 2019 ; Kovbasiuk et al., 2022 ; Palaus et al., 2017 ). Compared with non‐gamers, extensive gamers (those who play about 3 h/day) presented alterations of brain structure in the prefrontal cortex (He et al., 2021 ).…”
Section: Introductionmentioning
confidence: 99%
“…This suggests that the GD group, usually defined by the DSM‐5 and/or screening tools, may include many highly involved gamers rather than individuals with GD. (2) Playing video games could induce alterations in multiple brain regions that are similar to the brain regions associated with GD, mainly located in the prefrontal cortex, striatum, and limbic system (Brilliant et al., 2019 ; Kovbasiuk et al., 2022 ; Palaus et al., 2017 ). Compared with non‐gamers, extensive gamers (those who play about 3 h/day) presented alterations of brain structure in the prefrontal cortex (He et al., 2021 ).…”
Section: Introductionmentioning
confidence: 99%
“…No sentido de validar novos protocolos de avaliação do desempenho na DT, um estudo de 2022 desenvolveu uma abordagem experimental em crianças com Paralisia Cerebral, utilizando gamificação (game-based rehabilitation system -GRS) para treino de DT, integrando tarefas de equilíbrio, funcionamento executivo e tarefas visuomotoras (Szturm et al, 2022). As propriedades dos sistemas de jogo ajudam a explicar o seu potencial na avaliação da DT, nomeadamente: a conciliação de tarefas de vários domínios; a padronização da complexidade pela atribuição dos níveis de dificuldade (Kovbasiuk et al, 2022); e a regulação da complexidade independentemente da experiência do utilizador, atribuída pela aleatoriedade nas dinâmicas de jogo (Klabbers, 2018). Apesar das suas propriedades estarem de acordo com os critérios que garantem a avaliação otimizada do desempenho na DT, o jogo não tem sido utilizado na avaliação da pessoa idosa.…”
Section: Introductionunclassified