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
“…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 ).…”
BackgroundGaming behavior can induce cerebral changes that may be related to the neurobiological features of gaming disorder (GD). Additionally, individuals with higher levels of depression or impulsivity are more likely to experience GD. Therefore, the present pilot study explored potential neurobiological correlates of GD in the context of depression and impulsivity, after accounting for video gaming behavior.MethodsUsing resting‐state functional magnetic resonance imaging (fMRI), a cross‐sectional study was conducted with 35 highly involved male adult gamers to examine potential associations between GD severity and regional homogeneity (ReHo) in the entire brain. A mediation model was used to test the role of ReHo in the possible links between depression/impulsivity and GD severity.ResultsIndividuals with greater GD severity showed increased ReHo in the right Heschl's gyrus and decreased ReHo in the right hippocampus (rHip). Furthermore, depression and impulsivity were negatively correlated with ReHo in the rHip, respectively. More importantly, ReHo in the rHip was found to mediate the associations between depression/impulsivity and GD.ConclusionsThese preliminary findings suggest that GD severity is related to ReHo in brain regions associated with learning/memory/mood and auditory function. Higher levels of depression or impulsivity may potentiate GD through the functional activity of the hippocampus. Our findings advance our understanding of the neurobiological differences behind GD symptoms in highly involved gamers.
“…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 ).…”
BackgroundGaming behavior can induce cerebral changes that may be related to the neurobiological features of gaming disorder (GD). Additionally, individuals with higher levels of depression or impulsivity are more likely to experience GD. Therefore, the present pilot study explored potential neurobiological correlates of GD in the context of depression and impulsivity, after accounting for video gaming behavior.MethodsUsing resting‐state functional magnetic resonance imaging (fMRI), a cross‐sectional study was conducted with 35 highly involved male adult gamers to examine potential associations between GD severity and regional homogeneity (ReHo) in the entire brain. A mediation model was used to test the role of ReHo in the possible links between depression/impulsivity and GD severity.ResultsIndividuals with greater GD severity showed increased ReHo in the right Heschl's gyrus and decreased ReHo in the right hippocampus (rHip). Furthermore, depression and impulsivity were negatively correlated with ReHo in the rHip, respectively. More importantly, ReHo in the rHip was found to mediate the associations between depression/impulsivity and GD.ConclusionsThese preliminary findings suggest that GD severity is related to ReHo in brain regions associated with learning/memory/mood and auditory function. Higher levels of depression or impulsivity may potentiate GD through the functional activity of the hippocampus. Our findings advance our understanding of the neurobiological differences behind GD symptoms in highly involved gamers.
“…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.…”
Introdução: A utilização do jogo, enquanto sistema de avaliação em dupla tarefa, tem vindo a demonstrar um potencial relevante pelas suas propriedades. Objetivo: Testar a aplicabilidade do jogo analógico na avaliação de dupla tarefa em pessoas idosas. Metodologia: Foi realizado um estudo observacional, transversal, com uma mostra de 13 idosos com capacidade de caminhar curtas distâncias. A amostra foi caracterizada nas variáveis sociodemográficas, da mobilidade funcional (Timed-up and Go Test-TUG) e da função cognitiva (6-CIT). Os participantes foram avaliados na sua performance (tempo/seg.) no jogo Labirinto (Agilidades, Inc.) nas diferentes modalidades: grelhas de jogo limpo (S, M e L) vs grelhas de jogo com pistas cognitivas. Para cada modalidade foram recolhidas 3 tentativas. Depois de uma análise descritiva (mediana, IIQ) da performance no jogo, no TUG e no 6-CIT, foi analisada a diferença estatística entre níveis de jogo (wilcoxon) e calculada a correlação entre a performance, o TUG e o 6-CIT. Resultados: Na modalidade de jogo limpo a mediana do tempo aumenta de acordo com a dimensão das grelhas (S:7.67 - L: 14.50);correlações fortes foram encontradas entre o TUG e o tempo nas grelhas S (r=0.802) e L (r=0.808).A variabilidade entre tentativas é superior para a grelha Mpistas (1.53-20.67). Entre o 6-cit e o Spistas (0.580), Mlimpo (0.639) e Mpistas (0,636) foram detetadas correlações moderadas. Conclusão: Dificuldades de equilíbrio resultam num aumento de dificuldade no desempenho no jogo limpo. Algumas adaptações ao protocolo do Jogo podem ser determinantes para garantir condições de segurança na avaliação de dupla tarefa em idosos.
Palavras-chave: dupla tarefa; jogo; avaliação; pessoa idosa; equilíbrio; cognição
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