ArticlePloS one2019
Error-related negativity predicts failure in competitive dual-player video games.
Article in PloS one, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
5 citing papers in PubMed, 11 citations in OpenAlex.
- Popularity of Video Games and Collective Memory.Entropy (Basel, Switzerland) · 2022Article
- Measuring Task-Related Brain Activity With Event-Related Potentials in Dynamic Task Scenario With Immersive Virtual Reality Environment.Frontiers in behavioral neuroscience · 2022Article
- Error-Related Cognitive Control and Behavioral Adaptation Mechanisms in the Context of Motor Functioning and Anxiety.Frontiers in human neuroscience · 2021Article
- Green communication for cognitive radio networks based on game and utility-pricing theories.PloS one · 2020Article
- Errors and Action Monitoring:Frontiers in human neuroscience · 2019Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situations in which data can be recorded are gradually being overcome. EEG measurement in real environments has become increasingly important as a means to monitor brain activity in our daily lives, such as while playing consumer games in the living room. The present study measured brain EEG activity while two players engaged in a competitive consumer baseball game in conditions that closely resembled daily life. The recorded brain activity was thus likely related to natural mental reactions and cognitive function that occur in similar daily life activities. To measure the EEG from participants who freely moved while playing the game, we developed EEG devices that incorporated a wireless time synchronization system using Global Positioning Satellite (GPS) signals. These devices stamped the time obtained from the GPS signals onto each data sample, which was then used to synchronize the data that were recorded by different devices. When the batter in the game swung and missed, the error-related negativity component of the event-related EEG potential was strongly evoked in frontal electrodes of the participant controlling the batter. Furthermore, the error-related negativity was modulated according to who was winning and by how much. Thus, here we have demonstrated "real-world" brain activity using a competitive consumer game, which increases intrinsic participant motivation.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.