Evidence map›Paper›PMID 34776911›Full record

ArticleFrontiers in human neuroscience2021

Psychophysiological, but Not Behavioral, Indicator of Working Memory Capacity Predicts Video Game Proficiency.

Natalia Jakubowska, Paweł Dobrowolski, Alicja Anna Binkowska, Ibrahim V Arslan, Monika Myśliwiec, Aneta Brzezicka

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Article in Frontiers in human neuroscience, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

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0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

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4 · The record

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5 · Who and what money

Authors and funding

6 authors.

Natalia JakubowskaDepartment of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.
Paweł DobrowolskiInstitute of Psychology, Polish Academy of Sciences, Warsaw, Poland.
Alicja Anna BinkowskaDepartment of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.
Ibrahim V ArslanDepartment of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.
Monika MyśliwiecDepartment of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.
Aneta BrzezickaDepartment of Psychology, SWPS University of Social Sciences and Humanities, Warsaw, Poland.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Visual working memory (VWM) is the ability to actively maintain visual information over short periods of time and is strongly related to global fluid intelligence and overall cognitive ability. In our study, we used two indices of visual working memory capacity: the behavioral estimate of capacity (K) and contralateral delay activity (CDA) in order to check whether training in a Real-Time Strategy (RTS) video game StarCraft II can influence the VWM capacity measured by the change detection task. We also asked a question whether individual differences in behavioral and psychophysiological indices of VWM can predict the effectiveness of video game training. Sixty-two participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment), active control (Fixed environment), and passive control groups. Experimental and active control groups differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the VWM task. Our results showed that working memory capacity (K calculated according to Pashler's formula) increases after training in both experimental groups, but not in a control group. We have also found a correlation between average visual working memory capacity (calculated as K) and mean CDA amplitude no matter which group we are looking at. And, last but not least, we have found that we can predict the amount of improvement in the RTS video game by looking at the psychophysiological indices (CDA amplitude) recorded at baseline (before training), but only in the experimental group. We think that the strength of the psychophysiological indicator of VWM capacity might be a marker of the future success in video game acquisition.

Indexed as

action video gamesEEGERPstrainingsvisual working memory

Identifiers

PMID34776911
PMCPMC8581038

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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.