ArticleFrontiers in human neuroscience2022
Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends.
Article in Frontiers in human neuroscience, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 1 of them a synthesis that pooled it.
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Who cites it
8 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Pooled it
- Psychomotor Performance in Esports Players: A Comparative Study of Visual Reaction Time and Hand-Eye Coordination.Brain sciences · 2026Article
- Beyond Performance: Cognitive Overload and Related Cognitive, Psychophysiological, and Performance States in Competitive Esports-A Scoping Review.Medical sciences (Basel, Switzerland) · 2026Article
- Motives of Children for Digital Gaming and Physical Activity and Their Parents' Perceptions: Cross-Sectional Matched-Pair Study.JMIR pediatrics and parenting · 2026Article
- A study on the correlation between visual-spatial working memory capacity and decision-making performance in 3V2 offensive tactics of soccer players.Frontiers in psychology · 2026Article
- Article
- Verify the effects of esports on cognitive skill: focusing on decision making.BMC sports science, medicine & rehabilitation · 2025Article
- Article
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4 authors.
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Abstract
Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed.
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