Evidence map›Paper›PMID 35937676›Full record

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.

Carlos Valls-Serrano, Cristina De Francisco, María Vélez-Coto, Alfonso Caracuel

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
8citing papers in PubMed, 1 pooled it
–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

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

8 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
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  7. Verify the effects of esports on cognitive skill: focusing on decision making.BMC sports science, medicine & rehabilitation · 2025
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Carlos Valls-SerranoDepartment of Psychology, Catholic University of Murcia, Guadalupe, Spain.
Cristina De FranciscoDepartment of Social Psychology, University of Seville, Seville, Spain.
María Vélez-CotoMind, Brain and Behavior Research Center, University of Granada, Granada, Spain.
Alfonso CaracuelMind, Brain and Behavior Research Center, University of Granada, Granada, Spain.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

attentionesportsexpertisehuman-computer interactionworking memory

Identifiers

PMID35937676
PMCPMC9351611

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.