?

Cross-System Consistency of Working Memory Advantage in Action Video Game Players: A fNIRS Study

  • Wenxin GUO ,
  • Wei ZHANG ,
  • Yuxi LI
Expand
  • 1. Ministry of Education’s Key Laboratory of Adolescent Cyberpsychology and Behavior, School of Psychology, Central China Normal University, Wuhan 430079
    2. Wuhan Hongshan District No.3 Primary School, Wuhan 430072

Received date: 2022-06-18

  Online published: 2023-09-13

Copyright

, 2023, Copyright reserved © 2023.

Abstract

Previous studies have shown that action video game (AVG) players have an advantage in working memory (WM). However, it is uncertain whether this advantage exists in both the visual-spatial and verbal WM subsystems, and the physiological basis for this advantage is unclear. Using the n-back paradigm, this study examined the WM characteristics of AVG players by functional near-infrared spectroscopy (fNIRS), selecting spatial and verbal materials. Results showed that the reaction time of the player group was significantly shorter than that of the non-player group. Furthermore, the difference in reaction time between two groups was more significant in the 2-back condition. As indicated by the fNIRS results, the β values of the player group in channel 4 were significantly smaller than those of the non-player group in both subsystems. Moreover, when the player group was given two loading levels in the verbal WM task, there was no significant difference between the β values in channel 10, suggesting that the dorsolateral prefrontal cortex may be the dominant brain area for players when dealing with high-load tasks. Overall, the WM advantage of AVG players appears to be universal across multiple systems and represents better responses to high-load tasks.

Cite this article

Wenxin GUO , Wei ZHANG , Yuxi LI . Cross-System Consistency of Working Memory Advantage in Action Video Game Players: A fNIRS Study[J]. Studies of Psychology and Behavior, 2023 , 21(4) : 454 -463 . DOI: 10.12139/j.1672-0628.2023.04.004

References

陈一凡. (2018). 双重任务下直立姿势控制与空间工作记忆刷新功能的相互干扰研究: 来自行为和fNIRS的证据(硕士学位论文). 上海体育学院.
  龚辉, 李成军, 李婷, 郑毅, 骆清铭. 前额叶皮层工作记忆作用的近红外光学成像. 中国科学(G辑: 物理学 力学 天文学), 2007, 37 (S1): 110- 117.
  李嘉莹. (2015). 动作类游戏玩家的视觉工作记忆优势及相关机制(硕士学位论文). 华东师范大学, 上海.
  杨静, 何昊, 张星星, 弋净, 关青, 罗跃嘉, 张浩波. 不同工作记忆训练对认知功能及相关脑电特征的影响. 中国心理卫生杂志, 2021, 35 (7): 599- 605.
  朱一可. (2021). 不同亚型ADHD儿童反应抑制功能和工作记忆功能的功能近红外脑成像研究(硕士学位论文). 首都儿科研究所, 北京.
  Appelbaum, L. G., Cain, M. S., Darling, E. F., & Mitroff, S. R. (2013). Action video game playing is associated with improved visual sensitivity, but not alterations in visual sensory memory. Attention, Perception, & Psychophysics, 75(6), 1161–1167.
  Awh, E., Vogel, E. K., & Oh, S. H.. Interactions between attention and working memory. Neuroscience, 2006, 139 (1): 201- 208.
  Baddeley, A. D. (2002). Is working memory still working? European Psychologist, 7(2), 85–97.
  Baddeley, A. D., & Hitch, G. (1974). Working memory. In G. H. Bower (Ed.), Psychology of learning and motivation (Vol. 8, pp. 47–89). New York: Academic Press.
  Barbey, A. K., Koenigs, M., & Grafman, J.. Orbitofrontal contributions to human working memory. Cerebral Cortex, 2011, 21 (4): 789- 795.
  Bavelier, D., Green, C. S., Pouget, A., & Schrater, P.. Brain plasticity through the life span: Learning to learn and action video games. Annual Review of Neuroscience, 2012, 35, 391- 416.
  Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D.. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 2018, 144 (1): 77- 110.
  Bialystok, E.. Effect of bilingualism and computer video game experience on the Simon task. Canadian Journal of Experimental Psychology/Revue canadienne de psychologie expérimentale, 2006, 60 (1): 68- 79.
  Blacker, K. J., & Curby, K. M. (2013). Enhanced visual short-term memory in action video game players. Attention, Perception, & Psychophysics, 75(6), 1128–1136.
  Braver, T. S., Cohen, J. D., Nystrom, L. E., Jonides, J., Smith, E. E., & Noll, D. C.. A parametric study of prefrontal cortex involvement in human working memory. NeuroImage, 1997, 5 (1): 49- 62.
  Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W. J., Green, C. S., & Bavelier, D. (2016). Technology consumption and cognitive control: Contrasting action video game experience with media multitasking. Attention, Perception, & Psychophysics, 78(1), 218–241.
  Castel, A. D., Pratt, J., & Drummond, E.. The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica, 2005, 119 (2): 217- 230.
  Chen, Y., & Li, C. S. R. (2022). Striatal gray matter volumes, externalizing traits, and N-back task performance: An exploratory study of sex differences using the human connectome project data. Journal of Experimental Psychopathology, 13(1), 20438087221080056.
  Collette, F., & van der Linden, M.. Brain imaging of the central executive component of working memory. Neuroscience & Biobehavioral Reviews, 2002, 26 (2): 105- 125.
  Colzato, L. S., van den Wildenberg, W. P. M., Zmigrod, S., & Hommel, B.. Action video gaming and cognitive control: Playing first person shooter games is associated with improvement in working memory but not action inhibition. Psychological Research, 2013, 77 (2): 234- 239.
  Cui, X., Bray, S., Bryant, D. M., Glover, G. H., & Reiss, A. L.. A quantitative comparison of NIRS and fMRI across multiple cognitive tasks. NeuroImage, 2011, 54 (4): 2808- 2821.
  Dye, M. W. G., Green, C. S., & Bavelier, D.. Increasing speed of processing with action video games. Current Directions in Psychological Science, 2009, 18 (6): 321- 326.
  Ecker, U. K. H., Lewandowsky, S., Oberauer, K., & Chee, A. E. H. (2010). The components of working memory updating: An experimental decomposition and individual differences. Journal of Experimental Psychology: Learning, Memory, and Cognition, 36(1), 170–189.
  Franceschini, S., Trevisan, P., Ronconi, L., Bertoni, S., Colmar, S., Double, K., ... Gori, S.. Action video games improve reading abilities and visual-to-auditory attentional shifting in English-speaking children with dyslexia. Scientific Reports, 2017, 7 (1): 5863.
  Gong, D. K., He, H., Ma, W. Y., Liu, D. B., Huang, M. T., Dong, L., ... Yao, D. Z.. Functional integration between salience and central executive networks: A role for action video game experience. Neural Plasticity, 2016, 2016, 9803165.
  Green, C. S., & Bavelier, D.. Action video game modifies visual selective attention. Nature, 2003, 423 (6939): 534- 537.
  Green, C. S., & Bavelier, D.. Learning, attentional control, and action video games. Current Biology, 2012, 22 (6): R197- R206.
  Hubert-Wallander, B., Green, C. S., & Bavelier, D. (2011). Stretching the limits of visual attention: The case of action video games. WIREs Cognitive Science, 2(2), 222–230.
  Irak, M., Soylu, C., Sakman, Ö. K., & Turan, G. (2020). ERP correlates of working memory load in excessive video game players. In B. Bostan (Ed.), Game user experience and player-centered design (pp. 3–20). Cham, Switzerland: Springer.
  Izzetoglu, K., Bunce, S., Izzetoglu, M., Onaral, B., & Pourrezaei, K. (2003). fNIR spectroscopy as a measure of cognitive task load. Proceedings of the 25th Annual International Conference of the IEEE Engineering in Medicine and Biology Society. Cancun, Mexico.
  Jonides, J., Schumacher, E. H., Smith, E. E., Lauber, E. J., Awh, E., Minoshima, S., & Koeppe, R. A.. Verbal working memory load affects regional brain activation as measured by PET. Journal of Cognitive Neuroscience, 1997, 9 (4): 462- 475.
  Kane, M. J., Conway, A. R. A., Miura, T. K., & Colflesh, G. J. H. (2007). Working memory, attention control, and the N-back task: A question of construct validity. Journal of Experimental Psychology: Learning, Memory, and Cognition, 33(3), 615–622.
  Kowal, M., Toth, A. J., Exton, C., & Campbell, M. J.. Different cognitive abilities displayed by action video gamers and non-gamers. Computers in Human Behavior, 2018, 88, 255- 262.
  Limelight Networks. (2021). The state of online gaming. Retrieved May 3, 2022, from https://www.limelight.com/lp/state-of-online-gaming-2021/
  Lin, L., Leung, A. W. S., Wu, J. H., & Zhang, L.. Individual differences under acute stress: Higher cortisol responders performs better on N-back task in young men. International Journal of Psychophysiology, 2020, 150, 20- 28.
  Lucas, I., Urieta, P., Balada, F., Blanco, E., & Aluja, A.. Differences in prefrontal cortex activity based on difficulty in a working memory task using near-infrared spectroscopy. Behavioural Brain Research, 2020, 392, 112722.
  McDermott, A. F., Bavelier, D., & Green, C. S.. Memory abilities in action video game players. Computers in Human Behavior, 2014, 34, 69- 78.
  Meule, A.. Reporting and interpreting working memory performance in n-back tasks. Frontiers in Psychology, 2017, 8, 352.
  Moisala, M., Salmela, V., Hietaj?rvi, L., Carlson, S., Vuontela, V., Lonka, K., ... Alho, K.. Gaming is related to enhanced working memory performance and task-related cortical activity. Brain Research, 2017, 1655, 204- 215.
  Molteni, E., Butti, M., Bianchi, A. M., & Reni, G. (2008). Activation of the prefrontal cortex during a visual n-back working memory task with varying memory load: A near infrared spectroscopy study. 2008 30th Annual International Conference of the IEEE Engineering in Medicine and Biology Society. Vancouver, Canada.
  Morris, N., & Jones, D. M.. Memory updating in working memory: The role of the central executive. British Journal of Psychology, 1990, 81 (2): 111- 121.
  Nikolaidis, A., Voss, M. W., Lee, H., Vo, L. T. K., & Kramer, A. F.. Parietal plasticity after training with a complex video game is associated with individual differences in improvements in an untrained working memory task. Frontiers in Human Neuroscience, 2014, 8, 169.
  Oei, A. C., & Patterson, M. D.. Enhancing cognition with video games: A multiple game training study. PLoS One, 2013, 8 (3): e58546.
  Pelegrina, S., Lechuga, M. T., García-Madruga, J. A., Elosúa, M. R., Macizo, P., Carreiras, M., ... Bajo, M. T.. Normative data on the n-back task for children and young adolescents. Frontiers in Psychology, 2015, 6, 1544.
  Perrot, A., Maillot, P., & Hartley, A.. Cognitive training game versus action videogame: Effects on cognitive functions in older adults. Games for Health Journal, 2019, 8 (1): 35- 40.
  Petrides, M.. The orbitofrontal cortex: Novelty, deviation from expectation, and memory. Annals of the New York Academy of Sciences, 2007, 1121 (1): 33- 53.
  Redick, T. S., Calvo, A., Gay, C. E., & Engle, R. W. (2011). Working memory capacity and go/no-go task performance: Selective effects of updating, maintenance, and inhibition. Journal of Experimental Psychology: Learning, Memory, and Cognition, 37(2), 308–324.
  Richlan, F., Schubert, J., Mayer, R., Hutzler, F., & Kronbichler, M.. Action video gaming and the brain: fMRI effects without behavioral effects in visual and verbal cognitive tasks. Brain and Behavior, 2018, 8 (1): e00877.
  Ruocco, A. C., & Wonders, E.. Delineating the contributions of sustained attention and working memory to individual differences in mindfulness. Personality and Individual Differences, 2013, 54 (2): 226- 230.
  Sala, G., Tatlidil, K. S., & Gobet, F.. Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation. Psychological Bulletin, 2018, 144 (2): 111- 139.
  Sato, H., Yahata, N., Funane, T., Takizawa, R., Katura, T., Atsumori, H., ... Kasai, K.. A NIRS-fMRI investigation of prefrontal cortex activity during a working memory task. NeuroImage, 2013, 83, 158- 173.
  Schecklmann, M., Ehlis, A. C., Plichta, M. M., Dresler, T., Heine, M., Boreatti-Hümmer, A., ... Fallgatter, A. J.. Working memory and response inhibition as one integral phenotype of adult ADHD? A behavioral and imaging correlational investigation. Journal of Attention Disorders, 2013, 17 (6): 470- 482.
  Spence, I., & Feng, J.. Video games and spatial cognition. Review of General Psychology, 2010, 14 (2): 92- 104.
  Sungur, H., & Boduroglu, A.. Action video game players form more detailed representation of objects. Acta Psychologica, 2012, 139 (2): 327- 334.
  Tanida, M., Sakatani, K., & Tsujii, T.. Relation between working memory performance and evoked cerebral blood oxygenation changes in the prefrontal cortex evaluated by quantitative time-resolved near-infrared spectroscopy. Neurological Research, 2012, 34 (2): 114- 119.
  Taurisano, P., Antonucci, L. A., Fazio, L., Rampino, A., Romano, R., Porcelli, A., ... Blasi, G.. Prefrontal activity during working memory is modulated by the interaction of variation in CB1 and COX2 coding genes and correlates with frequency of cannabis use. Cortex, 2016, 81, 231- 238.
  van Rooij, A. J., Kuss, D. J., Griffiths, M. D., Shorter, G. W., Schoenmakers, T. M., & van de Mheen, D.. The (co-) occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. Journal of Behavioral Addictions, 2014, 3 (3): 157- 165.
  Villringer, A., & Chance, B.. Non-invasive optical spectroscopy and imaging of human brain function. Trends in Neurosciences, 1997, 20 (10): 435- 442.
  Wang, P., Liu, H. H., Zhu, X. T., Meng, T., Li, H. J., & Zuo, X. N.. Action video game training for healthy adults: A meta-analytic study. Frontiers in Psychology, 2016, 7, 907.
  Waris, O., Jaeggi, S. M., Seitz, A. R., Lehtonen, M., Soveri, A., Lukasik, K. M., ... Laine, M.. Video gaming and working memory: A large-scale cross-sectional correlative study. Computers in Human Behavior, 2019, 97, 94- 103.
  Wilms, I. L., Petersen, A., & Vangkilde, S.. Intensive video gaming improves encoding speed to visual short-term memory in young male adults. Acta Psychologica, 2013, 142 (1): 108- 118.
  Zhang, R. Y., Chopin, A., Shibata, K., Lu, Z. L., Jaeggi, S. M., Buschkuehl, M., ... Bavelier, D.. Author Correction: Action video game play facilitates “learning to learn”. Communications Biology, 2021, 4 (1): 1388.
Outlines

/

Copyright © Editorial office of Studies of Psychology and Behavior
Tel: 022-23540231, 23541213 E-mail: psybeh@126.com