Literature DB >> 32000064

Time for a true display of skill: Top players in League of Legends have better executive control.

Xiangqian Li1, Liang Huang1, Bingxin Li2, Haoran Wang1, Chengyang Han3.   

Abstract

Research into the effects of action video gaming on cognition has largely relied on self-reported action video game experience and extended video game training. Only a few studies have focused on participants' actual gaming skills. However, whether superior players and average players have different executive control is still not fully demonstrated. This study had top-ranking League of Legends players (global top 0.17%; N = 35) and average-ranking League of Legends players (N = 35) perform two cognitive tasks that aimed to measure three aspects of executive functioning: cognitive flexibility, interference control, and impulsive control. We controlled self-reported gaming experience, so that top-ranking players and average-ranking players had similar years of play and hours of play per week. We found that compared to a group of average players, top players showed smaller task-switching costs and smaller response-congruency effects in a Stroop-switching test. In a continuous performance test, top players indicated higher hit rates and lower false alarm rates as compared to average players. These findings suggest that top players have better cognitive flexibility and more accurate control of interference in the context of task-switching. Moreover, top players exhibit better impulsive control. The present study provides evidence that players' gaming skills rather than gaming experience are related to cognitive abilities, which may explain why previous studies on self-reported gaming experience and those assessing supervised training and cognitive performance have shown inconsistent results.
Copyright © 2020 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Cognitive flexibility; Executive control; Gaming skills; Impulsive control; Task-switching

Year:  2020        PMID: 32000064     DOI: 10.1016/j.actpsy.2020.103007

Source DB:  PubMed          Journal:  Acta Psychol (Amst)        ISSN: 0001-6918


  6 in total

1.  Difference in gaze control ability between low and high skill players of a real-time strategy game in esports.

Authors:  Inhyeok Jeong; Kento Nakagawa; Rieko Osu; Kazuyuki Kanosue
Journal:  PLoS One       Date:  2022-03-18       Impact factor: 3.240

Review 2.  Could tDCS Be a Potential Performance-Enhancing Tool for Acute Neurocognitive Modulation in eSports? A Perspective Review.

Authors:  Sergio Machado; Bruno Travassos; Diogo S Teixeira; Filipe Rodrigues; Luis Cid; Diogo Monteiro
Journal:  Int J Environ Res Public Health       Date:  2021-04-01       Impact factor: 3.390

3.  Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use.

Authors:  Nancy Yang; Pete L Hurd; Bernard J Crespi
Journal:  Front Psychol       Date:  2022-02-23

4.  Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends.

Authors:  Carlos Valls-Serrano; Cristina De Francisco; María Vélez-Coto; Alfonso Caracuel
Journal:  Front Hum Neurosci       Date:  2022-07-20       Impact factor: 3.473

5.  Information transmission in action video gaming experts: Inferences from the lateralized readiness potential.

Authors:  Jiaxin Xie; Ruifang Cui; Weiyi Ma; Jingqing Lu; Lin Wang; Shaofei Ying; Dezhong Yao; Diankun Gong; Guojian Yan; Tiejun Liu
Journal:  Front Hum Neurosci       Date:  2022-07-25       Impact factor: 3.473

6.  Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability.

Authors:  Boyu Qiu; Yanrong Chen; Xu He; Ting Liu; Sixian Wang; Wei Zhang
Journal:  Int J Environ Res Public Health       Date:  2021-06-26       Impact factor: 3.390

  6 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.