| Literature DB >> 32873819 |
Hannah J Stewart1,2, Jasmin L Martinez1,3, Audrey Perdew1, C Shawn Green4, David R Moore5,6,7.
Abstract
A training method to improve speech hearing in noise has proven elusive, with most methods failing to transfer to untrained tasks. One common approach to identify potentially viable training paradigms is to make use of cross-sectional designs. For instance, the consistent finding that people who chose to avidly engage with action video games as part of their normal life also show enhanced performance on non-game visual tasks has been used as a foundation to test the causal impact of such game play via true experiments (e.g., in more translational designs). However, little work has examined the association between action video game play and untrained auditory tasks, which would speak to the possible utility of using such games to improve speech hearing in noise. To examine this possibility, 80 participants with mixed action video game experience were tested on a visual reaction time task that has reliably shown superior performance in action video game players (AVGPs) compared to non-players (≤ 5 h/week across game categories) and multi-genre video game players (> 5 h/week across game categories). Auditory cognition and perception were tested using auditory reaction time and two speech-in-noise tasks. Performance of AVGPs on the visual task replicated previous positive findings. However, no significant benefit of action video game play was found on the auditory tasks. We suggest that, while AVGPs interact meaningfully with a rich visual environment during play, they may not interact with the games' auditory environment. These results suggest that far transfer learning during action video game play is modality-specific and that an acoustically relevant auditory environment may be needed to improve auditory probabilistic thinking.Entities:
Mesh:
Year: 2020 PMID: 32873819 PMCID: PMC7462999 DOI: 10.1038/s41598-020-71235-z
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Categorization rules: with four possible formula options for categorisation of action video game players (AVGPs) and one formula option each for categorisation of tweeners (TWs) and non-players (NPs) based on weekly hours of play during the past year, and prior to the past year. Participants that did not fall into these three categories were labelled as others (OTs).
| Action video game players (AVGPs) | Tweeners (TWs) | Non-players (NPs) | ||||
|---|---|---|---|---|---|---|
| Option 1 | Option 2 | Option 3 | Option 4 | |||
Action first/third person shooters e.g., Call of Duty, Gears of War | 5 + | 3 + to 5 | 3 + to 5 | 3 + to 5 | – | 0 to 1 |
Action RPG/sports/driving/adventure e.g., Mario Kart, Tomb Raider | – | – | 5 + | 5 + | 0 to 10 | 0 to 1 |
Real-time strategy/MOBA e.g., Command and Conquer, Starcraft | 0 to 3 | 0 to 3 | 0 to 3 | 0 to 3 | 0 to 10 | 0 to 1 |
Non-action turn-based role-playing/fantasy e.g., World of Warcraft, Pokemon | – | – | – | – | 0 to 10 | 0 to 3 |
Turn-based strategy/life simulation/puzzle e.g., Sims, Candy Crush | 0 to 3 | 0 to 3 | 0 to 3 | 0 to 3 | 0 to 10 | 0 to 3 |
Music games e.g., Guitar Hero, Rock Band | 0 to 3 | 0 to 3 | 0 to 3 | 0 to 3 | 0 to 10 | 0 to 3 |
| Other | 0 to 3 | 0 to 3 | 0 to 3 | 0 to 3 | 0 to 10 | 0 to 3 |
| Total hours played per week | – | – | – | – | – | 0 to 5 |
| Action first/third person shooters | – | 5 + | 3 + to 5 | 0 to 5 | – | 0 to 1 |
| Action RPG/sports/driving/adventure | – | – | – | 3 + to 5 | 0 to 10 | 0 to 1 |
| Real-time strategy/MOBA | – | – | – | – | 0 to 10 | 0 to 1 |
| Non-action turn-based role-playing/fantasy | – | – | – | – | 0 to 10 | 0 + to 3 |
| Turn-based strategy/life simulation/puzzle | – | – | – | – | 0 to 10 | 0 + to 3 |
| Music games | – | – | – | – | 0 to 10 | 0 + to 3 |
| Other | – | – | – | – | 0 to 10 | 0 + to 3 |
| Total hours played per week | – | – | – | – | – | 0 to 5 |
– = any amount of hours played.
Descriptives of participants tested including gender and age (M mean, SD standard deviation).
| Group | n (F, M) | Age M (SD) |
|---|---|---|
| Action video game players (AVGPs) | 15 (2, 13) | 24.74 (3.11) |
| Tweeners (TWs) | 17 (8, 9) | 24.62 (2.88) |
| Others (OTs) | 32 (3, 29) | 25.52 (3.34) |
| Non-players (NPs) | 16 (16, 0) | 24.01 (2.40) |
Figure 1Self reported gaming experience across game categories played A. during the past year and B. before the past year. See Supplementary Material Fig. 1 for average hours per week.
Figure 2Paradigms for (A) Visual Multiple Object Tracking (MOT) task[17], (B) Test of Attention in Listening (TAiL)[33] and (C) Listening In Spatialized Noise—Sentences (LiSN-S)[36]. In a MOT trial the participants had to track the moving dots and at the end of the trial indicate via a button press whether the dot highlighted in white had started the trial as yellow or blue. In a TAiL trial participants heard two successive pure tones and had to indicate via a button press whether the frequency or location had changed or remained constant between the two pure tones. In the LiSN-S participants repeated the sentence of the target (T) while ignoring the adapting distractors (D1, D2) whose voices were manipulated to change their direction and/or voices (red and white heads) in four different condition blocks.
Figure 3Multiple Object Tracking (MOT): Visual RT task (A) Accuracy (%) and (B) RT (s). Better performance is indicated by higher accuracy and lower RT. Pink: action video game players (AVGPs); blue: tweeners (TWs); green: others (OTs); yellow: non-players (NPs). Error bars show SEM.
Figure 4Test of Attention in Listening (TAiL): Auditory RT task (A) distraction (difference in RT) and (B) conflict resolution (difference in RT). A larger difference in RT for distraction indicates better performance as it reflects the ability to process task-irrelevant as well as task-relevant information. A smaller difference in RT for conflict resolution indicates better performance as it reflects that the participant is able to process incongruent information as well as congruent information. Pink: action video game players (AVGPs); blue: tweeners (TWs); green: others (OTs); yellow: non-players (NPs). Error bars show SEM.
Figure 5(A) Bamford–Kowal–Bench Speech-in-Noise (BKB-SiN): Auditory SiN task. A higher SNR-50 score would indicate a greater SNR necessary for successful verbal communication, a lower score indicates better listening in noise performance. (B) Listening in Spatialized Noise-Sentences (LiSN-S): auditory SiN task. A higher standardized score indicates better listening in noise performance. Pink: action video game players (AVGPs); blue: tweeners (TWs); green: others (OTs); yellow: non-players (NPs). Error bars show SEM.
Figure 6How participants who play video games listen to the audio of their computer games. (A) “How do you typically listen to these games?”. (B) “Do you play these games with surround sound? (e.g., Over a 5.1 speaker set up)”. Blue: action games; green: strategy games; orange: non-action role playing games; pink: music games; red: survival horror games.