| Literature DB >> 33192776 |
Emil Holmer1, Mary Rudner1, Krister Schönström2, Josefine Andin1.
Abstract
Auditory cortex in congenitally deaf early sign language users reorganizes to support cognitive processing in the visual domain. However, evidence suggests that the potential benefits of this reorganization are largely unrealized. At the same time, there is growing evidence that experience of playing computer and console games improves visual cognition, in particular visuospatial attentional processes. In the present study, we investigated in a group of deaf early signers whether those who reported recently playing computer or console games (deaf gamers) had better visuospatial attentional control than those who reported not playing such games (deaf non-gamers), and whether any such effect was related to cognitive processing in the visual domain. Using a classic test of attentional control, the Eriksen Flanker task, we found that deaf gamers performed on a par with hearing controls, while the performance of deaf non-gamers was poorer. Among hearing controls there was no effect of gaming. This suggests that deaf gamers may have better visuospatial attentional control than deaf non-gamers, probably because they are less susceptible to parafoveal distractions. Future work should examine the robustness of this potential gaming benefit and whether it is associated with neural plasticity in early deaf signers, as well as whether gaming intervention can improve visuospatial cognition in deaf people.Entities:
Keywords: deafness; executive function; gaming; sign language; visuospatial attention
Year: 2020 PMID: 33192776 PMCID: PMC7606995 DOI: 10.3389/fpsyg.2020.534741
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1On the left hand side, an overview of the structure of the Flanker task, with examples of one congruent trial (five arrows pointing in the same direction) and one incongruent trial (four flanking arrows pointing to the right, and the middle arrow pointing to the left). To the right, a depiction of how the arrows were displayed on the screen.
Descriptive statistics on background variables for deaf and hearing gamers and non-gamers.
| Variable | Deaf | Hearing | ||||||
| Gamer ( | Non-gamer ( | Gamer ( | Non-gamer ( | |||||
| Age | 34.9 | 4.79 | 35.4 | 10.0 | 25.9 | 7.04 | 26.3 | 7.70 |
| VP | 12.8 | 4.06 | 9.63 | 2.39 | 12.5 | 2.88 | 12.5 | 1.96 |
| STS-SRT | 16.8 | 3.96 | 18.6 | 4.21 | ||||
Response times (mean, median, and standard deviation) for deaf and hearing gamers and non-gamers on congruent and incongruent trials in the Flanker task.
| Trial type | Deaf | Hearing | ||||||||||
| Gamer ( | Non-gamer ( | Gamer ( | Non-gamer ( | |||||||||
| Congruent | 485 | 496 | 67 | 644 | 633 | 33 | 528 | 496 | 144 | 511 | 498 | 64 |
| Incongruent | 553 | 536 | 61 | 720 | 711 | 46 | 583 | 554 | 132 | 551 | 538 | 61 |
FIGURE 2Response time (in ms, y-axis) for gamers and non-gamers (x-axis) for deaf and hearing participants. Error bars represents 95% confidence intervals.