| Literature DB >> 35020073 |
Aaron Yew Cheong Leong1, Min Hooi Yong2,3, Mei-Hua Lin1.
Abstract
Past studies have shown evidence of transfer of learning in action video games, less so in other types, e.g. strategy games. Further, the transfer of learning from games to inhibitory control has yet to be examined from the perspectives of time constraint and logic contradiction. We examined the effect of strategy games (puzzle, turn-based strategy 'TBS', and real-time strategy 'RTS') on inhibition (response inhibition and distractor inhibition) and cerebral hemispheric activation over 4 weeks. We predicted that compared to RTS, puzzle and TBS games would (1) improve response and distractor inhibition, and (2) increase cerebral hemispheric activation demonstrating increased inhibitory control. A total of 67 non-habitual video game players (Mage = 21.63 years old, SD = 2.12) played one of three games: puzzle (n = 19), TBS (n = 24) or RTS (n = 24) for 4 weeks on their smartphones. Participants completed three inhibition tasks, working memory (WM), and had their tympanic membrane temperature (TMT) taken from each ear before and after playing the games. Results showed that only the puzzle game group showed an improved response inhibition while controlling for WM. There were no significant changes in the distractor inhibition tasks. We also found that there was an increase in left TMT while playing RTS, suggesting the presence of increased impulsivity in RTS. Our findings suggest that puzzle games involving logical contradiction could improve response inhibition, showing potential as a tool for inhibition training.Entities:
Mesh:
Year: 2022 PMID: 35020073 PMCID: PMC9470634 DOI: 10.1007/s00426-021-01632-0
Source DB: PubMed Journal: Psychol Res ISSN: 0340-0727
Descriptive and inferential statistics for participants at baseline (n = 67)
| RTS | TBS | Puzzle | ANOVA | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Partial η2 | |||||||||
| Age | 21.26 | 2.68 | 21.73 | 1.58 | 21.43 | 1.78 | 0.44 | 0.645 | 0.01 |
| Sex | 17F/2M | 20F/4M | 23F/1M | ||||||
| Handedness | 18R/1A | 22R/2A | 22R/2A | ||||||
| Phone screen size (diagonal measurement in cm) | 14.07 | 1.41 | 13.81 | 1.85 | 13.51 | 1.69 | 0.41 | 0.668 | 0.01 |
Time spent playing games in the past 12 months (in hours) | 2.95 | 4.38 | 2.94 | 4.09 | 3.10 | 4.93 | 0.01 | 0.990 | 0.00 |
| Type of video game players | 12 NVGP/7 casual | 14 NVGP/10 casual | 18 NVGP/6 casual | ||||||
*F female, M male, R right-handed, A ambidextrous
Perceived strategic thinking and game experience for each game
| Type of game and ANOVA | Strategic thinking | Game experience | ||
|---|---|---|---|---|
| RTS ( | ||||
| Galaxy Reavers | 6.75 | 2.12 | 6.93 | 2.35 |
| Age of Ottoman | 6.63 | 2.45 | 5.35 | 1.26 |
| The Horus Heresy: Drop Assault | 6.38 | 2.77 | 6.17 | 2.35 |
| Art of War 3 | 4.25 | 2.91 | 5.40 | 1.94 |
| TBS ( | ||||
| Warlords of Aternum | 8.57 | 0.79 | 8.24 | 1.45 |
| Uniwar | 8.23 | 0.95 | 7.71 | 1.95 |
| Tactical Monsters Rumble Arena | 7.43 | 1.62 | 7.19 | 2.1 |
| King’s Bounty Legions | 6.43 | 1.81 | 4.74 | 1.13 |
| Puzzle ( | ||||
| Flow | 8.33 | 1.63 | 8.30 | 0.51 |
| Cut the Rope Time Travel | 7.67 | 0.82 | 7.96 | 1.25 |
| Cut the Rope | 7.50 | 0.84 | 7.04 | 1.37 |
| Cut the Rope 2 | 7.33 | 2.42 | 7.13 | 2.84 |
* Those in bold were selected for the study
Descriptive statistics and intercorrelations for inhibition measures and OSPAN performance at pretest
| Variable | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ||
|---|---|---|---|---|---|---|---|---|---|
| 1. OSPAN performance | 48.61 | 9.88 | – | ||||||
| 2. SSRT | 282 | 32 | − 0.36** | – | |||||
| 3. Go-RT | 580 | 120 | − 0.27* | 0.22 | – | ||||
| 4. MSIT congruent RT | 650 | 133 | − 0.03 | 0.30* | 0.07 | – | |||
| 5. MSIT incongruent RT | 966 | 156 | − 0.20 | 0.25 | 0.08 | 0.81** | – | ||
| 6. Stroop congruent RT | 677 | 86 | − 0.27* | 0.36** | 0.40** | 0.54** | 0.63** | – | |
| 7. Stroop incongruent RT | 762 | 102 | − 0.28* | 0.28* | 0.37** | 0.42** | 0.56** | 0.42** | – |
| 8. ΔTMT | − 0.07 | 0.14 | 0.00 | 0.00 | 0.05 | -0.02 | 0.13 | 0.10 | 0.01 |
*p < .05; **p < .01
Fig. 1Mean RT for response inhibition task performance across groups at pretest and posttest
Simple main effects for stop-signal task performance with and without WM as a covariate
| Group | Effect | Partial η2 | ||||
|---|---|---|---|---|---|---|
| No covariate | ||||||
| RTS | Time | 9.25 | 1 | 15 | 0.008 | 0.38 |
| TBS | Time | 3.66 | 1 | 21 | 0.070 | 0.15 |
| Puzzle | Time | 16.30 | 1 | 20 | 0.001 | 0.45 |
| With covariate | ||||||
| RTS | Time | 0.41 | 1 | 14 | 0.533 | 0.03 |
| WM | 6.25 | 1 | 14 | 0.025 | 0.31 | |
| TBS | Time | 0.01 | 1 | 19 | 0.933 | 0.00 |
| WM | 1.04 | 1 | 19 | 0.321 | 0.05 | |
| Puzzle | Time | 5.73 | 1 | 19 | 0.027 | 0.23 |
| WM | 0.33 | 1 | 19 | 0.576 | 0.02 | |
The results for the puzzle group and TBS group do not differ with and without WM as a covariate
Descriptive and inferential statistics on perceived similarity, strategic thinking, and game satisfaction (n = 67)
| Measure | RTS | TBS | Puzzle | ANOVA | |||||
|---|---|---|---|---|---|---|---|---|---|
| Partial η2 | |||||||||
| Perceived similarity | |||||||||
| Stop-signal task | 2.95 | 1.37 | 3.06 | 0.99 | 2.98 | 1.44 | 0.04 | 0.964 | 0.00 |
| MSIT | 2.84 | 1.81 | 3.03 | 0.94 | 3.07 | 1.55 | 0.15 | 0.864 | 0.01 |
| Stroop task | 2.79 | 1.50 | 3.02 | 1.08 | 3.86 | 1.50 | 3.69 | 0.031 | 0.11 |
| Perceived strategic thinking | 5.53 | 1.81 | 6.08 | 0.78 | 5.96 | 1.72 | 0.80 | 0.454 | 0.02 |
| Game satisfaction | 4.26 | 0.97 | 5.16 | 0.74 | 5.16 | 0.83 | 7.93 | 0.001 | 0.20 |
Fig. 2Mean RT for distractor inhibition task performance across groups at pretest and posttest
Fig. 3Mean ΔTMT across treatment groups at pretest and posttest