| Literature DB >> 35937676 |
Carlos Valls-Serrano1, Cristina De Francisco2, María Vélez-Coto3,4, Alfonso Caracuel3.
Abstract
Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed.Entities:
Keywords: attention; esports; expertise; human-computer interaction; working memory
Year: 2022 PMID: 35937676 PMCID: PMC9351611 DOI: 10.3389/fnhum.2022.933331
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.473
Description of expertise criteria in LOL studies.
| Study | Groups of participants | Expertise criteria |
|
| MOBA players ( | Players and non-players were classified based on The Internet Usage Questionnaire. Groups were formed based on the response of the following questions: Do you play any online game with interaction with other players? How many hours do you spend on playing such online game? Do you play any online game with single operation? How many hours? In the past year, how much time did you spend on internet a week? |
|
| Professional players ( | LOL Secondary professional league |
|
| Action video game experts ( | Two years of experience in action video games and expertise based on rank classification (percentile 93%) |
|
| Experts players ( | Players ranked higher than Diamond tier (percentile 99.8%) |
|
| Experts players ( | Two years of experience in action video games and expertise based on rank classification (percentile 93%) |
LOL, League of Legends; MOBA, Multiple Online Battle Arena.
FIGURE 1ELO ranking distribution League of Legends (season 9, 2019).
Sociodemographic and game features among groups.
| Experts | Regulars | Non-videogame players | |
| Age | 21.8 (2.2) | 22.0 (3.2) | 22.9 (3.5) |
| Years of education | 18.7 (2.1) | 19.1 (1.7) | 20.1 (1.7) |
| Premorbid Non-verbal IQ | 112.5 (6.9) | 109.5 (8.6) | 107.2 (8.3) |
| IGD-20: total score | 50.2 (11.1) | 45.6 (11.4) | 30.8 (10.9) |
| VRI: Hours per week played to videogames | 52.67 (19.55) | 21.25 (15.39) | 1.16 (3.06) |
| VRI: Hours per week played to LOL | 45.3 (20.2) | 17.4 (14.4) | 0.5 (2.6) |
| LOL Season 9 (2019): Rank achieved | n (%) | n (%) | |
| Bronze | 0 (0%) | 4 (8%) | |
| Silver | 0 (0%) | 4 (8%) | |
| Gold | 0 (0%) | 13 (26%) | |
| <Diamond I | 0 (0%) | 9 (18%) | |
| Diamond I y Master | 9 (18%) | 0 (0%) | |
| Grandmaster | 5 (10%) | 0 (0%) | |
| Challenger | 6 (12%) | 0 (0%) |
SD, Standard Deviation; IQ, Intelligence Quotient; IGD-20, Internet Gaming Disorder Test; VRI, Videogame Research Interview; LOL, League of Legends.
Cognitive performance differences among Experts Players (EP), Regular Players (RP), and Non-videogame Players (NP).
| Test | Experts | Regulars | Non-videogame players |
|
| Cohen’s | Group differences |
| CORSI block Span | 7.3 (1.1) | 7 (1.4) | 6.3 (1.3) | 7.288 | 0.026 | 0.54 | EP > NP |
| CORSI correct trials | 11.1 (1.6) | 9.4 (2.1) | 9.3 (1.7) | 12.322 | 0.002 | 0.78 | EP > (RP = NP) |
| AT accuracy rate (%) | 91.9 (6.3) | 86.4 (9.8) | 84.9 (10.2) | 7.896 | 0.019 | 0.58 | EP > NP |
| AT reaction time (ms) | 579.4 (52.0) | 618.6 (87.1) | 666.1 (80.4) | 16.839 | < 0.001 | 0.98 | (EP = RP) > NP |
| NLT accuracy switch cost | −0.5 (0.0) | −0.5 (0.1) | −0.5 (0.0) | 0.850 | 0.654 | ||
| NLT latency switch cost | 550.9 (323.3) | 586.6 (400.1) | 645.7 (327.8) | 1.744 | 0.418 | ||
| SST probability of reacting in stop signal trials | 49.3 (6.4) | 47.7 (4.4) | 45.1 (9.2) | 3.425 | 0.180 | ||
| SST reaction time in stop signal trials | 475.3 (168.1) | 496.5 (150.6) | 517.9 (146.9) | 1.636 | 0.441 | ||
| SST reaction time in non-signal trials | 533.3 (197.0) | 554.6 (182.2) | 586.3 (191.6) | 1.716 | 0.424 |
SD, Standard Deviation; ms, milliseconds; AT, The Antisaccade Task; NLT, The Number-Letter Task; SST, The Stop Signal Task.
FIGURE 2CORSI span block and correct trials performance. Error bars represents standard deviation. (EP, Experts Players Group; RP, Regular Players Group; NP, Non-videogame Players). *p < 0.05, **p < 0.005.
FIGURE 3The Antisaccade Task (AT) accuracy rates (%) and reaction time (in ms). Error bars represents standard deviation (EP, Experts Players Group; RP, Regular Players Group; NP, Non-videogame Players). *p < 0.05, **p < 0.005.