| Literature DB >> 35937888 |
Anna Kovbasiuk1,2, Paulina Lewandowska1,3, Aneta Brzezicka1, Natalia Kowalczyk-Grębska1.
Abstract
It is known that the outcomes of complex video game (VG) skill acquisition are correlated with individual differences in demographic and behavioral variables, such as age, intelligence and visual attention. However, empirical studies of the relationship between neuroanatomical features and success in VG training have been few and far between. The present review summarizes existing literature on gray matter (GM) and white matter correlates of complex VG skill acquisition as well as explores its relationship with neuroplasticity. In particular, since age can be an important factor in the acquisition of new cognitive skills, we present studies that compare different age groups (young and old adults). Our review reveals that GM in subcortical brain areas predicts complex VG learning outcomes in young subjects, whereas in older subjects the same is true of cortical frontal areas. This may be linked to age-related compensatory mechanisms in the frontal areas, as proposed by The Scaffolding Theory of Aging and Cognition. In the case of plasticity, there is no such relationship - in the group of younger and older adults there are changes after training in both cortical and subcortical areas. We also summarize best practices in research on predictors of VG training performance and outline promising areas of research in the study of complex video game skill acquisition.Entities:
Keywords: MRI; Scaffolding Theory of Aging and Cognition; complex skill acquisition; individual differences; performance enhancement; predispositions; video game training
Year: 2022 PMID: 35937888 PMCID: PMC9354597 DOI: 10.3389/fnins.2022.834954
Source DB: PubMed Journal: Front Neurosci ISSN: 1662-453X Impact factor: 5.152
FIGURE 1Approaches and predictors used in studies of complex VG skill acquisition. (A) Possible approaches to studying neuroanatomical predictors of complex VG skill acquisition. Images on the left represent approaches that can be used to discover WM predictors (FA, Tractography). Images on the right represent approaches that yield GM measures (VBM, SBM). (B) Figures in this panel represent significant brain structural predictors of VG complex skill acquisition. Brain regions mostly representative for older adults are marked in purple, younger adults in yellow and both groups in turquoise. Mainly cortical areas predicted VG skill acquisition in the group of older adults and subcortical in the group of younger adults. Figures on the left represent properties of WM in brain areas which were found to be significant predictors of VG performance: DS, dorsal striatum (Vo et al., 2011); L CG/HIP, left cingulum/hippocampus; and R FX/ST, right fornix/stria terminalis (Ray et al., 2017). Figures on the right represent properties of GM in brain areas which were found to be significant predictors of VG performance: DS, dorsal striatum (Erickson et al., 2010); MPT, medial-posterior thalamus (Momi et al., 2019); L LG, left lingual gyrus (Momi et al., 2018); PAL, pallidum; PUT, putamen (Kowalczyk-Grêbska et al., 2021), L DLPFC, left dorsolateral prefrontal cortex; L MFG, left medial frontal gyrus; L PCG, left post central gyrus; R ACC, right anterior cingulate cortex (Basak et al., 2011); and PFC, prefrontal cortex (Head et al., 2002). Brain images were created with MRIcroGL, an open-source 3D-rendering software package (McCausland Center for Brain Imaging, University of South Carolina; https://www.nitrc.org/projects/mricrogl/) and FreeSurfer software (Laboratory for Computational Neuroimaging at the Athinoula A. Martinos Center for Biomedical Imaging; (https://surfer.nmr.mgh.harvard.edu).
FIGURE 2PRISMA Flow diagram for study selection. Source of template: Haddaway et al., 2021.
Summary of studies of structural predictors of skill enhancement in VG complex task training.
| Authors, year | Type of brain tissue | Age group | Sample size | Demographic characteristics | Game type | Game genre | Game name | Training type | Total training duration | Session duration | Method of analysis | Measure of skill acquisition | Method of statistical analysis | Brain areas | Effect (r/R2) | Strength of relationship (r) |
|
| GM | YA and OA | Age: | NCVG | Puzzle | Tower of Hanoi | ST | 1 training session (no information about duration) | 2 × 2 blocks 45 min apart | VBM | Speed (avg time per move), efficiency of solution in the first trial (measure of early acquisition) and in the second trial (measure of late skill acquisition) | Correlation and hierarchically nested | Early acquisition: r = –0.28 | |||
|
| GM | YA | Age: range = 18–28 years, gender: 26 F (variable priority 12 F, fixed priority 14 F) | NCVG | Action | Space Fortress | LT | 20 h (10 sessions) | 2 h | VBM | Score improvement (total and subscores) for early and late skill acquisition | Prediction (regression) | Overall: | |||
|
| GM | OA | Age: | CVG | RTS | Rise of Nations | LT | 23.5 h (15 sessions, 5 or 6 weeks) | 1.5h | VBM | Difference in overall time spent playing the VG, | Prediction (regression) | ↑ L MFG, L PCG, L DLPFC, R ventral ACC, bilateral cerebellar volume with difference in time. | Adjusted R2 = 0.62 | ||
|
| GM | YA | CVG | AVG (FPS) | CS:GO | LT | 30 h (4 weeks, 15 sessions) | 2 h | SBM (cortical thickness) | Score changes (based on Kill/Death ratio, corrected for difficulty level) | Prediction (regression) | ↑ L LG | R2 = 0.34 | |||
|
| GM | YA | Experimental age: | CVG | AVG (FPS) | CS:GO | LT | 30 h (4 weeks, 15 sessions) | 2 h | VBM | Score changes (corrected for difficulty level) | Prediction (regression) | ↑ bilateral MPT (bilateral Hb, bilateral Li, right CM, right PuA, PuM, parvocellular part of bilateral MD) | R2 = 0.36 | r = 0.18 | |
|
| GM | YA | Age: | CVG | RTS | StarCraft II | LT | 30 h (3–4 weeks) | Minimum 6 h per week, maximum 10 h per week | VBM | Weighted time spent on every level of difficulty | Correlation | ↑ LN (PUT | L PUT | L PUT | |
|
| WM & GM | YA | Age: | NCVG | Action | Space Fortress | LT | 20 h (2–8 weeks) | 2 h | VBM | Score improvement | Prediction (MVPA) | ↑ DS | WM whole DS: | ||
|
| WM | YA and OA | YA age: | CVG | AVG | Tank Attack 3D (AVG) | ST | 3 h (27 sessions) | 7 min | DTI (FA) | Highest level reached and learning rate | Prediction (regression) and correlation | L CG/HIP: | L CG/HIP: |
GM, gray matter; WM, white matter; YA, younger adults; OA, older adults; F, females; yrs, years; CVG, commercial video game; NCVG, non-commercial video game; RTS, real time strategy; AVG, action video game; SVG, strategy video game; CS:GO, Counter-Strike: Global Offensive; ST, long-term training; LT, long-term training; h, hours; min, minutes; VBM, voxel-based morphometry; SBM, surface-based morphometry; DTI, diffusion tensor imaging; FA, fractional anisotropy; avg, average; MVPA, multi-voxel pattern analysis; ns, not significant; ↓, decrease; ↑, increase; L, left; R, right; LPFC, lateral prefrontal cortex; DS, dorsal striatum; HIP, hippocampus; VS, ventral striatum; MFG, medial frontal gyrus; PCG, post central gyrus; DLPFC, dorsolateral prefrontal cortex; ACC, anterior cingulate cortex; LG, lingual gyrus; MPT, medial-posterior thalamus; Hb, habenular nucleus; Li, limitans nucleus; MD, mediodorsal nucleus; PuM, medial pulvinar; CM, central medial nucleus; PuA, anterior pulvinar; MDpc, mediodorsal nuclei; LN, lenticular nucleus; PUT, putamen; PAL, pallidum; CG, cingulum; FX, fornix; ST, stria terminalis.
Summary of studies of neural plasticity after VG complex task training.
| Authors, year | Type of brain tissue | Age group | Sample size | Demographic characteristics | Game type | Game genre | Game name | Training type | Total training duration | Session duration | Method of analysis | Method of statistical analysis | Brain areas |
|
| GM | YA | Age: | CVG | 3D adventure | Super Mario 64 | LT | 28 h (8 weeks) | 30 min daily | VBM | ANOVA | ↑R HIP | |
|
| GM | YA | Age: M = 24.1, SD = 3.8, gender: 70.8% F; | CVG | 3D adventure | Super Mario 64 | LT | 28 h (8 weeks) | 30 min daily | VBM | ANOVA | ||
|
| GM | OA | Age: | CVG | 3D adventure | Super Mario | LT | 60 h (24 weeks) | 5 days a week for 30 min | VBM | ↑HIP, cerebellum pre-post training and significant interaction with group - increase in VG group in comparison to control | ||
|
| GM | YA | age: | CVG | 3D adventure and 2D adventure | Super Mario 64 (3D); Super Mario Bros (2D) | LT | 28 h (8 weeks) | 30 min daily | VBM | |||
|
| GM | YA | Age: | CVG | Action (FPS), 3D adventure | Different games (Study 2: Call of | LT | 90 h (8 weeks) | 2–4 h 3 times a week | VBM | |||
|
| GM | OA | Age: | CVG | 3D adventure | Super Mario | LT | 60 h (24 weeks) | 5 days a week for 30 min | VBM | |||
|
| GM and WM | YA | Age: M = 18.95, SD = 2.65, all F | CVG | Puzzle | Professor Layton and The Pandora’s Box | LT | 16 h (4 weeks) | 4 h per week | VBM, SBM (cortical thickness and surface area), DTI (FA, AD, RD) | t test | ||
|
| WM | OA | Brain Fitness age: | CVG and NCVG | AVG, RTS, brain training | Brain Fitness, Space Fortress, Rise of Nations | LT | 66 h (6 weeks) | 6 days a week for 1 h daily | DTI (FA, AD, RD) | ANOVA | ↑AD of L LG, L thalamus in all genres. |
GM, gray matter; WM, white matter; YA, younger adults; OA, older adults; F, females; yrs, years; CVG, commercial video game; NCVG, non-commercial video game; RTS, real time strategy; AVG, action video game; SVG, strategy video game; ST, long-term training; LT, long-term training; h, hours; min, minutes; VBM, voxel-based morphometry; SBM, surface-based morphometry; DTI, diffusion tensor imaging; FA, fractional anisotropy; AD, axial diffusivity; RD, radial diffusivity; avg, average; ns, not significant, ↓, decrease; ↑, increase; L, left; R, right; HIP, hippocampus; DLPFC, dorsolateral prefrontal cortex; LG, lingual gyrus; ILF, inferior longitudinal fasciculus; rACC, rostral cingulate cortex; MTG, middle temporal gyrus; FEF, frontal eye fields; SPG, superior parietal gyrus; IFG, inferior frontal gyrus; PrCG, precentral gyrus; FG, frontal gyrus; TOJ, temporo-occipital junction; POTJ, parieto-occipito-temporal junction.
Models to use in studies of complex VG skill acquisition. (A) Schemas represent the relationship between baseline characteristics and VG skill acquisition. The first schema represents structural predictors of VG skill acquisition. The second schema shows behavioral, personality, demographic and game predictors of VG performance. (B) Proposed complex models of VG skill acquisition using moderation and mediation variables. On the left: baseline structure predicts VG skill acquisition, while behavioral, personality and demographic variables influence the initial relationship. In the middle: relationship between the VG training and neural plasticity, moderated by baseline individual differences in brain structure and behavioral, personality as well as demographic variables. On the right: individual differences in behavioral, personality and demographic characteristics predict VG performance, and baseline structural measures influence the initial relationship. Icons were obtained from Flaticon.com.
Relationship between aging, brain structural predictors of VG skill acquisition and neural plasticity after training in the context of the Scaffolding Theory of Aging and Cognition (adapted from Park and Reuter-Lorenz, 2009). The model is extended by the addition of predictors of success in scaffolding enhancement activities (VG training) (marked by purple circle “predictors of success in training,” green circle “neural plasticity after training” and yellow circle “success in training”). Neural and functional challenges appear with aging, which are compensated for by various biological mechanisms. Scaffolding enhancement activities, such as complex, challenging VG training, can improve the compensatory mechanisms, which influence general cognitive functioning as they change with age. Success in VG used as an enhancement activity can be predicted from mainly cortical areas in older and subcortical areas in younger adults. Among the older subjects, those whose compensatory mechanisms in the frontal cortical areas are more effective, perform better in VG training. Instead of the subcortical areas usually linked to the success of VG training in younger adults, the elderly engage cortical structures to the greater extent to successfully perform the task. The “success in training” circle indicates the relationship between the behavioral outcomes of training and compensatory mechanisms as well as later cognitive functioning of people, while “neural plasticity after training” circle indicates the relationship between the training and neural plasticity, which are also linked to compensatory mechanisms and later level of cognitive functioning. Training features (e.g., genre, training duration and frequency) can also interact with the relationship between brain predictors, performance in training and neural plasticity (the purple square). Icons were obtained from Flaticon.com.