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  Shocking advantage! Improving digital game performance using non-invasive brain stimulation

Friehs, M., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L. (2021). Shocking advantage! Improving digital game performance using non-invasive brain stimulation. International Journal of Human - Computer Studies: IJHCS, 148:. doi:10.1016/j.ijhcs.2020.102582.

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アイテムのパーマリンク: https://hdl.handle.net/21.11116/0000-000A-B4A4-1 版のパーマリンク: https://hdl.handle.net/21.11116/0000-000C-F06E-A
資料種別: 学術論文

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Friehs_Dechant_Vedress_2021.pdf (出版社版), 3MB
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https://hdl.handle.net/21.11116/0000-000B-F9D3-E
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Friehs_Dechant_Vedress_2021.pdf
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Hybrid
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application/pdf / [MD5]
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 作成者:
Friehs, Maximilian1, 著者           
Dechant, Martin, 著者
Vedress, Sarah, 著者
Frings, Christian, 著者
Mandryk, Regan L., 著者
所属:
1Lise Meitner Research Group Cognition and Plasticity, MPI for Human Cognitive and Brain Sciences, Max Planck Society, ou_3025665              

内容説明

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キーワード: Digital games; E-sports; Prefrontal cortex; Cognitive enhancement; Transcranial direct current stimulation; Stop-signal; Cognitive control
 要旨: As digital gaming has grown from a leisure activity into a competitive endeavor with college scholarships, celebrity, and large prize pools at stake, players search for ways to enhance their performance, including through coaching, training, and employing tools that yield a performance advantage. Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that is presently being explored by esports athletes and competitive gamers. Although shown to modulate cognitive processing in standard laboratory tasks, there is little scientific evidence that tDCS improves performance in digital games, which are visually complex and attentionally demanding environments. We applied tDCS between two sessions of the Stop-Signal Game (SSG; Friehs, Dechant, Vedress, Frings, Mandryk, 2020). The SSG is a custom-built infinite runner that is based on the Stop-Signal Task (SST; Verbruggen et al., 2019). Consequently, the SSG can be used to evaluate response inhibition as measured by Stop-Signal Reaction Time (SSRT), but in an enjoyable 3D game experience. We used anodal, offline tDCS to stimulate the right dorsolateral prefrontal cortex (rDLPFC); a 9 cm² anode was always positioned over the rDLPFC while the 35 cm² cathode was placed over the left deltoid. We hypothesized that anodal tDCS would enhance neural processing (as measured by a decrease in SSRT) and improve performance, while sham stimulation (i.e., the control condition with a faked stimulation) should lead to no significant change. In a sample of N = 45 healthy adults a significant session x tDCS-condition interaction emerged in the expected direction. Subsequent analysis confirmed that the statistically significant decrease in SSRT after anodal tDCS to the rDLPFC was not due to a general change in reaction times. These results provide initial evidence that tDCS can influence performance in digital games.

資料詳細

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言語: eng - English
 日付: 2020-12-132020-01-202020-12-232020-12-262021-04
 出版の状態: 出版
 ページ: -
 出版情報: -
 目次: -
 査読: -
 識別子(DOI, ISBNなど): DOI: 10.1016/j.ijhcs.2020.102582
BibTex参照ID: friehs_shocking_2020
 学位: -

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出版物 1

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出版物名: International Journal of Human - Computer Studies : IJHCS
種別: 学術雑誌
 著者・編者:
所属:
出版社, 出版地: Amsterdam : Elsevier
ページ: - 巻号: 148 通巻号: 102582 開始・終了ページ: - 識別子(ISBN, ISSN, DOIなど): ISSN: 1071-5819
CoNE: https://pure.mpg.de/cone/journals/resource/1071-5819