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2.
PLoS One ; 14(10): e0223666, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31600305

RESUMEN

Breaks filled with different break activities often interrupt cognitive performance in everyday life. Previous studies have reported that both enhancing and deteriorating effects on challenging ongoing tasks such as working memory updating, depend on the type of break activity. However, neural mechanisms of these break-related alterations in working memory performance have not been studied, to date. Therefore, we conducted a brain imaging study to identify the neurobiological correlates of effects on the n-back working memory task related to different break activities. Before performing the n-back task in the magnetic resonance imaging (MRI) scanner, young adults were exposed to break activities in the MRI scanner involving (i) eyes-open resting, (ii) listening to music, and (iii) playing the video game "Angry Birds". Heart rate was measured by a pulse oximeter during the experiment. We found that increased heart rate during gaming as well as decreased relaxation levels after a video gaming break was related to poorer n-back task performance, as compared to listening to music. On the neural level, video gaming reduced supplementary motor area activation during working memory performance. These results may indicate that video gaming during a break may affect working memory performance by interfering with arousal state and frontal cognitive control functions.


Asunto(s)
Encéfalo/fisiología , Memoria a Corto Plazo/fisiología , Análisis y Desempeño de Tareas , Juegos de Video , Adulto , Conducta , Femenino , Humanos , Imagen por Resonancia Magnética , Masculino , Factores de Tiempo , Escala Visual Analógica , Adulto Joven
4.
PLoS One ; 11(3): e0150165, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-26982326

RESUMEN

Different systems for habitual versus goal-directed control are thought to underlie human decision-making. Working memory is known to shape these decision-making systems and their interplay, and is known to support goal-directed decision making even under stress. Here, we investigated if and how decision systems are differentially influenced by breaks filled with diverse everyday life activities known to modulate working memory performance. We used a within-subject design where young adults listened to music and played a video game during breaks interleaved with trials of a sequential two-step Markov decision task, designed to assess habitual as well as goal-directed decision making. Based on a neurocomputational model of task performance, we observed that for individuals with a rather limited working memory capacity video gaming as compared to music reduced reliance on the goal-directed decision-making system, while a rather large working memory capacity prevented such a decline. Our findings suggest differential effects of everyday activities on key decision-making processes.


Asunto(s)
Toma de Decisiones , Empleo , Objetivos , Música , Juegos de Video , Adulto , Simulación por Computador , Humanos , Memoria a Corto Plazo , Adulto Joven
5.
Front Psychol ; 6: 1683, 2015.
Artículo en Inglés | MEDLINE | ID: mdl-26579055

RESUMEN

The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game "Angry Birds" before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the "Angry Birds" video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity.

6.
Cyberpsychol Behav Soc Netw ; 18(11): 647-53, 2015 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-26448497

RESUMEN

The interruption of learning processes by breaks filled with diverse activities is common in everyday life. This study investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on auditory versus visual memory performance. Young adults were exposed to breaks involving (a) open eyes resting, (b) listening to music, and (c) playing a video game, immediately after memorizing auditory versus visual stimuli. To assess learning performance, words were recalled directly after the break (an 8:30 minute delay) and were recalled and recognized again after 7 days. Based on linear mixed-effects modeling, it was found that playing the Angry Birds video game during a short learning break impaired long-term retrieval in auditory learning but enhanced long-term retrieval in visual learning compared with the music and rest conditions. These differential effects of video games on visual versus auditory learning suggest specific interference of common break activities on learning.


Asunto(s)
Percepción Auditiva/fisiología , Aprendizaje/fisiología , Música , Juegos de Video , Percepción Visual/fisiología , Adolescente , Adulto , Femenino , Humanos , Masculino , Memoria/fisiología , Recuerdo Mental/fisiología , Pruebas Neuropsicológicas , Adulto Joven
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