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1.
Neuroimage ; 181: 568-581, 2018 11 01.
Article in English | MEDLINE | ID: mdl-29940284

ABSTRACT

Changes across the span of adolescence in the adolescent reward system are thought to increase the tendency to take risks. While developmental differences in decision and outcome-related reward processes have been studied extensively, existing paradigms have largely neglected to measure how different types of decisions modulate reward-related outcome processes. We modified an existing decision-making paradigm (the Stoplight Task; Chein et al., 2011) to create a flexible laboratory measure of decision-making and outcome processing, including the ability to assess modulatory effects of safe versus risky decisions on reward-related outcome processes: the Yellow Light Game (YLG). We administered the YLG in the MRI scanner to 81 adolescents, ages 11-17 years, recruited from the community. Results showed that nucleus accumbens activation was enhanced for (1) risky > safe decisions, (2) positive > negative outcomes, and (3) outcomes following safe decisions compared to outcomes following risky decisions, regardless of whether these outcomes were positive or negative. Outcomes following risky decisions (compared to outcomes following safe decisions) were associated with enhanced activity in cortical midline structures. Furthermore, while there were no developmental differences in risk-taking behavior, more pubertally mature adolescents showed enhanced nucleus accumbens activation during positive > negative outcomes. These findings suggest that outcome processing is modulated by the types of decisions made by adolescents and highlight the importance of investigating processes involved in safe as well as risky decisions to better understand the adolescent tendency to take risks.


Subject(s)
Adolescent Behavior/physiology , Brain Mapping/methods , Brain/physiology , Decision Making/physiology , Executive Function/physiology , Nucleus Accumbens/physiology , Psychomotor Performance/physiology , Reward , Risk-Taking , Adolescent , Brain/diagnostic imaging , Child , Female , Humans , Magnetic Resonance Imaging/methods , Male , Nucleus Accumbens/diagnostic imaging
2.
Psychol Sci ; 27(8): 1092-108, 2016 08.
Article in English | MEDLINE | ID: mdl-27485132

ABSTRACT

Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving.


Subject(s)
Automobile Driving/education , Psychomotor Performance/physiology , Sensorimotor Cortex/physiology , Video Games/psychology , Adolescent , Adult , Automobile Driving/psychology , Female , Humans , Male , Reaction Time/physiology , Young Adult
3.
J Mot Behav ; 52(1): 33-40, 2020.
Article in English | MEDLINE | ID: mdl-30794093

ABSTRACT

Patients who require neurological rehabilitation often do not comply with conventional programs because they find the therapy uninteresting. As a result, specialized interactive video games have been designed to be more enjoyable than conventional therapy (CT) tasks. This study aimed to assess the trunk control and gait ability of patients with chronic stroke after participation in driving-based interactive video games (DBIVG). Participants included 24 chronic stroke patients allocated to an experimental group (n = 13, CT + DBIVG) or a control group (n = 11, CT + treadmill walking training). Both groups received CT five days/week; the experimental and control groups participated in DBIVG and treadmill walking training, respectively, three days/week for four weeks. The primary outcome of trunk control was measured by the trunk impairment scale (TISall) and TIS subscales, including static sitting balance (TISssb), dynamic sitting balance (TISdsb), and trunk co-ordination (TISco). Gait ability was measured by the dynamic gait index (DGI), timed walking test (TWT), and time up and go test (TUGT). Both groups demonstrated significant improvements in TISall, TISdsb, and TUGT results. The experimental group showed significantly greater improvement in TISssb, TISco, and DGI than the control group. Our findings indicate that DBIVG can improve trunk control and gait ability in patients with chronic stroke.


Subject(s)
Gait/physiology , Postural Balance/physiology , Stroke Rehabilitation/methods , Video Games , Automobile Driving , Exercise Therapy/methods , Female , Humans , Male , Middle Aged , Torso/physiology , Walking/physiology
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