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1.
J Pers Assess ; : 1-16, 2024 Jun 17.
Artículo en Inglés | MEDLINE | ID: mdl-38885434

RESUMEN

The goal was to create a brief temperament inventory grounded in the Regulative Theory of Temperament (FCB-TMI-CC), with a user-friendly, online applicability for studies in different cultures. As the regulative role of temperament is strongly revealed under meaningful stress, the study was planned within the time of the COVID-19 pandemic. To ensure high diversity in terms of culture, economic and environmental conditions, data from nine countries (Poland, United States of America, Italy, Japan, Argentina, South Korea, Ireland, United Kingdom and Kazakhstan) were utilized (min. N = 200 per country). Validation data were gathered on the level of COVID-19 stressors, posttraumatic stress disorder (PTSD), depression, anxiety and stress symptoms, and Big Five personality traits. Multigroup confirmatory factor analysis served as the basis for the inventory's construction. The final culture-common version includes 37 items (5-6 in each of the 7 scales) and covers the core aspects of temperament dimensions. Temperament structure was confirmed to be equivalent across measured cultures. The measurement is invariant at the level of factor loadings and the reliability (internal consistency) and theoretical validity of the scales were at least acceptable. Therefore, the FCB-TMI-CC may serve as a valuable tool for studying temperament across diverse cultures and facilitate cross-cultural comparisons.

2.
Sci Data ; 10(1): 600, 2023 09 08.
Artículo en Inglés | MEDLINE | ID: mdl-37684293

RESUMEN

As a relatively new form of sport, esports offers unparalleled data availability. Our work aims to open esports to a broader scientific community by supplying raw and pre-processed files from StarCraft II esports tournaments. These files can be used in statistical and machine learning modeling tasks and compared to laboratory-based measurements. Additionally, we open-sourced and published all the custom tools that were developed in the process of creating our dataset. These tools include PyTorch and PyTorch Lightning API abstractions to load and model the data. Our dataset contains replays from major and premiere StarCraft II tournaments since 2016. We processed 55 "replaypacks" that contained 17930 files with game-state information. Our dataset is one of the few large publicly available sources of StarCraft II data upon its publication. Analysis of the extracted data holds promise for further Artificial Intelligence (AI), Machine Learning (ML), psychological, Human-Computer Interaction (HCI), and sports-related studies in a variety of supervised and self-supervised tasks.

3.
Front Hum Neurosci ; 15: 763821, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34776911

RESUMEN

Visual working memory (VWM) is the ability to actively maintain visual information over short periods of time and is strongly related to global fluid intelligence and overall cognitive ability. In our study, we used two indices of visual working memory capacity: the behavioral estimate of capacity (K) and contralateral delay activity (CDA) in order to check whether training in a Real-Time Strategy (RTS) video game StarCraft II can influence the VWM capacity measured by the change detection task. We also asked a question whether individual differences in behavioral and psychophysiological indices of VWM can predict the effectiveness of video game training. Sixty-two participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment), active control (Fixed environment), and passive control groups. Experimental and active control groups differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the VWM task. Our results showed that working memory capacity (K calculated according to Pashler's formula) increases after training in both experimental groups, but not in a control group. We have also found a correlation between average visual working memory capacity (calculated as K) and mean CDA amplitude no matter which group we are looking at. And, last but not least, we have found that we can predict the amount of improvement in the RTS video game by looking at the psychophysiological indices (CDA amplitude) recorded at baseline (before training), but only in the experimental group. We think that the strength of the psychophysiological indicator of VWM capacity might be a marker of the future success in video game acquisition.

4.
Heliyon ; 7(4): e06724, 2021 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-33937540

RESUMEN

The impact of action videogame playing on cognitive functioning is the subject of debate among scientists, with many studies showing superior performance of players relative to non-players on a number of cognitive tasks. Moreover, the exact role of individual differences in the observed effects is still largely unknown. In our Event-Related Potential (ERP) study we investigated whether training in a Real Time Strategy (RTS) video game StarCraft II can influence the ability to deploy visual attention measured by the Attentional Blink (AB) task. We also asked whether individual differences in a psychophysiological response in the AB task predict the effectiveness of the video game training. Forty-three participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment) or active control (Fixed environment) group, which differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the AB task. Our results indicate that both groups improved their performance in the AB task in the post-training session. What is more, in the experimental group the strength of the amplitude of the P300 ERP component (which is related to a conscious visual perception) in the pre training session appeared to be predictive of the level of achievement in the game. In the case of the active control group in-game behaviour appeared to be predictive of a training-related improvement in the AB task. Our results suggest that differences in the neurophysiological response might be treated as a marker of future success in video game acquisition, especially in a more demanding game environment.

5.
Ann N Y Acad Sci ; 1492(1): 42-57, 2021 05.
Artículo en Inglés | MEDLINE | ID: mdl-33372699

RESUMEN

It is unclear why some people learn faster than others. We performed two independent studies in which we investigated the neural basis of real-time strategy (RTS) gaming and neural predictors of RTS game skill acquisition. In the first (cross-sectional) study, we found that experts in the RTS game StarCraft® II (SC2) had a larger lenticular nucleus volume (LNV) than non-RTS players. We followed a cross-validation procedure where we used the volume of regions identified in the first study to predict the quality of learning a new, complex skill (SC2) in a sample of individuals who were naive to RTS games (a second (training) study). Our findings provide new insights into how the LNV, which is associated with motor as well as cognitive functions, can be utilized to predict successful skill learning and be applied to a much broader context than just video games, such as contributing to optimizing cognitive training interventions.


Asunto(s)
Cuerpo Estriado/anatomía & histología , Cuerpo Estriado/fisiología , Juegos de Video/psicología , Adulto , Cognición/fisiología , Sistemas de Computación , Cuerpo Estriado/diagnóstico por imagen , Estudios Transversales , Humanos , Aprendizaje/fisiología , Imagen por Resonancia Magnética , Masculino , Destreza Motora/fisiología , Neuroimagen , Solución de Problemas/fisiología , Desempeño Psicomotor/fisiología , Análisis y Desempeño de Tareas , Adulto Joven
6.
Front Psychol ; 11: 1490, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32754085

RESUMEN

This study focuses on the relationship between personality traits, derived from the Big Five model, and performance in the competitive electronic sports (eSports) video game League of Legends (LoL). Data were gathered from 206 LoL players of various in-game success levels, as measured by their position within the competitive hierarchy (division) of the video game. The NEO-Five Factor Inventory (NEO-FFI) questionnaire was used to measure personality traits within the gathered sample, which was divided into two groups of higher and lower ranked players. The results indicate that players who reach higher divisions in LoL tend to be less extraverted, less agreeable, but more open to experience. This is one of the few reported links between eSports performance and personality traits, in what is still a nascent yet rapidly developing research topic. The results are discussed within the context of available knowledge on personality and traditional competitive sports performance.

7.
Hum Brain Mapp ; 39(9): 3742-3758, 2018 09.
Artículo en Inglés | MEDLINE | ID: mdl-29923660

RESUMEN

Experienced video game players exhibit superior performance in visuospatial cognition when compared to non-players. However, very little is known about the relation between video game experience and structural brain plasticity. To address this issue, a direct comparison of the white matter brain structure in RTS (real time strategy) video game players (VGPs) and non-players (NVGPs) was performed. We hypothesized that RTS experience can enhance connectivity within and between occipital and parietal regions, as these regions are likely to be involved in the spatial and visual abilities that are trained while playing RTS games. The possible influence of long-term RTS game play experience on brain structural connections was investigated using diffusion tensor imaging (DTI) and a region of interest (ROI) approach in order to describe the experience-related plasticity of white matter. Our results revealed significantly more total white matter connections between occipital and parietal areas and within occipital areas in RTS players compared to NVGPs. Additionally, the RTS group had an altered topological organization of their structural network, expressed in local efficiency within the occipito-parietal subnetwork. Furthermore, the positive association between network metrics and time spent playing RTS games suggests a close relationship between extensive, long-term RTS game play and neuroplastic changes. These results indicate that long-term and extensive RTS game experience induces alterations along axons that link structures of the occipito-parietal loop involved in spatial and visual processing.


Asunto(s)
Conectoma/métodos , Imagen de Difusión Tensora , Plasticidad Neuronal , Lóbulo Occipital/fisiología , Lóbulo Parietal/fisiología , Desempeño Psicomotor/fisiología , Juegos de Video , Sustancia Blanca/diagnóstico por imagen , Adulto , Atención , Sistemas de Computación , Escolaridad , Humanos , Actividades Recreativas , Masculino , Lóbulo Occipital/diagnóstico por imagen , Lóbulo Parietal/diagnóstico por imagen , Percepción Espacial/fisiología , Conducta Espacial/fisiología , Percepción Visual/fisiología , Sustancia Blanca/fisiología , Adulto Joven
8.
Psychiatr Pol ; 51(1): 95-115, 2017 Feb 26.
Artículo en Inglés, Polaco | MEDLINE | ID: mdl-28455898

RESUMEN

OBJECTIVES: Addictive sexual behaviours are gaining more and more attention from researchers. There are actually 25 different questionnaires for assessing the level of loss of control over sexual. The main aim of this work was to make such an adaptation of the Sexual Addiction Screening Test-Revised (SAST-R; the most popular and questionnaire). behaviours (LoCoSB). None of them have been adapted and validated in a Polish language version. METHODS: For the purpose of psychometric features examination and validation of the Polish version of SAST-R (SAST-PL-M), we recruited 116 heterosexual men receiving psychological treatment due to LoCoSB and meeting the criteria for hypersexual disorder. The control group consisted of 442 heterosexual males having never looked for any psychological or psychiatric help due to LoCoSB. RESULTS: SAST-PL-M has high reliability (Cronbach's alpha = 0.904) and good filtering characteristics for identification of people who are potentially experiencing difficulty with control over sexual behaviours (the ROC curve for a threshold of 5 out of a maximum 20 points is characterised by a sensitivity of 99.1% and a specificity of 78.3%). CONCLUSIONS: SAST-PL-M can be used as an efficient screening test for symptoms of LoCoSB in clinical and research setups. Results below 5 points indicate a high probability of no problems, while more than 5 points can indicate the need for additional clinical interviews. SAST-PL-M results may be successfully referred to the results of SAST-R when used with heterosexual male populations for research purposes.


Asunto(s)
Conducta Adictiva/diagnóstico , Disfunciones Sexuales Fisiológicas/diagnóstico , Disfunciones Sexuales Psicológicas/diagnóstico , Encuestas y Cuestionarios/normas , Adulto , Conducta Adictiva/terapia , Humanos , Masculino , Persona de Mediana Edad , Psicometría , Reproducibilidad de los Resultados , Disfunciones Sexuales Fisiológicas/terapia , Disfunciones Sexuales Psicológicas/terapia , Adulto Joven
9.
Front Psychol ; 6: 1451, 2015.
Artículo en Inglés | MEDLINE | ID: mdl-26483717

RESUMEN

The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.

10.
Cyberpsychol Behav Soc Netw ; 17(2): 125-8, 2014 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-23981148

RESUMEN

Although the commercial availability and implementation of virtual reality interfaces has seen rapid growth in recent years, little research has been conducted on the potential for virtual reality to affect consumer behavior. One unaddressed issue is how our real world attitudes are affected when we have a virtual experience with the target of those attitudes. This study compared participant (N=60) attitudes toward car brands before and after a virtual test drive of those cars was provided. Results indicated that attitudes toward test brands changed after experience with virtual representations of those brands. Furthermore, manipulation of the quality of this experience (in this case modification of driving difficulty) was reflected in the direction of attitude change. We discuss these results in the context of the associative-propositional evaluation model.


Asunto(s)
Actitud , Simulación por Computador , Mercadotecnía/métodos , Adolescente , Adulto , Conducción de Automóvil , Automóviles , Comercio , Comportamiento del Consumidor , Femenino , Humanos , Masculino , Interfaz Usuario-Computador , Adulto Joven
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