4.6 Article

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

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ACADEMIC PRESS LTD- ELSEVIER SCIENCE LTD
DOI: 10.1016/j.ijhcs.2020.102582

关键词

Digital games; E-sports; Prefrontal cortex; Cognitive enhancement; Transcranial direct current stimulation; Stop-signal; Cognitive control

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As digital gaming becomes more competitive, players are looking for ways to enhance their performance, including using non-invasive brain stimulation techniques like tDCS. While tDCS has shown to improve cognitive processing, there is limited scientific evidence on whether it can improve performance in visually complex and attentionally demanding digital games.
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 cm(2) anode was always positioned over the rDLPFC while the 35 cm(2) 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.

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