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Co-activation patterns during viewing of different video game genres
Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG). However, the cortical dynamics elicited by different video gaming genres remain unclear. This study...
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Published in: | Brain research bulletin 2024-07, Vol.213, p.110974, Article 110974 |
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description | Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG). However, the cortical dynamics elicited by different video gaming genres remain unclear. This study explored the temporal dynamics of cortical networks in response to different gaming genres. Functional magnetic resonance imaging (fMRI) data were obtained during eye-closed resting and passive viewing of gameplay videos of three genres: life simulation games (LSG), first-person shooter games (FPS), and ARSG. Data analysis used a seed-free Co-Activation Pattern (CAP) based on Regions of Interest (ROIs). When comparing the viewing of action-like video games (FPS and ARSG) to LSG viewing, significant dynamic distinctions were observed in both primary and higher-order networks. Within action-like video games, compared to FPS viewing, ARSG viewing elicited a more pronounced increase in the Fraction of Time and Counts of attentional control-related CAPs, along with an increased Transition Probability from sensorimotor-related CAPs to attentional control-related CAPs. Compared to ARSG viewing, FPS viewing elicited a significant increase in the Fraction of Time of sensorimotor-related CAPs, when gaming experience was considered as a covariate. Thus, different video gaming genres, including distinct action-like video gaming genres, elicited unique dynamic patterns in whole-brain CAPs, potentially influencing the development of various cognitive processes.
•Four pairs of co-activation patterns represented distinct functional correlations.•Dynamic structures of co-activation patterns induced by different gaming viewing.•Action-like video games and LSG induced extensive dynamic differences.•FPS and ARSG induced distinct dynamic patterns in co-activation patterns. |
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•Four pairs of co-activation patterns represented distinct functional correlations.•Dynamic structures of co-activation patterns induced by different gaming viewing.•Action-like video games and LSG induced extensive dynamic differences.•FPS and ARSG induced distinct dynamic patterns in co-activation patterns.</description><identifier>ISSN: 0361-9230</identifier><identifier>ISSN: 1873-2747</identifier><identifier>EISSN: 1873-2747</identifier><identifier>DOI: 10.1016/j.brainresbull.2024.110974</identifier><identifier>PMID: 38710311</identifier><language>eng</language><publisher>United States: Elsevier Inc</publisher><subject>Action real-time strategy game ; Adult ; Attention - physiology ; Brain - diagnostic imaging ; Brain - physiology ; Brain Mapping - methods ; Co-activation pattern method ; Dynamic pattern ; Female ; First-person shooter game ; Humans ; Magnetic Resonance Imaging ; Male ; Neurosynth topic ; Task-state brain network ; Video Games ; Young Adult</subject><ispartof>Brain research bulletin, 2024-07, Vol.213, p.110974, Article 110974</ispartof><rights>2024 The Authors</rights><rights>Copyright © 2024 The Authors. Published by Elsevier Inc. All rights reserved.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c441t-92b8f2685b812c083c003867782062cd17afe19ef35394de35a755f495fbabc93</cites><orcidid>0000-0002-8436-7162</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,27901,27902</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/38710311$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Cui, Ruifang</creatorcontrib><creatorcontrib>Zheng, Zihao</creatorcontrib><creatorcontrib>Jiang, Lijun</creatorcontrib><creatorcontrib>Ma, Weiyi</creatorcontrib><creatorcontrib>Gong, Diankun</creatorcontrib><creatorcontrib>Yao, Dezhong</creatorcontrib><title>Co-activation patterns during viewing of different video game genres</title><title>Brain research bulletin</title><addtitle>Brain Res Bull</addtitle><description>Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG). However, the cortical dynamics elicited by different video gaming genres remain unclear. This study explored the temporal dynamics of cortical networks in response to different gaming genres. Functional magnetic resonance imaging (fMRI) data were obtained during eye-closed resting and passive viewing of gameplay videos of three genres: life simulation games (LSG), first-person shooter games (FPS), and ARSG. Data analysis used a seed-free Co-Activation Pattern (CAP) based on Regions of Interest (ROIs). When comparing the viewing of action-like video games (FPS and ARSG) to LSG viewing, significant dynamic distinctions were observed in both primary and higher-order networks. Within action-like video games, compared to FPS viewing, ARSG viewing elicited a more pronounced increase in the Fraction of Time and Counts of attentional control-related CAPs, along with an increased Transition Probability from sensorimotor-related CAPs to attentional control-related CAPs. Compared to ARSG viewing, FPS viewing elicited a significant increase in the Fraction of Time of sensorimotor-related CAPs, when gaming experience was considered as a covariate. Thus, different video gaming genres, including distinct action-like video gaming genres, elicited unique dynamic patterns in whole-brain CAPs, potentially influencing the development of various cognitive processes.
•Four pairs of co-activation patterns represented distinct functional correlations.•Dynamic structures of co-activation patterns induced by different gaming viewing.•Action-like video games and LSG induced extensive dynamic differences.•FPS and ARSG induced distinct dynamic patterns in co-activation patterns.</description><subject>Action real-time strategy game</subject><subject>Adult</subject><subject>Attention - physiology</subject><subject>Brain - diagnostic imaging</subject><subject>Brain - physiology</subject><subject>Brain Mapping - methods</subject><subject>Co-activation pattern method</subject><subject>Dynamic pattern</subject><subject>Female</subject><subject>First-person shooter game</subject><subject>Humans</subject><subject>Magnetic Resonance Imaging</subject><subject>Male</subject><subject>Neurosynth topic</subject><subject>Task-state brain network</subject><subject>Video Games</subject><subject>Young Adult</subject><issn>0361-9230</issn><issn>1873-2747</issn><issn>1873-2747</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><sourceid>DOA</sourceid><recordid>eNqNUUtv1DAQthAVXQp_AUWcuGTxI45tbmhLoVKlXuBs-TFeeZWNF9sp4t_jJW3FkdNIo-818yH0nuAtwWT8eNjabOKcodhlmrYU02FLCFZieIE2RArWUzGIl2iD2Uh6RRm-RK9LOWCMR8nHV-iSSUEwI2SDrnepN67GB1NjmruTqRXyXDq_5Djvu4cIv84zhc7HECDDXNvSQ-r25gjdHs4x3qCLYKYCbx_nFfpx8-X77lt_d__1dvf5rnfDQGpLYmWgLYKVhDosmcOYyVEISfFInSfCBCAKAuNMDR4YN4LzMCgerLFOsSt0u-r6ZA76lOPR5N86maj_LlLea5NrdBPoYLy3o1EBlBuMspJKTCkXFgdJgoKm9WHVOuX0c4FS9TEWB9NkZkhL0Qxzolo6whv00wp1OZWSITxbE6zPjeiD_rcRfW5Er4008rtHn8UewT9TnypogOsVAO1z7d9ZFxdhduBjBlfbafF_fP4AgqmjJw</recordid><startdate>202407</startdate><enddate>202407</enddate><creator>Cui, Ruifang</creator><creator>Zheng, Zihao</creator><creator>Jiang, Lijun</creator><creator>Ma, Weiyi</creator><creator>Gong, Diankun</creator><creator>Yao, Dezhong</creator><general>Elsevier Inc</general><general>Elsevier</general><scope>6I.</scope><scope>AAFTH</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope><scope>DOA</scope><orcidid>https://orcid.org/0000-0002-8436-7162</orcidid></search><sort><creationdate>202407</creationdate><title>Co-activation patterns during viewing of different video game genres</title><author>Cui, Ruifang ; Zheng, Zihao ; Jiang, Lijun ; Ma, Weiyi ; Gong, Diankun ; Yao, Dezhong</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c441t-92b8f2685b812c083c003867782062cd17afe19ef35394de35a755f495fbabc93</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><topic>Action real-time strategy game</topic><topic>Adult</topic><topic>Attention - physiology</topic><topic>Brain - diagnostic imaging</topic><topic>Brain - physiology</topic><topic>Brain Mapping - methods</topic><topic>Co-activation pattern method</topic><topic>Dynamic pattern</topic><topic>Female</topic><topic>First-person shooter game</topic><topic>Humans</topic><topic>Magnetic Resonance Imaging</topic><topic>Male</topic><topic>Neurosynth topic</topic><topic>Task-state brain network</topic><topic>Video Games</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Cui, Ruifang</creatorcontrib><creatorcontrib>Zheng, Zihao</creatorcontrib><creatorcontrib>Jiang, Lijun</creatorcontrib><creatorcontrib>Ma, Weiyi</creatorcontrib><creatorcontrib>Gong, Diankun</creatorcontrib><creatorcontrib>Yao, Dezhong</creatorcontrib><collection>ScienceDirect Open Access Titles</collection><collection>Elsevier:ScienceDirect:Open Access</collection><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>Brain research bulletin</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Cui, Ruifang</au><au>Zheng, Zihao</au><au>Jiang, Lijun</au><au>Ma, Weiyi</au><au>Gong, Diankun</au><au>Yao, Dezhong</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Co-activation patterns during viewing of different video game genres</atitle><jtitle>Brain research bulletin</jtitle><addtitle>Brain Res Bull</addtitle><date>2024-07</date><risdate>2024</risdate><volume>213</volume><spage>110974</spage><pages>110974-</pages><artnum>110974</artnum><issn>0361-9230</issn><issn>1873-2747</issn><eissn>1873-2747</eissn><abstract>Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG). However, the cortical dynamics elicited by different video gaming genres remain unclear. This study explored the temporal dynamics of cortical networks in response to different gaming genres. Functional magnetic resonance imaging (fMRI) data were obtained during eye-closed resting and passive viewing of gameplay videos of three genres: life simulation games (LSG), first-person shooter games (FPS), and ARSG. Data analysis used a seed-free Co-Activation Pattern (CAP) based on Regions of Interest (ROIs). When comparing the viewing of action-like video games (FPS and ARSG) to LSG viewing, significant dynamic distinctions were observed in both primary and higher-order networks. Within action-like video games, compared to FPS viewing, ARSG viewing elicited a more pronounced increase in the Fraction of Time and Counts of attentional control-related CAPs, along with an increased Transition Probability from sensorimotor-related CAPs to attentional control-related CAPs. Compared to ARSG viewing, FPS viewing elicited a significant increase in the Fraction of Time of sensorimotor-related CAPs, when gaming experience was considered as a covariate. Thus, different video gaming genres, including distinct action-like video gaming genres, elicited unique dynamic patterns in whole-brain CAPs, potentially influencing the development of various cognitive processes.
•Four pairs of co-activation patterns represented distinct functional correlations.•Dynamic structures of co-activation patterns induced by different gaming viewing.•Action-like video games and LSG induced extensive dynamic differences.•FPS and ARSG induced distinct dynamic patterns in co-activation patterns.</abstract><cop>United States</cop><pub>Elsevier Inc</pub><pmid>38710311</pmid><doi>10.1016/j.brainresbull.2024.110974</doi><orcidid>https://orcid.org/0000-0002-8436-7162</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Action real-time strategy game Adult Attention - physiology Brain - diagnostic imaging Brain - physiology Brain Mapping - methods Co-activation pattern method Dynamic pattern Female First-person shooter game Humans Magnetic Resonance Imaging Male Neurosynth topic Task-state brain network Video Games Young Adult |
title | Co-activation patterns during viewing of different video game genres |
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