Mostrar el registro sencillo del ítem

dc.contributor.authorValls Serrano, Carlos
dc.contributor.authorVélez Coto, María 
dc.contributor.authorCaracuel Romero, Alfonso 
dc.date.accessioned2022-09-16T09:14:55Z
dc.date.available2022-09-16T09:14:55Z
dc.date.issued2022-07-20
dc.identifier.citationValls-Serrano C... [et al.] (2022) Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends. Front. Hum. Neurosci. 16:933331. doi: [10.3389/fnhum.2022.933331]es_ES
dc.identifier.urihttp://hdl.handle.net/10481/76739
dc.description.abstractVideo games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends (LOL) is a massively played video game with a moderately defined structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-videogame players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal- Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-videogame players in the working memory test. Significant differences were also found between players and non-videogame players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed.es_ES
dc.description.sponsorshipAyudas a la realizacion de Proyectos de Grupos de Investigacion from Plan propio de investigacion, Universidad Catolica de Murcia (UCAM) PMAFI-03/19es_ES
dc.language.isoenges_ES
dc.publisherFrontierses_ES
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectHuman-computer interaction es_ES
dc.subjectEsportses_ES
dc.subjectWorking memoryes_ES
dc.subjectAttention es_ES
dc.subjectExpertisees_ES
dc.titleVisuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legendses_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.3389/fnhum.2022.933331
dc.type.hasVersionVoRes_ES


Ficheros en el ítem

[PDF]

Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem

Atribución 4.0 Internacional
Excepto si se señala otra cosa, la licencia del ítem se describe como Atribución 4.0 Internacional