| dc.contributor.author | Valls Serrano, Carlos | |
| dc.contributor.author | Vélez Coto, María | |
| dc.contributor.author | Caracuel Romero, Alfonso | |
| dc.date.accessioned | 2022-09-16T09:14:55Z | |
| dc.date.available | 2022-09-16T09:14:55Z | |
| dc.date.issued | 2022-07-20 | |
| dc.identifier.citation | Valls-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.uri | http://hdl.handle.net/10481/76739 | |
| dc.description.abstract | Video 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.sponsorship | Ayudas a la realizacion de Proyectos de Grupos de Investigacion from Plan propio de investigacion, Universidad Catolica de Murcia (UCAM) PMAFI-03/19 | es_ES |
| dc.language.iso | eng | es_ES |
| dc.publisher | Frontiers | es_ES |
| dc.rights | Atribución 4.0 Internacional | * |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
| dc.subject | Human-computer interaction | es_ES |
| dc.subject | Esports | es_ES |
| dc.subject | Working memory | es_ES |
| dc.subject | Attention | es_ES |
| dc.subject | Expertise | es_ES |
| dc.title | Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends | es_ES |
| dc.type | journal article | es_ES |
| dc.rights.accessRights | open access | es_ES |
| dc.identifier.doi | 10.3389/fnhum.2022.933331 | |
| dc.type.hasVersion | VoR | es_ES |