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dc.creatorValls Serrano, Carloses
dc.creatorVélez Coto, Maríaes
dc.creatorFrancisco Palacios, Cristina María dees
dc.creatorCaracuel Romero, Alfonsoes
dc.date.accessioned2022-12-14T16:40:28Z
dc.date.available2022-12-14T16:40:28Z
dc.date.issued2022
dc.identifier.citationValls Serrano, C., Vélez Coto, M., Francisco Palacios, C.M.d. y Caracuel Romero, A. (2022). Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends. Frontiers in Human Neuroscience, 16, 933331. https://doi.org/10.3389/fnhum.2022.933331.
dc.identifier.issn1662-5161es
dc.identifier.urihttps://hdl.handle.net/11441/140472
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
dc.description.sponsorshipUniversidad Católica de Murcia (UCAM) PMAFI-03/19es
dc.format.extent11 p.es
dc.language.isoenges
dc.publisherFrontiers Mediaes
dc.relation.ispartofFrontiers in Human Neuroscience, 16, 933331.
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjecthuman-computer interactiones
dc.subjectesportses
dc.subjectworking memoryes
dc.subjectattentiones
dc.subjectexpertisees
dc.titleVisuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legendses
dc.typeinfo:eu-repo/semantics/articlees
dcterms.identifierhttps://ror.org/03yxnpp24
dc.type.versioninfo:eu-repo/semantics/publishedVersiones
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Psicología Sociales
dc.relation.projectIDPMAFI-03/19es
dc.relation.publisherversionhttps://doi.org/10.3389/fnhum.2022.933331es
dc.identifier.doi10.3389/fnhum.2022.933331es
dc.journaltitleFrontiers in Human Neurosciencees
dc.publication.volumen16es
dc.publication.initialPage933331es
dc.contributor.funderUniversidad Católica de Murcia

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