The Benefits of Playing Action-Like Video Games on Salience Processing.

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Bibliographic Details
Title: The Benefits of Playing Action-Like Video Games on Salience Processing.
Authors: Franceschini, Sandro (AUTHOR), Puccio, Giovanna (AUTHOR), Bertoni, Sara (AUTHOR), Gori, Simone (AUTHOR), Mascheretti, Sara (AUTHOR), Fusina, Francesca (AUTHOR), Angrilli, Alessandro (AUTHOR), Facoetti, Andrea (AUTHOR)
Source: International Journal of Human-Computer Interaction. Apr2025, Vol. 41 Issue 7, p4101-4114. 14p.
Subjects: Psychophysiology, Response inhibition, Video games, Nintendo video games, Salience network
Abstract: Play is essential for sensorimotor, cognitive and social development, because it enhances the experience-based long-term plasticity, stimulating the optimal interplay between the stimulus-driven and goal-directed attentional control. However, the emotional, psychophysiological and neurocognitive mechanisms associated with a single game session are not fully understood. In a single-blind randomized-crossover experiment, we investigated the short-term effects upon emotional, psychophysiological and neurocognitive functioning after a short play session with Mario Kart and with a puzzle board game, in a sample of 60 young adult typical (n = 44) and poor readers (n = 16). By enhancing positive and reducing negative emotions, playing an action-like video game increased heart rate and salience processing in both typical and poor readers, whereas an improvement in reading speed was reported only in poor readers. The stimulation of the salience network by play-driven emotional, multisensory and sensorimotor activation, can transiently enhance the feed-forward functioning of the perception and action pathways. [ABSTRACT FROM AUTHOR]
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Database: Psychology and Behavioral Sciences Collection
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Abstract:Play is essential for sensorimotor, cognitive and social development, because it enhances the experience-based long-term plasticity, stimulating the optimal interplay between the stimulus-driven and goal-directed attentional control. However, the emotional, psychophysiological and neurocognitive mechanisms associated with a single game session are not fully understood. In a single-blind randomized-crossover experiment, we investigated the short-term effects upon emotional, psychophysiological and neurocognitive functioning after a short play session with Mario Kart and with a puzzle board game, in a sample of 60 young adult typical (n = 44) and poor readers (n = 16). By enhancing positive and reducing negative emotions, playing an action-like video game increased heart rate and salience processing in both typical and poor readers, whereas an improvement in reading speed was reported only in poor readers. The stimulation of the salience network by play-driven emotional, multisensory and sensorimotor activation, can transiently enhance the feed-forward functioning of the perception and action pathways. [ABSTRACT FROM AUTHOR]
ISSN:10447318
DOI:10.1080/10447318.2024.2346693