Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game

Detalhes bibliográficos
Autor(a) principal: Large, Adam M.
Data de Publicação: 2019
Outros Autores: Bediou, Benoit, Cekic, Sezen, Hart, Yuval, Bavelier, Daphne, Green, C. Shawn
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.17645/mac.v7i4.2314
Resumo: Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from “traditional” action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants’ in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.
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spelling Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Gameaction video games; cognitive demand; individual differences; MOBA video gamesOver the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from “traditional” action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants’ in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.Cogitatio2019-12-20info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v7i4.2314oai:ojs.cogitatiopress.com:article/2314Media and Communication; Vol 7, No 4 (2019): Video Games as Demanding Technologies; 198-2122183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/2314https://doi.org/10.17645/mac.v7i4.2314https://www.cogitatiopress.com/mediaandcommunication/article/view/2314/2314https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2314/734https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2314/775Copyright (c) 2019 Adam M. Large, Benoit Bediou, Sezen Cekic, Yuval Hart, Daphne Bavelier, C. Shawn Greenhttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessLarge, Adam M.Bediou, BenoitCekic, SezenHart, YuvalBavelier, DaphneGreen, C. Shawn2022-12-20T10:58:33Zoai:ojs.cogitatiopress.com:article/2314Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:20:57.518479Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
title Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
spellingShingle Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
Large, Adam M.
action video games; cognitive demand; individual differences; MOBA video games
title_short Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
title_full Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
title_fullStr Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
title_full_unstemmed Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
title_sort Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
author Large, Adam M.
author_facet Large, Adam M.
Bediou, Benoit
Cekic, Sezen
Hart, Yuval
Bavelier, Daphne
Green, C. Shawn
author_role author
author2 Bediou, Benoit
Cekic, Sezen
Hart, Yuval
Bavelier, Daphne
Green, C. Shawn
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Large, Adam M.
Bediou, Benoit
Cekic, Sezen
Hart, Yuval
Bavelier, Daphne
Green, C. Shawn
dc.subject.por.fl_str_mv action video games; cognitive demand; individual differences; MOBA video games
topic action video games; cognitive demand; individual differences; MOBA video games
description Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from “traditional” action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants’ in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.
publishDate 2019
dc.date.none.fl_str_mv 2019-12-20
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https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2314/775
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dc.source.none.fl_str_mv Media and Communication; Vol 7, No 4 (2019): Video Games as Demanding Technologies; 198-212
2183-2439
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