Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Outros Autores: | , , , , |
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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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 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.17645/mac.v7i4.2314 oai:ojs.cogitatiopress.com:article/2314 |
url |
https://doi.org/10.17645/mac.v7i4.2314 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/2314 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/mediaandcommunication/article/view/2314 https://doi.org/10.17645/mac.v7i4.2314 https://www.cogitatiopress.com/mediaandcommunication/article/view/2314/2314 https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2314/734 https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/2314/775 |
dc.rights.driver.fl_str_mv |
http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Cogitatio |
publisher.none.fl_str_mv |
Cogitatio |
dc.source.none.fl_str_mv |
Media and Communication; Vol 7, No 4 (2019): Video Games as Demanding Technologies; 198-212 2183-2439 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799130656698007552 |