Abstract

Action video game playing is associated with improved visuomotor performance; however, the underlying neural mechanisms associated with this increased performance are not well understood. Using the Serial Reaction Time Task in conjunction with Transcranial Magnetic Stimulation, we investigated if improved visuomotor performance displayed in action video game players (actionVGPs) was associated with increased corticospinal plasticity in primary motor cortex (M1) compared to non-video game players (nonVGPs). Further, we assessed if actionVGPs and nonVGPs displayed differences in procedural motor learning as measured by the SRTT. We found that at the behavioral level, both the actionVGPs and nonVGPs showed evidence of procedural learning with no significant difference between groups. However, the actionVGPs displayed higher visuomotor performance as evidenced by faster reaction times in the SRTT. This observed enhancement in visuomotor performance amongst actionVGPs was associated with increased corticospinal plasticity in M1, as measured by corticospinal excitability changes pre- and post- SRTT and corticospinal excitability at rest before motor practice. Our results show that aVGPs, who are known to have better performance on visual and motor tasks, also display increased corticospinal excitability after completing a novel visuomotor task.

Highlights

  • Video games have become an increasingly popular activity, with individuals spending an average of 3 billion hours per week of game playing worldwide [1]

  • Indicated no significant effect of Hemisphere (F(1,22) = 0.5; p = 0.487) and a significant effect of Group (F(1,22) = 4.404; p = 0.048). These results suggest an increased level of transcranial magnetic stimulation (TMS) intensity required to elicit motor-evoked potentials (MEP) amplitudes of 1 mV on average over ten trials before the Serial Reaction Time Task (SRTT) in the non-video game players (nonVGPs) compared to the actionVGP group, without difference between their left and right M1

  • The results showed a non-significant group difference pre-SRTT (t(22) = 1.845; p = 0.316) and a significant difference post-SRTT (t(22) = 2.794; p = 0.044), with the actionVGPs displaying greater MEP amplitudes post-SRTT training compared to the nonVGPs

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Summary

Introduction

Video games have become an increasingly popular activity, with individuals spending an average of 3 billion hours per week of game playing worldwide [1]. Action video game (actionVG) playing has been shown to increase performance in cognitive tasks within several domains including visual attention [2,9,10], visual short-term memory [11], executive function [5] and procedural learning abilities [12,13]. At this point, little is known about the neurophysiological mechanisms underlying observed behavioral differences in performance between action video.

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