Abstract

Mindfulness training has been shown to improve attention and change the underlying brain substrates in adults. Most mindfulness training programs involve a myriad of techniques, and it is difficult to attribute changes to any particular aspect of the program. Here, we created a video game, Tenacity, which models a specific mindfulness technique – focused attention on one’s breathing – and assessed its potential to train an attentional network in adolescents. A combined analysis of resting state functional connectivity (rs-FC) and diffusion tensor imaging (DTI) yielded convergent results – change in communication within the left fronto-parietal network after two weeks of playing Tenacity compared to a control game. Rs-FC analysis showed greater connectivity between left dorsolateral prefrontal cortex (dlPFC) and left inferior parietal cortex (IPC) in the Tenacity group. Importantly, changes in left dlPFC – IPC rs-FC and changes in structural connectivity of the white matter tract that connects these regions –left superior longitudinal fasiculus (SLF) – were associated with changes in performance on an attention task. Finally, changes in left dlPFC – IPC rs-FC correlated with the change in left SLF structural connectivity as measured by fractional anisotropy (FA) in the Tenacity group only.

Highlights

  • Mindfulness training has been shown to improve attention and change the underlying brain substrates in adults

  • The present study examined the effects of video-game-based mindfulness training in an adolescent population using a longitudinal, randomized design

  • Rs-FC analysis showed a greater increase in connectivity between left dorsolateral prefrontal cortex (dlPFC) and left inferior parietal cortex (IPC) in the Tenacity group compared to the control group after two weeks of game-play

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Summary

Introduction

Mindfulness training has been shown to improve attention and change the underlying brain substrates in adults. We created a video game, Tenacity, which models a specific mindfulness technique – focused attention on one’s breathing – and assessed its potential to train an attentional network in adolescents. At the same time there is a growing recognition of the potentially deleterious effects of video games, including problems in attention, in adolescents[7]. It is especially in light of these data that we wished to explore whether we could develop a video game incorporating simple mindfulness practices that might improve attention. We developed a video game - Tenacity - that incorporates a simple mindfulness meditation technique into its game mechanics and we assessed the game’s impact on attention in adolescents.

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