Por favor, use este identificador para citar o enlazar este ítem:
http://hdl.handle.net/10609/149238
Registro completo de metadatos
Campo DC | Valor | Lengua/Idioma |
---|---|---|
dc.contributor.author | Palaus, Marc | - |
dc.contributor.author | Viejo-Sobera, Raquel | - |
dc.contributor.author | Redolar-Ripoll, Diego | - |
dc.contributor.author | Marron, Elena M | - |
dc.date.accessioned | 2023-11-23T07:29:51Z | - |
dc.date.available | 2023-11-23T07:29:51Z | - |
dc.date.issued | 2020-06-19 | - |
dc.identifier.citation | Palaus, M., Viejo-Sobera, R., Redolar-Ripoll, D. & Muñoz Marrón, E. (2020). Cognitive Enhancement via Neuromodulation and Video Games: Synergistic Effects?. Frontiers in Human Neuroscience, 14(), 1-13. doi: 10.3389/fnhum.2020.00235 | - |
dc.identifier.issn | 1662-5161MIAR | - |
dc.identifier.uri | http://hdl.handle.net/10609/149238 | - |
dc.description.abstract | Transcranial magnetic stimulation (TMS) is a non-invasive brain stimulation technique able to modulate cortical excitability. This modulation may influence areas and networks responsible for specific cognitive processes, and the repetition of the induced temporary changes can produce long-lasting effects. TMS effectiveness may be enhanced when used in conjunction with cognitive training focused on specific cognitive functions. Playing video games can be an optimal cognitive training since it involves different cognitive components and high levels of engagement and motivation. The goal of this study is to assess the synergistic effects of TMS and video game training to enhance cognition, specifically, working memory and executive functions. We conducted a randomized 2 × 3 repeated measures (stimulation × time) study, randomly assigning 27 healthy volunteers to an active intermittent theta-burst stimulation or a sham stimulation group. Participants were assessed using a comprehensive neuropsychological battery before, immediately after, and 15 days after finishing the video game+TMS training. The training consisted of 10 sessions where participants played a 3D platform video game for 1.5 h. After each gaming session, TMS was applied over the right dorsolateral prefrontal cortex (DLPFC). All participants improved their video gaming performance, but we did not find a synergistic effect of stimulation and video game training. Neither had we found cognitive improvements related to the stimulation. We explored possible confounding variables such as age, gender, and early video gaming experience through linear regression. The early video gaming experience was related to improvements in working memory and inhibitory control. This result, although exploratory, highlights the influence of individual variables and previous experiences on brain plasticity. | en |
dc.format.mimetype | application/pdf | ca |
dc.language.iso | eng | ca |
dc.publisher | Frontiers | ca |
dc.relation.ispartof | Frontiers in Human Neuroscience, 2023, 14 | ca |
dc.relation.ispartofseries | 14; | - |
dc.relation.isreferencedby | http://hdl.handle.net/10609/100246 | - |
dc.relation.isreferencedby | https://doi.org/10.34810/data922 | - |
dc.relation.uri | https://doi.org/10.3389/fnhum.2020.00235 | - |
dc.rights | This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. | - |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | - |
dc.subject | cognitive enhancement | en |
dc.subject | dorsolateral prefrontal cortex | en |
dc.subject | executive functions | en |
dc.subject | iTBS | en |
dc.subject | theta-burst stimulation | en |
dc.subject | transcranial magnetic stimulation | en |
dc.subject | video games | en |
dc.subject | working memory | en |
dc.title | Cognitive Enhancement via Neuromodulation and Video Games: Synergistic Effects? | ca |
dc.type | info:eu-repo/semantics/article | ca |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | - |
dc.identifier.doi | http://doi.org/10.3389/fnhum.2020.00235 | - |
dc.gir.id | AR/0000007972 | - |
dc.relation.projectID | info:eu-repo/grantAgreement/MINECO/2016/PSI2016 80056-P | - |
dc.type.version | info:eu-repo/semantics/publishedVersion | - |
Aparece en las colecciones: | Articles Articles cientÍfics |
Ficheros en este ítem:
Fichero | Descripción | Tamaño | Formato | |
---|---|---|---|---|
fnhum-14-00235.pdf | 1,22 MB | Adobe PDF | Visualizar/Abrir |
Comparte:
Los ítems del Repositorio están protegidos por copyright, con todos los derechos reservados, a menos que se indique lo contrario.