New research has discovered that frequent players of the real-time strategy computer game StarCraft II have more prominent network between regions of the brain associated with visuospatial cognition. The discoveries show up in the journal Human Brain Mapping.
Study author Natalia Kowalczyk of the SWPS University of Social Sciences and Humanities stated that- “I am interested in neuroplasticity as the ability of the nervous system to adapt to the requirements of the environment. In this context, the brain is the source of behavior, but it is also modified under the influence of various experiences. Nowadays, it appears that action video games seem to be a good candidate for stimulating neuroplasticity.”
The study utilized dispersion tensor imaging to look at the basic mind availability of 31 visit StarCraft II players to a control gathering of 31 men who had played less than 6 hours of real-time strategy games.
The frequent players had played real-time strategy games for no less than 6 hr/week for as far back as a half year and played StarCraft II for over 60% of aggregate play time.
The two groups did not differ in overall structural connectivity. Be that as it may, the scientists watched upgraded network amongst occipital and parietal mind areas among the StarCraft II players.
The individuals who played StarCraft II all the more frequently had a tendency to have a more prominent number of connections amongst occipital and parietal locales, which could reflect improved visual and spatial data handling.
“Our results indicate that long-term and extensive RTS game players have alterations along axons that link structures of the occipito-parietal loop involved in spatial and visual processing in comparison to non-players,” Kowalczyk told PsyPost. “This finding sheds a new light on the understanding how structural connectivity is affected by long-term RTS video game experience.”
The study — like all researchers — has a few confinements.
Later, Kowalczyk added that- “we cannot determine whether the structural differences between the RTS and NVGP groups were the result of extensive video-game experience or because RTS players have brain structure characteristics that predispose them to play such video games.”
“It could be the case that people with specific brain characteristics such as enhanced connectivity within regions related to visual and spatial functions are able to deal with high gameplay speed, visual search, and quick responses, and that is why they decided to play RTS games. Future longitudinal studies with the training of non-players would be necessary to determine causality.”
The study, “Continuous methodology computer game involvement and auxiliary network – A dispersion tensor imaging study”, was composed by Natalia Kowalczyk, Feng Shi, Mikolaj Magnuski, Maciek Skorko, Pawel Dobrowolski, Bartosz Kossowski, Artur Marchewka, Maksymilian Bielecki, Malgorzata Kossut, and Aneta Brzezicka.
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