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Time for a true display of skill: Top players in League of Legends have better executive control
Li, Xiangqian1,2; Huang, Liang1,2; Li, Bingxin3; Wang, Haoran1,2; Han, Chengyang4,5
First AuthorLi, Xiangqian
Correspondent Emaillibx@psych.ac.cn (b. li)
Contribution Rank3
Abstract

Research into the effects of action video gaming on cognition has largely relied on self-reported action video game experience and extended video game training. Only a few studies have focused on participants' actual gaming skills. However, whether superior players and average players have different executive control is still not fully demonstrated. This study had top-ranking League of Legends players (global top 0.17%; N = 35) and average-ranking League of Legends players (N = 35) perform two cognitive tasks that aimed to measure three aspects of executive functioning: cognitive flexibility, interference control, and impulsive control. We controlled self-reported gaming experience, so that top-ranking players and average-ranking players had similar years of play and hours of play per week. We found that compared to a group of average players, top players showed smaller task-switching costs and smaller response-congruency effects in a Stroop-switching test. In a continuous performance test, top players indicated higher hit rates and lower false alarm rates as compared to average players. These findings suggest that top players have better cognitive flexibility and more accurate control of interference in the context of task-switching. Moreover, top players exhibit better impulsive control. The present study provides evidence that players' gaming skills rather than gaming experience are related to cognitive abilities, which may explain why previous studies on self-reported gaming experience and those assessing supervised training and cognitive performance have shown inconsistent results.

KeywordExecutive control Gaming skills Task-switching Cognitive flexibility Impulsive control
2020-03-01
Language英语
DOI10.1016/j.actpsy.2020.103007
Source PublicationACTA PSYCHOLOGICA
ISSN0001-6918
Volume204Pages:14
Subtypearticle
Indexed BySCI
PublisherELSEVIER
WOS KeywordVIDEO-GAME EXPERIENCE ; COGNITIVE CONTROL ; WORKING-MEMORY ; TASK CONFLICT ; SWITCH ; COSTS ; SET ; RECONFIGURATION ; INTERFERENCE ; PERFORMANCE
WOS Research AreaPsychology
WOS SubjectPsychology, Experimental
WOS IDWOS:000521113600001
QuartileQ4
Citation statistics
Cited Times:3[WOS]   [WOS Record]     [Related Records in WOS]
Document Type期刊论文
Identifierhttp://ir.psych.ac.cn/handle/311026/31528
Collection中国科学院行为科学重点实验室
Corresponding AuthorLi, Bingxin
Affiliation1.Fudan Univ, Sch Social Dev & Publ Policy, Dept Psychol, Shanghai, Peoples R China
2.Fudan Univ, Lab Social Psychol & Behav Sci, Shanghai, Peoples R China
3.Chinese Acad Sci, Inst Psychol, Key Lab Behav Sci, Beijing, Peoples R China
4.Shenzhen Univ, Shenzhen Key Lab Affect & Social Cognit Sci, Shenzhen, Peoples R China
5.Shenzhen Univ, Coll Psychol, Shenzhen, Peoples R China
Corresponding Author AffilicationKey Laboratory of Behavioral Science, CAS
Recommended Citation
GB/T 7714
Li, Xiangqian,Huang, Liang,Li, Bingxin,et al. Time for a true display of skill: Top players in League of Legends have better executive control[J]. ACTA PSYCHOLOGICA,2020,204:14.
APA Li, Xiangqian,Huang, Liang,Li, Bingxin,Wang, Haoran,&Han, Chengyang.(2020).Time for a true display of skill: Top players in League of Legends have better executive control.ACTA PSYCHOLOGICA,204,14.
MLA Li, Xiangqian,et al."Time for a true display of skill: Top players in League of Legends have better executive control".ACTA PSYCHOLOGICA 204(2020):14.
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