Peer Review #1 of "The neuropsychological profile of professional action video game players (v0.2)"
Bibliographic record
Abstract
In the past 20 years, there has been growing research interest in the association between video games and cognition.Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies have failed to replicate these results.Until now, the vast majority of studies defined video game players based on the amount of time they spent playing video games, with relatively few studies focusing on the players' video game expertise using performance criteria.In the current study, we sought to examine the cognitive and learning abilities of video game players who achieved a professional level in the eSports industry relative to amateur video game players.We tested 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on a series of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity.We also examined participants' ability to improve performance on a dynamic visual attention task that required participants to track a subset of randomly moving objects in a three-dimensional space (3D-MOT) over five sessions.Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and a test of auditory memory (Digit Span).Professional players also showed better performance in the 3D-MOT task overall, but the rate of improvement with training did not differ between both groups.Longitudinal studies of video game players are needed to determine to what extent the better performance in our Professional players is due to their greater engagement in video game play or to pre-existing cognitive traits that promote attainment of high performance levels in action video games.
Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.
How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.011 | 0.152 |
| Meta-epidemiology (narrow) | 0.001 | 0.001 |
| Meta-epidemiology (broad) | 0.002 | 0.001 |
| Bibliometrics | 0.005 | 0.002 |
| Science and technology studies | 0.004 | 0.002 |
| Scholarly communication | 0.006 | 0.003 |
| Open science | 0.003 | 0.004 |
| Research integrity | 0.003 | 0.002 |
| Insufficient payload (model declined to judge) | 0.372 | 0.207 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".