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[journal article]

dc.contributor.authorLarge, Adam M.de
dc.contributor.authorBediou, Benoitde
dc.contributor.authorCekic, Sezende
dc.contributor.authorHart, Yuvalde
dc.contributor.authorBavelier, Daphnede
dc.contributor.authorGreen, C. Shawnde
dc.date.accessioned2020-02-26T09:06:53Z
dc.date.available2020-02-26T09:06:53Z
dc.date.issued2019de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/66640
dc.description.abstractOver the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from “traditional” action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants’ in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcPsychologiede
dc.subject.ddcPsychologyen
dc.subject.otherMOBA video games; action video games; cognitive demand; individual differencesde
dc.titleCognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Gamede
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/2314de
dc.source.journalMedia and Communication
dc.source.volume7de
dc.publisher.countryPRT
dc.source.issue4de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozAllgemeine Psychologiede
dc.subject.classozGeneral Psychologyen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo198-212de
internal.identifier.classoz1080404
internal.identifier.classoz10703
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
internal.identifier.ddc150
dc.source.issuetopicVideo Games as Demanding Technologiesde
dc.identifier.doihttps://doi.org/10.17645/mac.v7i4.2314de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/2314
ssoar.urn.registrationfalsede


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