Do enhanced states exist? Boosting cognitive capacities through an action video-game

Cognition. 2018 Apr:173:93-105. doi: 10.1016/j.cognition.2018.01.006.

Abstract

This research reports the existence of enhanced cognitive states in which dramatic temporary improvements in temporal and spatial aspects of attention were exhibited by participants who played (but not by those who merely observed) action video-games meeting certain criteria. Specifically, Experiments 1 and 2 demonstrate that the attentional improvements were exhibited only by participants whose skills matched the difficulty level of the video game. Experiment 2 showed that arousal (as reflected by the reduction in parasympathetic activity and increase in sympathetic activity) is a critical physiological condition for enhanced cognitive states and corresponding attentional enhancements. Experiment 3 showed that the cognitive enhancements were transient, and were no longer observed after 30 min of rest following video-gaming. Moreover, the results suggest that the enhancements were specific to tasks requiring visual-spatial focused attention, but not distribution of spatial attention as has been reported to improve significantly and durably as a result of long-term video-game playing. Overall, the results suggest that the observed enhancements cannot be simply due to the activity of video-gaming per se, but might rather represent an enhanced cognitive state resulting from specific conditions (heightened arousal in combination with active engagement and optimal challenge), resonant with what has been described in previous phenomenological literature as "flow" (Csikszentmihalyi, 1975) or "peak experiences" (Maslov, 1962). The findings provide empirical evidence for the existence of the enhanced cognitive states and suggest possibilities for consciously accessing latent resources of our brain to temporarily boost our cognitive capacities upon demand.

Keywords: Arousal; Attentional blink; Enhanced cognitive state; Videogaming.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adult
  • Arousal / physiology*
  • Attentional Blink / physiology*
  • Cognition / physiology*
  • Humans
  • Male
  • Psychomotor Performance / physiology*
  • Sympathetic Nervous System / physiology*
  • Video Games*
  • Young Adult