Francesco Neri , Jacopo Della Toffola , Adriano Scoccia , Alberto Benelli , Francesco Lomi , Alessandra Cinti , Carmelo Luca Smeralda , Sara Romanella , Alessandro Giannotta , Simone Rossi , Emiliano Santarnecchi
{"title":"Neuromodulation via tRNS accelerates learning and enhances in-game performance at a virtual-reality first person shooter game","authors":"Francesco Neri , Jacopo Della Toffola , Adriano Scoccia , Alberto Benelli , Francesco Lomi , Alessandra Cinti , Carmelo Luca Smeralda , Sara Romanella , Alessandro Giannotta , Simone Rossi , Emiliano Santarnecchi","doi":"10.1016/j.chb.2024.108537","DOIUrl":null,"url":null,"abstract":"<div><h3>Background</h3><div>Recent studies have investigated methods for improving the acquisition of complex visuomotor skills in virtual reality (VR) settings, but the results have been inconclusive.</div></div><div><h3>Objective/Hypothesis</h3><div>This study aims to examine whether transcranial random noise stimulation (tRNS), a non-invasive brain stimulation technique, can accelerate the learning process of a VR first-person shooter (VR-FPS) training and its impact on gaming abilities and on cognitive functions.</div></div><div><h3>Methods</h3><div>After exclusion of 9 subjects due to VR-cybersickness, twenty-two healthy young volunteers (6 females, 16 males; mean age 26.5 ± 4.9 years) participated in a five-day VR-FPS training. The participants were randomly assigned to either the Active (real)-tRNS (n=11) or the Sham (placebo)-tRNS group (n=11). Each day, tRNS targeting an ad-hoc visuo-motor functional brain network was administered for the first two rounds (tRNS ON), but not in the last two rounds out of four (tRNS OFF). The difficulty of the round was adjusted according to the ratio of overwhelmed enemies (O) to the player's defeats (D): (O/D). The participants' shooting skills and cognitive abilities were evaluated before, immediately after and one week after the training (T0, T1, T2).</div></div><div><h3>Results</h3><div>The Active-tRNS group showed significantly higher O/D performance compared to the Sham-tRNS group (p < .05), particularly during tRNS OFF rounds (p < .05). Additionally, at T2, the Active-tRNS group exhibited significantly better performance in a long-range shooting task than the Sham-tRNS group. Both groups showed improved cognitive abilities at T1 and at T2.</div></div><div><h3>Conclusions</h3><div>tRNS of an hybrid visuo-motor network can enhance the learning curve of VR-FPS training, with persistent and strong after-effects. This finding has potential applications for both performance training and treatment of clinical conditions.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"165 ","pages":"Article 108537"},"PeriodicalIF":9.0000,"publicationDate":"2024-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563224004059","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
Background
Recent studies have investigated methods for improving the acquisition of complex visuomotor skills in virtual reality (VR) settings, but the results have been inconclusive.
Objective/Hypothesis
This study aims to examine whether transcranial random noise stimulation (tRNS), a non-invasive brain stimulation technique, can accelerate the learning process of a VR first-person shooter (VR-FPS) training and its impact on gaming abilities and on cognitive functions.
Methods
After exclusion of 9 subjects due to VR-cybersickness, twenty-two healthy young volunteers (6 females, 16 males; mean age 26.5 ± 4.9 years) participated in a five-day VR-FPS training. The participants were randomly assigned to either the Active (real)-tRNS (n=11) or the Sham (placebo)-tRNS group (n=11). Each day, tRNS targeting an ad-hoc visuo-motor functional brain network was administered for the first two rounds (tRNS ON), but not in the last two rounds out of four (tRNS OFF). The difficulty of the round was adjusted according to the ratio of overwhelmed enemies (O) to the player's defeats (D): (O/D). The participants' shooting skills and cognitive abilities were evaluated before, immediately after and one week after the training (T0, T1, T2).
Results
The Active-tRNS group showed significantly higher O/D performance compared to the Sham-tRNS group (p < .05), particularly during tRNS OFF rounds (p < .05). Additionally, at T2, the Active-tRNS group exhibited significantly better performance in a long-range shooting task than the Sham-tRNS group. Both groups showed improved cognitive abilities at T1 and at T2.
Conclusions
tRNS of an hybrid visuo-motor network can enhance the learning curve of VR-FPS training, with persistent and strong after-effects. This finding has potential applications for both performance training and treatment of clinical conditions.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.