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Title
Lenticular nucleus volume predicts performance in real-time strategy game - cross-
sectional and training approach using voxel-based morphometry
Authors
N. Kowalczyk,1 M. Skorko,2 P. Dobrowolski,2 B. Kossowski,3 M. Myśliwiec,1 N.
Hryniewicz,4 M Gaca,3 A. Marchewka,3 M. Kossut,5 A. Brzezicka1,6*
Affiliations
1. Faculty of Psychology, SWPS University of Social Sciences and Humanities,
Warsaw, Poland
2. Institute of Psychology, Polish Academy of Sciences, Warsaw, Poland
3. Laboratory of Brain Imaging, Neurobiology Center, Nencki Institute of Experimental
Biology of Polish Academy of Sciences, Warsaw, Poland
4. CNS Lab of the Nalecz Institute of Biocybernetics and Biomedical Engineering,
PAS, Warsaw, Poland
5. Laboratory of Neuroplasticity, Department of Molecular and Cellular Neurobiology,
Nencki Institute of Experimental Biology of Polish Academy of Sciences, Warsaw,
Poland
6. Department of Neurosurgery, Cedars-Sinai Medical Center, Los Angeles,
California, USA
*Correspondence: Natalia Kowalczyk: nkowalczyk@swps.edu.pl, SWPS University of Social Sciences and Humanities,
Chodakowska 19/31 street, 03-815 Warsaw, Poland, phone: (+48 22) 51 79 957; fax: (+48 22) 517 96 25.
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Abstract
It is unclear why some people learn faster than others. We performed two independent
studies in which we investigated the neural basis of real-time strategy (RTS) gaming
and neural predictors of RTS games skill-acquisition. In the first (cross-sectional) study
we found that experts in the RTS game StarCraft II (SC2) had a larger lenticular
nucleus volume than non-RTS players. We followed a cross validation procedure
where we used the volume of regions identified in the first study to predict the quality
of learning a new, complex skill (SC2) in a sample of individuals who were naïve to
RTS games (second training study). Our findings provide new insights into how the
volume of lenticular nucleus, which is associated with motor as well as cognitive
functions, can be utilized to predict successful skill-learning, and be applied to a much
broader context than just video games, e.g. contributing to optimizing cognitive training
interventions.
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Introduction
Some people learn faster than others. Skill learning - the process that makes people
more accurate, efficient and faster in a given task - depends on several personal
characteristics. From the psychological perspective, there have been theories and
data regarding the prediction of learning based on individual differences in non-
cognitive and cognitive determinants since the 1950s. Specifically, skill learning was
well-predicted by age (1), general ability measures, such as verbal, spatial and
numerical reasoning, as well as working memory capacity (2-4) and fluid intelligence
(5). Additionally, Yesavage et al. (6) showed that individuals with higher mental status
in terms of their scores in the Mini-Mental State Examination (MMSE) (7) were
characterized by better outcomes after memory training. There were also attempts to
verify more basic cognitive abilities like perceptual-speed and psychomotor
characteristics as predictors of skill development in complex paradigms (i.e. air traffic
control simulation task) (8). It needs to be pointed out that because the process of skill
acquisition is dynamic, cognitive and non-cognitive constructs may differentially
determine individual differences in task performance, depending on e.g. the type and
stage of the task’s practice (9). For example, one of the most well documented
associations between individual differences in the non-cognitive domain and skill
acquisition were from the personality domain (e.g. Big Five inventory) (10).
The picture is even more complicated when it comes to the relationship between the
ability to master new skills and its neuroanatomical predictors. Plenty of cross-
sectional imaging studies have demonstrated structural brain differences between
experts in music, sport, video games and non-experts and showed that experts had
more gray matter volume (GMV) in certain brain regions (11-17). However, deliberate
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practice is necessary but not sufficient to account for individual differences in experts
and novices (18-20). One of the criticisms of cross-sectional studies as providing the
evidence for practice-dependent brain changes is that preexisting differences in brain
organization could explain some of the differences we observe between experts and
non-experts. For example, the GMV in the hippocampus of London taxi drivers may
be larger because they have regular experience with navigation, or because they have
some brain structure characteristic that predisposed them to become taxi drivers (21).
Another study showed complementary evidence in the domain of specific
predispositions and experience-dependent brain plasticity (22). There are separate
groups of studies that assessed regional brain morphometry characteristics of
subjects who underwent longitudinal assessments using magnetic resonance imaging
(MRI) (23). They showed changes in gray matter during skill acquisition of e.g. juggling
(24), playing video games (25, 26), learning languages (27), playing music (28, 29),
aerobics (30, 31) and established a theory of brain volume expansion in task-relevant
areas as an indicator for neural plasticity (32), especially during initial stage of learning
(33). Given the above described examples, the debate about the predictive neural
markers of learning has thus far been inconclusive and still is one of the most
challenging areas in cognitive neuroscience. Currently we can observe a growing
interest in how individual differences in the structure of the human brain can influence
the ability to learn and master complex skills (34, 35). Particularly, since the brain’s
gray matter characteristics are one of the most adequate biological structures that
could determine cognitive abilities, it is essential to look at it as a variable predicting
training efficacy.
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Scientists reported that pre-existing neuroanatomical profiles, including both cortical
thickness and white matter microstructure, predict the outcomes of individuals
following multi-strategic memory training (36). There is also evidence suggesting that
variance in white matter structure correlates with the ability to learn musical skills in
non-musicians, offering an alternative explanation for the structural differences
observed between musicians and non-musicians (37). Only a few studies have
explored pre-existing neural characteristics in the case of learning how to play video
games, as an example of complex skill acquisition. Momi in 2018 (38) identified that
lingual gyrus is involved in the ability to predict the trajectories of moving objects in
action video games. Other researchers have mostly investigated the volumetric
characteristics of the basal ganglia, a group of subcortical nuclei involved in motor and
procedural learning, as well as in reward learning and memory (39-41).
In the study reported here, we examined brain GMV - related differences in the
acquisition of skill in a novel and complex cognitive-motor task - the RTS game. We
chose SC2 game based on evidence suggesting that playing this cognitively
demanding strategic video game requires a host of specialized skills, including
translating mental plans into motor movements, performing actions with precise
timing, bimanual hand coordination, and processing rapid visual information (42).
These skills are trained and become more and more automatic with quantity of practice
(43). What is more, we can use telemetry data from the game (e.g. Perception Action
Cycle (PAC) latency, Actions Per Minute (AMP) or Hotkey Selects (HS) usage) to have
more detailed measures of skill learning during the course of the game and use it for
further investigations. Moreover, a player’s current skill level can be determined by the
their position in one of the six tiers in the game (a detailed description is provided in
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the method section) and, what is also important, it classifies players based on Elo
score like rating systems what allows for the objective assessment of changes in
player’s expertise over time. One additional benefit of SC2 is that it belongs to a group
of games that comprise professional electronic sports (eSports). Because competitive
and professional players of eSports titles dedicate a great deal of time to playing
individual games, they are a sample with a more stable source of video game
experience. This makes the analysis of connections between in-game actions and
brain structures more feasible.
In the current study we wanted to test whether it is possible to predict the level of skills
acquired during RTS game training based on specific brain GMVs. Our main
hypothesis tested the possibility of predicting the quality of skill acquisition (SC2 game)
based on the volume of brain regions identified in a group of expert players. In our
attempt to understand the neural predictors of learning success in the SC2
environment, we took a two-step approach. First, we analyzed a cross-sectional
sample of expert RTS players (those placed in the top five SC2 leagues) and non-
players (NVGPs) to investigate whether RTS video game experience is associated
with volumetric differences in gray matter. In the second step, we used information
gathered during the first study to inform the analyses on data gathered during the
second, training study, where naïve volunteers were trained with SC2.
With those steps, we followed a cross validation procedure (44) in which one sample
of subjects is used to identify brain regions (ROIs) that differ two groups (in our case:
RTS experts and NVGPs), and another sample (NVGPs) to predict skill acquisition (in
our case: complex skill learning during SC2 training) from the ROIs identified in the
first step. Details of this procedure are depicted in Fig. 1A and 1B. To our knowledge,
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this is the first study where neuroanatomical individual differences between healthy
adults were used as a predictor of learning outcomes in an RTS action video game.
Fig. 1. Overview of the study design. First, the GMV ROIs were identified in the
cross-sectional study A, and then they were used to predict RTS game skill acquisition
in independent training study B. As a next step a longitudinal study was conducted
with the same RTS game as in the first study (SC2) on a new group of non-video game
players.
Abbreviations: GMV - gray matter volume, MRI - magnetic resonance imaging,
NVGPs - non-video game players, ROIs - regions of interest, SC2 - StarCraft II
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Results - cross-sectional study
Higher GMV in RTS experts compared to NVGPs
Thirty-one RTS experts (in SC2 game) were compared to thirty-one NVGPs using high
resolution T1-weighted images (Tw1). Differences between players and non-players
in GMV were calculated using whole brain voxel-based morphometry (VBM) analyses.
RTS experts had significantly higher regional GMV in the right lenticular nucleus
(putamen and pallidum) compared with non-experts (peak MNI coordinates x = 22; y
= −11; z = 7; t = 5.54; cluster size = 2125 voxels), p = 0.04 corrected for multiple
comparisons with family Wise Error (FWE) correction at cluster-level using cluster
size. The obtained result is in the lenticular nucleus, a structure consisting of the
putamen and the pallidum (also commonly called globus pallidus), which are
separated by white matter tracts called lateral medullary lamina. In the whole brain
analysis, the right lenticular nucleus was the only area showing a significant difference
in RTS experts in comparison to NVGPs (Fig. 2 A). There were no significant
differences in GMV for the reverse contrast (NVGPs vs. RTS experts).
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Fig. 2. Differences in GMVs between RTS expert players and non-players. A
Results from VBM y analyses showing RTS experts > NVGPs difference in GMV - part
of the lenticular nucleus (peak MNI coordinate x = 22; y = -11; z = 7; t = 5.54; cluster
size = 2125 voxels), Clusters from the whole brain exploratory analysis using FWE
cluster correction. The lenticular nucleus is a collective name given to the putamen
and pallidum (also commonly called the globus pallidus); both are nuclei in the basal
ganglia. B Presentation of differences in GM between RTS experts and NVGPs.
Cohen’s d presented to show the effect size of the difference (d = 1.06).
Abbreviations: GMV - gray matter volume, NVGPs - non-video game players, ROIs -
regions of interest, L - left, R - right, SC2 - StarCraft II
We calculated Cohen's d together with power (Fig. 2 B). Cohen's d was 1.061 and
using G*Power (45) we had 82 percent power to detect differences between groups.
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No significant correlation (Spearman's) was observed between the GMV within the
lenticular nucleus and the index of experience in SC2 (hours spent playing SC2, RTS
expert group only), r = 0.19, p = 0.32.
Results - training study
Regional GMV as a predictor of RTS game skill acquisition
In the next study we used RTS game - SC2 as a tool to study complex skill learning in
a longitudinal setup. We computed the variable indexing the weighted time spent on
every level of SC2 difficulty, which reflects performance in the game. Figure 3 presents
the time (hours) spent on each level for all participants.
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Fig. 3. Distribution of the average time (hours) spent on each difficulty level in
SC2 for all participants. Presentation of possible difficulty levels in the SC2 matches:
Very Easy, Easy, Medium, Hard, Harder, Very Hard, Elite. None of the participants
reached the Cheater level, so we included only seven levels. The weighted time spent
on each level of SC2 difficulty (the time spent on the second level was multiplied by
two, the time spent on the third level by three, and so on) was computed for each
participant. The final result is a standardized (group-wise) sum of the time spent on all
difficulty levels, which reflects performance in the game. This indicator was used in
the correlational analyses. Presentation of average time (M) and standard errors (SE)
for number of hours played for each difficulty level in SC2 game.
Abbreviations: SC2 - StarCraft II
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To specifically target our hypothesis, we employed the ROI analysis method to
longitudinal data. Our ROIs were defined based on the results from our cross-sectional
study, which showed that SC2 performance was associated with volumes of the
ventral striatum (putamen and pallidum).
We used anatomical ROIs based on GMV differences in areas that were related to
RTS gaming activity in our first, cross-sectional independent study. We found that the
volume of both putamens (left: r = 0.67, p = 0.01 and right: r = 0.57, p = 0.02) (Fig. 4
A) as well as both pallidums (left: r = 0.62, p = 0.01 and right: r = 0.62 , p = 0.01)
correlated positively with RTS game skill acquisition (Fig. 4 B) (Spearman’s
correlation). No correlation metrics survived the false discovery rate (FDR) p<0.05
correction for multiple comparisons so the results presented here are uncorrected for
multiple comparisons. There were no training related changes in the GVM of the
examined brain structures.
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Fig. 4. Predefined ROIs (right, left putamen A and pallidum B) and scatter-plots
portraying the relationship between GMV in ROIs and RTS game skill
acquisition. Based on the significant difference in both putamen and pallidum (part of
the lenticular nucleus from Figure 3) in cross-sectional study, we chose those areas
as a ROIs for training study to evaluate the patterns of RTS game skill acquisition.
Panels show areas with a significant (bolded) positive correlation between mean
GMVs in the ROIs with SC2 game performance. The blue color represents the results
for the putamen, and the pink color represents the results for the pallidum. The results
of correlation analyses are uncorrected for multiple comparisons.
Abbreviations: ROIs - regions of interest, L - left, R - right
Regional GMV and Perception Action Cycle latency in RTS skill acquisition
Our next step was to check what type of in-game behavior correlates with VBM
assessments of GMV. Using measures of cognitive-motor abilities extracted from SC2
game replay data from sixteen participants, we constructed three indicators based on
in-game actions performed by trainees: [1] PAC latency - time (in milliseconds) from a
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point-of-view change (switch in focus of attention) to the occurrence of the first action
issued by the player (indexing motor reaction). [2] HS usage - expressed as the
average number of hotkey presses per minute in each game, where each such action
represents an automated selection of multiple units or buildings. Hotkeys are used to
aid in the management of dispersed elements of the game. [3] APM - the average
number of actions performed during each minute of the game (measure of cognitive-
motor speed). We defined PAC latency as a cognitive marker of SC2 expertise, APM
and HS usage as a motor markers of SC2 expertise (42). We divided the whole training
time of each trainee into quartiles and computed PAC latency, HS usage and APM for
each quartile (within subject) (42).
We found a significant, negative correlation between PAC latency in the first quartile
and GMV in all of our predefined ROIs (left and right putamen [left: r = -0.58, p = 0.02
and right: r = -0.43, p = 0.10 - tendency level; Fig. 5 A), as well as both pallidums (left:
r = -0.57, p = 0.02 and right: r = -0.54 , p = 0.03; Fig. 5 B). No correlation analysis
survived the FDR p<0.05 correction for multiple comparisons so the results presented
here are uncorrected for multiple comparisons. Correlations between PAC latency and
ROIs volume for the second, third and fourth quartiles were not found. We also
conducted correlational analyses for all quartiles for HS usage, APM, and all
predefined ROIs, but there were no significant correlations. All correlation coefficients
and significance levels are provided in Table 1. PAC latency distribution for each
participant is presented in Fig. 6.
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Fig. 5. Predefined ROIs (right, left putamen A and pallidum B) and scatter-plots
portraying the relationship between GMVs in ROIs and Perception Action Cycle
latency in the first quartile. The brain area with a significant difference (part of the
lenticular nucleus from Figure 3.) was the datum point to choose the GMVs in the ROIs
(both putamen and pallidum) which were included to evaluate the patterns of
Perception Action Cycle latency in the first quartile (Q1). The panels show areas with
a significant (bolded) negative correlation between the mean GMVs in the ROIs with
PAC latency in Q1. The blue color represents the results for the putamen, and the pink
color represents the results for the pallidum. The results for correlation analyses are
uncorrected for multiple comparisons.
Abbreviations: ROIs - regions of interest, PAC - Perception Action Cycle, Q - quartile
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Fig. 6. Perception Action Cycle latency distribution for each participant.
Additionally, the plot represents the PAC latency distribution in the first quartile (Q1)
separately for participants below and above the median: computed from the average
GMV for all the ROIs (both right/left putamen and pallidum).
Abbreviations: ROIs - regions of interest, PAC - Perception Action Cycle, Q - quartile
Discussion
In training-related plasticity studies, interindividual differences in learning performance
have not received much attention. The large number of publications focused on
behavioral improvement and experience-dependent structural changes in the brain.
However, neural factors of predisposing to complex skill learning, such as video
games acquisition, appear to play an important role in optimizing the training
paradigms dedicated to increase the subject’s efficiency and brain plasticity.
In the two studies described here, using VBM, we observed that the volume of the
right lenticular nucleus (part of the basal ganglia) was predictive of success in the
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complex RTS game SC2. Experts in SC2 (players from the top five leagues) had larger
basal ganglia compared to people who do not play RTS games. When we took into
consideration the volume of the areas identified in the first study in a completely new,
unrelated sample of individuals who were naïve to RTS games, we were able to predict
the quality of learning in SC2. The regional differences in the volume of the basal
ganglia correlated with the pace at which participants learned to play this complex
video game. In our opinion, the results presented here provide new insights into how
brain volume measurements can be utilized to predict the success of the skill-learning
process, and can be applied to a much broader, than just video games, context.
The first, cross-sectional, study showed more GMV in the right lenticular nucleus
(putamen and pallidum) in RTS experts when compared to NVGPs. In the second,
training study we explored whether the pre-existing volume of the putamen and
pallidum can predict improvement in the RTS skill acquisition in novice players. We,
in fact, confirmed that the GMV of predefined ROIs was correlated with complex skill
acquisition, measured as time spent on more demanding game levels, which is treated
here as a proxy of a complex skill learning. The correlation was found in both the right
and left lenticular nucleus (putamen and pallidum), whereas in the first study we found
differences between experts and non-players in the right lenticular nucleus only. The
lenticular nucleus is a subcortical structure within the basal ganglia, comprised of the
putamen and pallidum and constitutes a relay station, conveying information between
different subcortical areas and the cerebral cortex (mainly primary motor cortex and
the supplementary motor area) (46). Both pallidum and putamen play an important
role variety of motor acts, including sequential motor learning (47) and movements
control (48-50) including the operation of a joystick (51). It is also abundantly clear that
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the pallidum and putamen neurons are involved in more than just the organization
and/or execution of movements. They are also actively involved in a variety of
cognitive functions such as visual attention (52), working memory (53, 54) and
cognitive control (55). Additionally, pallidum neurons encode actions such as actual
location of the target on a screen, as well as monitor behavioral goals (spatial or
object), indicating that this region is involved in goal-directed decisions and action
selection (56).
To properly understand the results from the two studies presented here, we need to
take into consideration the dynamics of the learning process and expertise levels.
Playing a demanding RTS game like SC2 requires the engagement of a wide range
of cognitive and motor functions (42, 57, 58). However, the degree to which each of
these functions is engaged is not likely to be equally engaged across all stages of
SC2’s learning. Specifically, early attempts to acquire a novel skill, especially as
complex as learning to play SC2, are characterized by effortful, explicit information
processing which proceeds under executive control functions (especially working
memory). As the practice advances, the skill becomes less effortful and more
proceduralized, with almost complete automaticity attained at the expert levels of
performance (59). Our observations paint a pattern of results suggesting that such a
process is taking place within the basal ganglia structures. The result of more GMV in
the right lenticular nucleus of expert RTS players may stem from effective use of
learned motor sequences (especially automatic movements). On the road to success
in most RTS games - including SC2 - expertise level is commonly multi-staged, and
connected with acquiring a higher and higher degree of automatization of specific
sequences of movements. Such automatization allows expert players (like those in
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our first study) to perform actions that were at first (in novice players, like in our second
study) complicated and cognitively demanding, with minimal effort (60). SC2 has an
economic component, which means that players have to spend resources on the
production of military units and structures, and hence many of the player’s decisions /
strategies are related to the balancing of expenses on military and economic strength.
Secondly, the game board, called the map, is much larger than what the player can
see at one time. Thirdly, players do not have to wait for the opponent to play their turn,
so the pace of the game is incomparably faster than in e.g. chess. Players who can
more effectively and quickly implement their strategy have a huge advantage.
Therefore, motor skills, mainly related to handling the keyboard, are an integral part of
the game that leads to victory. And thus, the growth of the subcortical structure is
probably the result of the above-described experience. We know from other studies
that the putamen plays a special role in game related processes, and is also important
for movement preparation, learning, and motor sequence control (50, 61-63). An
additional confirmation that video games strongly stimulate motor skills, especially
those that are highly specialized and automated, was conducted by Borecki et al. (64).
Their study assessed a wide range of hand-movement coordination skills and
demonstrated that FPS players were able to use motor skills more effectively than
control subjects, and the scope of these skills included: improved targeting accuracy,
reduced tremors, more effective eye-hand coordination, and an increased speed of
wrist movements. This range of motor skills has been investigated using the game
Counter Strike, due to its interactive nature. In Counter Strike, players perceive
battlefield-like conditions from the first-person perspective, which forces them to
engage in various military activities requiring immediate response. The biggest
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advantage of the top video games players over other opponents is speed, which
develops toward expertise.
It should also be added that all subjects in our first study were right-handed, but their
left hand, for many years, was extensively used during gaming. It can be seen as
intensive training of the left hand, and what we see on the level of VBM are differences
in the right hemisphere. Evidence for lateralization related to specific movement has
already been well described in the literature (65, 66). What is more, the observed result
is consistent with the findings of other researchers, who showed that action video
game players in comparison to non-players are characterized by faster reaction times
in tasks that measure visual and spatial abilities, but only when responses were given
using the non-dominant hand (67). It should be mentioned that we did not observe a
relationship between the size of the lenticular nucleus and experience with RTS
games. Other studies (68-70) have similarly failed to show such correlations,
suggesting that the relationship between anatomical plasticity measured using VBM
methods and behavior may be more complex and may be mediated by other variables
(71). There was also low variability in SC2 experience among our participants, which
may explain the lack of correlation. The lack of correlation can also be interpreted as
an argument for the existence of certain predispositions in complex video game skills
acquisition, which we tested and confirmed in our second, training study. Because of
the correlational nature of the first study, we cannot determine whether the structural
differences between the RTS and NVGP groups were the result of extensive video-
game experience or because RTS players have brain structure characteristics that
predispose them to engage in activities like playing RTS video games. We designed
our longitudinal study, which followed a cross validation procedure (44) and introduced
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a training regimen with the same RTS game as in the first study on a group of NVGPs,
to shed some light on this conundrum.
Based on the dominant theory concerning basal ganglia involvement in motor skills
we assumed that the differences seen in our first study (cross-sectional) were driven
mainly by the motor component of the prolonged SC2 usage. To test that, we followed
the methodological approach proposed by Thompson and others (42) and focused on
the game telemetry. We performed an analysis of both more cognitive game
indicators, namely PAC latency, as well as more motor-related game characteristics:
APM and HS usage. We found a negative correlation between the GMV of the left
putamen and both the left and right pallidum, and PAC latency at the beginning of RTS
game skill acquisition. From the cognitive perspective, PACs represent shifts in
attention focus followed by a set of motor actions, as SC2 players have to constantly
relocate a narrow Point-of-View (PoV) window over a large map area to attend to
different locations and execute actions associated with the current state of the game.
Technically, each PAC is a PoV that contains one or more actions. PACs encompass
roughly 87% of player game time (42) and closely resemble the structure of individual
trials in experimental tasks that record the set of a participant’s reactions to presented
stimuli. We found that PAC latency was relevant to game performance at the beginning
of RTS skill acquisition among novice players. This advantage in the early stage of
training can be explained by better attentional filtering of relevant game objects. This
edge diminishes in later stages of learning, as the game has a finite number of visual
elements with meaningful affordances that can be learned over time. For new players,
most of the "work" being done is within an individual PAC. To engage a PAC, players
have to first attend to a cue, assess what they are looking at within that region of
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interest, and then start producing actions. PACs latency represents the time it takes
for perceptual abilities to paint a picture of the situation, and for attentional abilities to
pick through the relevant stimuli. As players accumulate experience and game
knowledge, the attentional demands within a PAC should decrease. A larger
pretraining basal ganglia volume could boost attention by focally releasing inhibition
of task-relevant representations (72) at the beginning of learning how to play RTS
games. That demand is constantly being stressed through each cycle, and should
improve up to some biological limits if game knowledge permits. However, in contrast
to our predictions, correlations between HS usage, APM and basal ganglia volume
were not found. The usage of HS speeds execution, and the speed of execution is
represented by APMs. However, speed plays a very crucial role at the top level of
players, but not in novice players and 30 hours of training was likely not enough to
develop automatization.
From the perspective of a novice player, success in most RTS video games is by
design based on tactical planning, which involves the memory functions and attention
of players in many ways. As in almost all strategy games, players devise the most
optimal game opening strategies and counter strategies and commit them to memory.
For players learning a game like SC2, the most challenging aspect involves
memorizing the visuals of interactive game elements and the complex mechanics
associated with particular units (e.g. What can that building produce? What types of
special actions can this unit make?). Moreover, as the underlying concept of SC2
gameplay is the “counter play” mechanic, it forces players to memorize complex
interactions between units (e.g. Which unit will be most effective against a specific
threat?), and as the game progresses players need to constantly monitor and update
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their internal representation of the opponent’s unit composition to react accordingly.
On a higher strategic level, RTS video games require players to be able to memorize
many game states from their past experience, as this allows for more accurate
prediction of the opponents intentions. The putamen and pallidum were shown as
uniquely sensitive brain structures in the above-mentioned situations (73).
It needs to be added that the obtained results of a greater GMV in the RTS group (our
first study) may be interpreted as the effect of a long-term training in the planning and
execution of motor sequences (as it has been discussed in the above section), but the
GMV of the lenticular nucleus as a neural predictor of RTS training outcomes should
be also considered. And the interaction of these two factors seems to be the most
probable, as people who engage in intensive and effective video game playing
probably have some structural brain predispositions to take such actions and be good
at them (which - in turn - motivates them to engage even more). This does not mean
that there is no effect of training, but that the correlational nature of our study does not
allow us to conclude whether people who start playing video games have different
brain structure characteristics in comparison to non-gamers. This unresolved question
about brain predispositions in acquiring new skills motivated us to perform a training
study.
Our results are in line with Erickson and others (39), who showed that putamen
volumes were positively correlated with learning new procedures and developing new
strategies in a non-commercial RTS video game designed by psychologists.
Additionally, Vo and collaborators (41) found that patterns of time-averaged T2*-
weighted signal in the dorsal striatum recorded before the start of extensive training
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were predictive of future learning success in the same game. Other regions were
recognized as predictors of RTS skill acquisition in an elderly population, such as the
prefrontal and frontal regions including the frontal gyrus, anterior commissure, central
gyrus, cerebellum, precentral gyrus, and premotor cortex (40).
Additionally, we found no effects of training on brain structures in longitudinal study.
This result does not support the hypothesis that short term RTS video game training
(30h in total) causes alterations in GMV. This does not rule out the possibility that there
were changes in GMV, but they are too small to detect using the VBM method (74).
Using diffusion-weighted MRI to study white matter can provide complementary
information about neuroplastic changes after video game training.
Conclusions and future directions
This paper presents novel findings showing that RTS video game players have a larger
lenticular nucleus than NVGPs. Greater volume of the lenticular nucleus can be
explained as a result of intensive and complex motor sequence learning (especially
automated movements) by our group of RTS experts. However, the contra argument
is supported by the assumption that people with specific brain structure characteristics
(larger lenticular nucleus) have predispositions to become good video game players.
To resolve it, we conducted a second study and checked if there are some neural
predispositions that define the manner in which playing a game is learned. We showed
that regional differences in volumes of brain areas identified in the first study (on expert
RTS players) correlated with the learning pace observed in the second study
conducted on a completely new, unrelated and naive to RTS game participants. The
present study provides new insights into how skill learning success can depend on
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brain characteristics. Our results show the importance of individual features of the
brain in the effectiveness of training, and in the case of our study - learning to play a
new video game. The conclusion that comes to mind is that people with a specific
brain structure have a better chance of acquiring new skills. In our study, we showed
this in relation to learning a video game, but there is a good chance that it is a more
general attribute of the human brain. These findings also point to the usefulness of
MRI-brain structure characteristics in predicting relevant intervention outcomes and
greatly improve the practicability and effectiveness of those interventions. On the level
of a more direct application, our results may open the window to identifying the
structural characteristics of successful professional eSports players, much like
physical measurements are used in professional sports.
Materials and Methods - cross-sectional study
Participants
Sixty-four (n = 64) right-handed, male subjects with a mean age of years 24.55 (SD =
3.66) participated in this study. Two subjects (n = 2) were excluded from the analysis
because of bad quality MRI data (image artifacts), so the final sample consisted of
sixty-two (n = 62) participants. All subjects completed an on-line questionnaire about
demographics, education status, and video-game playing experience. In our self-
designed questionnaire (on-line questionnaire on GEX platform) (75), we asked
additional questions to assess how often individuals engage in various game genres.
We broke the games genres down into the following categories: first person shooter
(FPS), RTS, role playing, sports, multiplayer online battle arena, racing, puzzles,
fighting, turn-based strategy, adventure, and platform games. Inclusion criteria for the
RTS experts in our study were as follows: [1] experience with SC2 play, [2] played
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RTS games at least 6 h/week for the previous six months, [3] declared playing SC2
for more than 60% of total game play time, [4] be an active player (played matches in
the last two seasons) and be placed in one of five SC2 leagues (Gold, Platinum,
Diamond, Master, Grandmaster). Inclusion criteria for NVGPs were as follows: [1] little
or no previous experience with RTS video-game play, and experience with other types
of video games totaling no more than 8 h/week (most played less than 6 h) over the
past six months. The mean age of the RTS expert group (n = 31) was 24.71 years (SD
= 4.27) and 24.39 years (SD = 3.00) in the NVGP group (n = 31).
Education level was matched between groups (all participants were at an
undergraduate level). The mean years of education of the RTS expert group was 15.55
years (SD = 2.77) and 16.10 years for the NVGP group (SD = 2.95). We controlled for
working memory capacity using the Operation Span Task (OSPAN) (76); the mean
score was 51.77 (SD = 12.74) for RTS experts and 51.71 (SD = 13.19) for NVGPs.
The average hours per week of video games played in different genres from the last
six months in RTS experts was 22.74 (11.79) and 2.39 (2.28) for NVGPs. The data
from these participants are also a part of our other study (77), but the GMV analyses
are unpublished in the case of all of the included participants. Table 2 shows the
overall video game playing characteristics and average weekly playtime in each video
game genre. None of the participants had a history of neurological illness, and they
did not declare the use of any psychoactive substances. We also had access to
information about each players’ overall performance in the game (wins and losses
from the last two seasons) and number of games played.
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All subjects participated in additional MRI and cognitive measurement sessions in
order to obtain DTI measurements and assess several cognitive functions, which were
not related to the project described in this article.
All subjects gave their informed consent to participate in the study, in accordance with
the SWPS University Ethical Committee. All participants were male because of
difficulties in recruiting female participants with sufficient video game experience. They
were paid (approx. 52 USD) for participating in the study.
MRI - image acquisition
High-resolution whole brain images were acquired on a 3-Tesla MRI scanner
(Siemens Magnetom Trio TIM, Erlangen, German) equipped with a 32-channel
phased array head coil. T1w images were acquired with the following specification:
repetition time, TR = 2530 ms, echo time, TE = 3.32 ms, flip angle, FA = 7°, field of
view; FOV = 256 mm, inversion time; TI = 1100 m; voxel size = 1x 1x 1 mm3., 176
axial slices. Foam padding was used around the head to minimize head motion during
scanning. During these sequences, subjects were asked to relax and try not to fall
asleep or move.
The study was a part of a larger project where participants underwent three more MRI
sessions (two functional magnetic resonance imaging (fMRI) tasks, diffusion tensor
imaging (DTI) session) and a cognitive session on other days.
Data preprocessing
The same approach was used for both studies. For data preprocessing and statistical
analyses, we used Statistical Parametric Mapping (SPM8, Wellcome Trust Center for
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Neuroimaging, London, UK) running on MATLAB R2015 (The Mathworks, Inc., Natick,
MA, USA). We applied standard processing steps as proposed by Ashburner and
Friston (2009) (78): [1] Checking for anatomical abnormalities and scanner artifacts
for each participant, [2] Setting the image origin to the anterior commissure (AC), [3]
Manual reorientation to canonical T1 (canonical\avg152T1.nii), [4] Segmentation of
tissue classes, [5] Normalization using DARTEL, [6] Modulation of different tissue
segments, and [7] Smoothing. A segment algorithm was used in order to obtain basic
tissue classes: white matter (WM), gray matter (GM), and cerebrospinal fluid (CSF)
(78). Next, a study specific template was computed from all participants using
Diffeomorphic Anatomical Registration through the Exponentiated Lie Algebra
(DARTEL) toolbox (79) to determine the nonlinear deformations for warping all the
gray and white matter images so that they match each other. This step was followed
by affine registration of the gray matter maps to the Montreal Neurological Institute
(MNI) space. Modulation (Jacobian determinant) of different tissue segments by
nonlinear normalization parameters was applied to correct for individual differences in
brain sizes. Finally, data were smoothed with an 8-mm isotropic Gaussian kernel. A
group-wise brain mask was computed for statistical analysis to decrease false
positives occurring outside the brain. Coordinates of significant effects are reported in
MNI space. XjView was used to identify the structures showing effects
(http://www.alivelearn.net/xjview). The results were visualized using BrainNet Viewer
software (80) (http://www.nitrc.org/projects/bnv/).
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Statistical analysis
Whole brain GMV comparison between RTS experts and NVGPs
Differences in GMV between RTS experts and NVGPs were calculated using two-
sample t-tests. The two-group difference was adjusted for participant age. Given that
the total intracranial volume (TIV) could affect the relationships between regional brain
volume and measures of skill acquisition, we included TIV in our analyses. An explicit
mask was employed (group brain mask with no threshold) to exclude false positives.
The group mask was computed by summing GM, WM and CSF for each individual
and then computing an average mask for the whole group. The masking was
performed using MaskingToolbox (81). The model was computed without an absolute
threshold since clusters which include voxels with smaller intensity are excluded from
the statistical analysis (81).
Clusters from the whole brain exploratory analysis (the statistical threshold was set at
p < 0.001) were corrected to p < 0.05 for multiple comparisons using FWE correction
at the cluster-level, using a cluster size of 2125 voxels. Next, the average GMV signal
from a significant cluster was extracted using the MarsBaR toolbox (82). Then, the
GMVs (both right and left putamens and pallidums) were fed to the correlation
analysis.
Materials and Methods - training study
Participants
Twenty subjects (n = 20) participated in the study, but four were excluded from
analysis because of low MRI data quality (image artifacts) (n = 2) as well as training
dropout (n = 2). The final sample consisted of sixteen (n = 16) right-handed
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participants with a mean age of 22.94 years (SD = 2.11): five males (22.20 years, SD
= 2.39) and eleven females (23.27 years, SD = 2.01). The mean years of education
was 15.10 years (SD = 1.93). All subjects completed the same on-line questionnaire
as described above (cross-sectional study). Their mean OSPAN score was 52.31 (SD
= 18.15). We also asked about their video-game playing experience, and the number
of mean weekly hours spent playing video games over the last six months was 0.97
hours (SD = 1.16), with no experience in any action video game genres. None of the
participants had a history of neurological illness, and they did not report using
psychoactive substances.
All subjects provided written informed consent to participate in the experiment, and
the study protocol was approved by the SWPS University Ethical Committee. They
were paid (approx. 180 USD) for participating in the study.
Experimental task
Sixteen participants carried out 30 hours of SC2 gaming in a control laboratory setting.
The training lasted from 3 to 4 weeks (a minimum of 6 hours per week, maximum of
10 h per week), with a prohibition of gaming elsewhere (outside the laboratory). Before
participants started the training, they had an introduction session with the SC2 trainer.
The training was carried out using dedicated desktop PC running Windows 7
(professional edition, 64-bit operating system) equipped with a dedicated graphic card
(NVIDIA GeForce GTX 770), 8GB or RAM and a 24” LED display, allowing to play at
high graphic quality (1920*1080 pixels resolution, 60Hz). Participants played the game
using a mouse/keyboard/headset setup.
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In SC2 game players need to build an economy (gathering resources and building
bases) and develop the military resources (training units) in order to beat their
opponents (destroying their base and army). Cognitive and motor challenges of SC2
game are described in the introduction part of this paper. The participants played using
only one Race (Terrans) against AI (artificial intelligence).
There were eight possible difficulty levels in the SC2 matches: Very Easy, Easy,
Medium, Hard, Harder, Very Hard, Elite and Cheater. For each victory the player
received 1 point. If the player lost, they lost 1 point (-1). The scoring intervals for each
level of difficulty were determined as follows: Very Easy - from 0 to 4 points, Easy -
from 5 to 8 points, Medium - from 9 to 12 points, Hard - from 13 to 16 points, Harder -
from 16 to 20 points, Very Hard - from 21 to 24 points, Elite - from 25 to 28 points, and
Cheater - up from 29 points. None of the participants reached the Cheater level, so
we included seven levels in the analysis.
We computed the variable indexing the weighted time spent on every level of SC2
difficulty (the time spent on the second level was multiplied by two, the time spent on
the third level by three, and so on) for each participant. The final result is a
standardized (group-wise) sum of the time spent on all difficulty levels, which reflects
performance in the game.
RTS game skill acquisition indicator = (hrs*1)+(hrs*2)+(hrs*3)+(hrs*4)+(hrs*5)+(hrs*6)+(hrs*7)
MRI - image acquisition
High-resolution T1w images were collected using the IR-FSPGR sequence performed
using a 3T MRI GE Discovery MR750w scanner before the RTS training. The MRI
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scanner was equipped with an 8-channel phased array head coil. T1-weighted (T1w)
images were acquired with the following specification: repetition time, TR = 7 ms, echo
time, TE = 3 ms, flip angle, FA = 11 °, field of view; FOV= 256 mm, inversion time; TI
= 400 ms; voxel size = 1 x 1 x 1 mm3, 200 axial slices. Foam padding was used around
the head to minimize head motion during scanning. Subjects were asked to try and
relax, but not to fall asleep or move. All participants performed a structural MRI and
cognitive assessment consisting of several cognitive tasks at two time points: before
(T0) and after 30 hours of video game practice (T1). In the current study, we focused
on pretraining (T0) MRI scans.
Data preprocessing
The same approach was used for both studies. Details of data processing are
described in Materials and Methods - training study section.
Statistical analysis
Assessing the ROIs for prediction RTS game skill acquisition
Putamen and pallidum were defined using the AAL-116 (83) atlas and based on the
results from cross-sectional study. Due to the fact that it was a group of novices (non-
video game players), we decided to check both putamen and pallidum (bilaterally),
and not only within the result obtained from the cross-sectional study where expert
video game players were recruited. We aimed to explore this data more due to
different skill levels between our groups in the cross-sectional and training study. Each
ROI was extracted using the MarsBaR Toolbox (82). Then, the GMV was fed to the
correlation analysis. Because our data did not meet the assumptions for regression
models, all correlational analyses were conducted using Spearman’s correlation
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coefficient. Correction for multiple comparisons (FDR) for correlation analysis was
applied.
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Acknowledgments
General: We are grateful to all participants who agreed to be involved in this study.
We would like to thank Weronika Debowska for her support during data collection
and Michal Chylinski for his help with SC2 participant’s trainings. In Fig. 1. icons
were made by Freepik, DinosoftLabs from www.flaticon.com. Funding: This study
was supported by the Polish National Science Centre NCN grants
2016/23/B/HS6/03843, 2013/10/E/HS6/00186, 2013/11/N/HS6/01335. NK was
supported by the Foundation of Polish Science (FNP) and Kosciuszko Foundation.
Author contributions:
NK: designed the study and methods, collected the structural imaging data, collected
the behavioral data, analyzed and interpreted data, wrote the manuscript, obtained
funding
MS: designed the experiment, SC2 training performed
PD: designed the experiment, corrected the manuscript
BK: prepared the MRI sequence and contributed to the interpretation
MM: involved in structural imaging data collection
NH: involved in structural imaging data collection
MG: involved in behavioral data analysis
AM: involved in structural imaging data analysis, involved in manuscript revising
MK: contributed to the interpretation
AB: designed the study and methods, interpreted data, wrote the manuscript, obtained
funding
Competing interests: The authors report no conflicts of interest with respect to the
content of this manuscript. Data and materials availability: All data needed to
evaluate the conclusions in the paper are presented in the paper. Additional data
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45
related to this paper and custom analysis scripts are available upon reasonable
request.
.CC-BY-NC-ND 4.0 International license(which was not certified by peer review) is the author/funder. It is made available under a The copyright holder for this preprintthis version posted July 21, 2020. . https://doi.org/10.1101/2020.07.20.205864doi: bioRxiv preprint