Adam Eichenbaum’s research while affiliated with University of California System and other places

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Publications (5)


Fundamental Questions Surrounding Efforts to Improve Cognitive Function Through Video Game Training
  • Chapter

December 2019

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108 Reads

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3 Citations

Adam Eichenbaum

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C. Shawn Green

Neural plasticity, or the ability of the brain to reorganize its structure and activity, is of critical importance. For nearly 50 years, the dominant framework in the field of learning and neural plasticity held that the brain was capable of truly large-scale changes only early in life. However, emerging evidence suggests that plasticity that had assumed to be “lost” due to age, injury, or disease may be at least partially re-established via genetic, pharmacological, and/or behavioral means. Yet, while it is true that humans retain a significant capacity to learn throughout the life span, a second roadblock frequently stands in the way of translating learning gains into practical real-world benefits. This obstacle is the “curse of specificity.” While it is true that, given appropriate training, humans will tend to improve on almost any task, the improvements that are observed are often confined to the exact training task, with little to no benefits of the training being observed for even seemingly very similar tasks. This chapter discusses the trend toward task-specific training on one working memory task, as well as the finding that action video game training does appear to lead to more generalizable improvements in cognitive performance.


Playing Some Video Games but Not Others Is Related to Cognitive Abilities

March 2017

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955 Reads

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71 Citations

Psychological Science

C Shawn Green

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Adam Eichenbaum

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[...]

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In a recent report, Unsworth and his colleagues (2015) suggested that no relation exists between playing video games and cognitive skills. In this Commentary, we briefly summarize the substantial issues with their study— in particular, with the statistical approach and overall research methodology—that together cast serious doubt on their conclusions.



Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder

August 2015

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404 Reads

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80 Citations

Cyberpsychology, Behavior, and Social Networking

Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madison undergraduates (Mage=18.9 years; SD=1.9 years; 60.5% female) completed questionnaires on general video game playing habits and on symptoms of IGD. Consistent with previous reports: 5.9-10.8% (depending on classification criteria) of individuals who played video games show signs of pathological play. Furthermore, real-time strategy and role-playing video games were more strongly associated with pathological play, compared with action and other games (e.g., phone games). The current investigation adds support to the idea that not all video games are equal. Instead, certain genres of video games, specifically real-time strategy and role-playing/fantasy games, are disproportionately associated with IGD symptoms.


The Role of Game Genres and the Development of Internet Gaming Disorder in School- Aged Children

January 2015

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165 Reads

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26 Citations

Journal of Addictive Behaviors Therapy & Rehabilitation

Background and Objectives: Internet Gaming Disorder (IGD) is characterized by a pattern of video game playing that results in significant issues with daily life (e.g. problems with inter-personal relationships or poor academic/job performance), and where the gaming persists despite these negative outcomes. Here we tested the hypothesis that the prevalence of IGD depends on the types of games a child plays. Methods: A sample of 2,982 children from Singaporean primary and secondary schools were recruited for the current study. They filled out questionnaires related to IGD symptoms, general video game play habits, as well as other measures of daily life function. Games were categorized into five genres (Role-playing, Strategy, Action, Puzzle, Music) and the prevalence of IGD was examined as a function of each individual’s favorite genre of game. Results: Not all genres were equally associated with IGD. The highest rates of IGD were associated with players of Role-playing games followed by players of Action, Music, Strategy, and Puzzle games, respectively. However, this pattern was only found in secondary school-age children with primary school-aged children showing no differentiation by genre. Conclusion: Consistent with previous work, respondents’ favorite game genres predicted differential probabilities of IGD. However, this was only true in older children, not in younger children. Future work is needed to determine if this is because young children are not susceptible to the differential influence of various genres or because the games that young children play within these genres lack the critical ingredients that exist in these game types played by older children and adults.

Citations (5)


... The gaming industry additionally distinguishes various types of products based on the perspective chosen to represent the world (first person or third person), the degree of imitation of the real world, and their themes. For the purposes of this research, game genres were chosen based on the literature on the subject [7,8], the properties of the game, personal experience, and interviews with regular players. On this basis we distinguished 10 genres that were included in the study: RPG, MMORPG, FPS, simulators, arcade games, strategy, educational, sports, racing, and MOBA games. ...

Reference:

Polish Validation of the Internet Gaming Disorder-20 (IGD-20) Test
The Role of Game Genres and the Development of Internet Gaming Disorder in School- Aged Children
  • Citing Article
  • September 2015

... Is it possible to stimulate inhibitory control in children in the school environment through digital games? Researchers have presented different methodologies and practices regarding this theme that is still under discussion, looking for evidence to support the use of this type of approach, which uses technology in a ludic way (Diamond & Ling, 2016Eichenbaum et al., 2020;Krause et al., 2018). ...

Fundamental Questions Surrounding Efforts to Improve Cognitive Function Through Video Game Training
  • Citing Chapter
  • December 2019

... Additionally, 8 individuals had flight experience, whereby 4 had acquired flight licenses. Furthermore, 24 individuals were classified as video game players (Green et al., 2017). Their average play time was 11.18 h/week (in the past 12 months) (range [2,32], M Bayes = 9.82, CI [8.08,11.53], ...

Playing Some Video Games but Not Others Is Related to Cognitive Abilities
  • Citing Article
  • March 2017

Psychological Science

... Studies have associated game genres, such as First-Person Shooter (FPS), Role Playing Game (RPG), strategy, Massively Multiplayer Online Role Playing Game (MMORPG) and action, with an increased likelihood of problematic gaming [31][32][33][34][35]. This classification, however, is based on the type of player-game interaction and game setting. ...

The Role of Game Genres and the Development of Internet Gaming Disorder in School- Aged Children
  • Citing Article
  • January 2015

Journal of Addictive Behaviors Therapy & Rehabilitation

... Previous studies have reported a positive relationship between addiction and gaming in these game genres. [39][40][41][42][43] It should be pointed out that these game genres are classified more broadly as action games, 3,5,44 which are characterized as games which include fast character and scenes motion, multiple targets that must be tracked by the player simultaneously, and first-or third-person views. 3,5,44 It should also be noted that these specific game genres have distinct structural characteristics, such as the complex reinforcement systems, in-game social interactions systems, and complex virtual world structures in which the gamers can create their characters. ...

Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder
  • Citing Article
  • August 2015

Cyberpsychology, Behavior, and Social Networking