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Over the Hill at 24: Persistent Age-Related Cognitive-Motor Decline in Reaction Times in an Ecologically Valid Video Game Task Begins in Early Adulthood

机译:24岁时在山上越过山峰:生态有效的电子游戏任务在反应时间内持续存在与年龄相关的认知运动能力下降这是从成年初期开始的

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摘要

Typically studies of the effects of aging on cognitive-motor performance emphasize changes in elderly populations. Although some research is directly concerned with when age-related decline actually begins, studies are often based on relatively simple reaction time tasks, making it impossible to gauge the impact of experience in compensating for this decline in a real world task. The present study investigates age-related changes in cognitive motor performance through adolescence and adulthood in a complex real world task, the real-time strategy video game StarCraft 2. In this paper we analyze the influence of age on performance using a dataset of 3,305 players, aged 16-44, collected by Thompson, Blair, Chen & Henrey . Using a piecewise regression analysis, we find that age-related slowing of within-game, self-initiated response times begins at 24 years of age. We find no evidence for the common belief expertise should attenuate domain-specific cognitive decline. Domain-specific response time declines appear to persist regardless of skill level. A second analysis of dual-task performance finds no evidence of a corresponding age-related decline. Finally, an exploratory analyses of other age-related differences suggests that older participants may have been compensating for a loss in response speed through the use of game mechanics that reduce cognitive load.
机译:通常,有关衰老对认知运动能力影响的研究强调老年人群的变化。尽管一些研究直接与年龄相关的衰退真正开始的时间有关,但研究通常基于相对简单的反应时间任务,因此无法评估经验补偿实际任务中的衰退所产生的影响。本研究调查了在复杂的现实世界任务(实时策略视频游戏《星际争霸2》)中,青少年和成年后认知运动能力与年龄有关的变化。在本文中,我们使用3,305名玩家的数据集分析了年龄对运动表现的影响年龄在16-44岁之间,由汤普森,布莱尔,陈和亨利收集。使用分段回归分析,我们发现与年龄相关的游戏内,自我启动的响应时间变慢是从24岁开始的。我们发现没有证据表明普遍的信念专业知识应该减轻特定领域的认知能力下降。无论技能水平如何,特定于域的响应时间下降似乎都将持续。对双任务性能的第二次分析没有发现相应的与年龄相关的下降的证据。最后,对其他与年龄相关的差异的探索性分析表明,年龄较大的参与者可能已经在通过减少认知负荷的游戏机制来弥补响应速度的下降。

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