Posts tagged psychology

Posts tagged psychology
Study says we’re over the hill at 24
It’s a hard pill to swallow, but if you’re over 24 years of age you’ve already reached your peak in terms of your cognitive motor performance, according to a new Simon Fraser University study.
SFU’s Joe Thompson, a psychology doctoral student, associate professor Mark Blair, Thompson’s thesis supervisor, and Andrew Henrey, a statistics and actuarial science doctoral student, deliver the news in a just-published PLOS ONE Journal paper.
In one of the first social science experiments to rest on big data, the trio investigates when we start to experience an age-related decline in our cognitive motor skills and how we compensate for that.
The researchers analyzed the digital performance records of 3,305 StarCraft 2 players, aged 16 to 44. StarCraft 2 is a ruthless competitive intergalactic computer war game that players often undertake to win serious money.
Their performance records, which can be readily replayed, constitute big data because they represent thousands of hours worth of strategic real-time cognitive-based moves performed at varied skill levels.
Using complex statistical modeling, the researchers distilled meaning from this colossal compilation of information about how players responded to their opponents and more importantly, how long they took to react.
“After around 24 years of age, players show slowing in a measure of cognitive speed that is known to be important for performance,” explains Thompson, the lead author of the study, which is his thesis. “This cognitive performance decline is present even at higher levels of skill.”
But there’s a silver lining in this earlier-than-expected slippery slope into old age. “Our research tells a new story about human development,” says Thompson.
“Older players, though slower, seem to compensate by employing simpler strategies and using the game’s interface more efficiently than younger players, enabling them to retain their skill, despite cognitive motor-speed loss.”
For example, older players more readily use short cut and sophisticated command keys to compensate for declining speed in executing real time decisions.
The findings, says Thompson, suggest “that our cognitive-motor capacities are not stable across our adulthood, but are constantly in flux, and that our day-to-day performance is a result of the constant interplay between change and adaptation.”
Thompson says this study doesn’t inform us about how our increasingly distracting computerized world may ultimately affect our use of adaptive behaviours to compensate for declining cognitive motor skills.
But he does say our increasingly digitized world is providing a growing wealth of big data that will be a goldmine for future social science studies such as this one.
Sleep-dependent memory consolidation and accelerated forgetting
Accelerated long-term forgetting (ALF) is a form of memory impairment in which learning and initial retention of information appear normal but subsequent forgetting is excessively rapid. ALF is most commonly associated with epilepsy and, in particular, a form of late-onset epilepsy called transient epileptic amnesia (TEA). ALF provides a novel opportunity to investigate post-encoding memory processes, such as consolidation. Sleep is implicated in the consolidation of memory in healthy people and a deficit in sleep-dependent memory consolidation has been proposed as an explanation for ALF. If this proposal were correct, then sleep would not benefit memory retention in people with ALF as much as in healthy people, and ALF might only be apparent when the retention interval contains sleep. To test this theory, we compared performance on a sleep-sensitive memory task over a night of sleep and a day of wakefulness. We found, contrary to the hypothesis, that sleep benefits memory retention in TEA patients with ALF and that this benefit is no smaller in magnitude than that seen in healthy controls. Indeed, the patients performed significantly more poorly than the controls only in the wake condition and not the sleep condition. Patients were matched to controls on learning rate, initial retention, and the effect of time of day on cognitive performance. These results indicate that ALF is not caused by a disruption of sleep-dependent memory consolidation. Instead, ALF may be due to an encoding abnormality that goes undetected on behavioural assessments of learning, or by a deficit in memory consolidation processes that are not sleep-dependent.
(Image: Courtney Icenhour)
Head injuries can make children loners
New research has found that a child’s relationships may be a hidden casualty long after a head injury.
Neuroscientists at Brigham Young University studied a group of children three years after each had suffered a traumatic brain injury – most commonly from car accidents. The researchers found that lingering injury in a specific region of the brain predicted the health of the children’s social lives.
“The thing that’s hardest about brain injury is that someone can have significant difficulties but they still look okay,” said Shawn Gale, a neuropsychologist at BYU. “But they have a harder time remembering things and focusing on things as well and that affects the way they interact with other people. Since they look fine, people don’t cut them as much slack as they ought to.”
Gale and Ph.D. student Ashley Levan authored a study to be published April 10 by the Journal of Head Trauma Rehabilitation, the leading publication in the field of rehabilitation. The study compared the children’s social lives and thinking skills with the thickness of the brain’s outer layer in the frontal lobe. The brain measurements came from MRI scans and the social information was gathered from parents on a variety of dimensions, such as their children’s participation in groups, number of friends and amount of time spent with friends.
A second finding from the new study suggests one potential way to help. The BYU scholars found that physical injury and social withdrawal are connected through something called “cognitive proficiency.” Cognitive proficiency is the combination of short-term memory and the brain’s processing speed.
“In social interactions we need to process the content of what a person is saying in addition to simultaneously processing nonverbal cues,” Levan said. “We then have to hold that information in our working memory to be able to respond appropriately. If you disrupt working memory or processing speed it can result in difficulty with social interactions.”
Separate studies on children with ADHD, which also affects the frontal lobes, show that therapy can improve working memory. Gale would like to explore in future research with BYU’s MRI facility if improvements in working memory could “treat” the social difficulties brought on by head injuries.
“This is a preliminary study but we want to go into more of the details about why working memory and processing speed are associated with social functioning and how specific brain structures might be related to improve outcome,” Gale said.

Kids’ earliest memories might be earlier than they think
The very earliest childhood memories might begin even earlier than anyone realized – including the rememberer, his or her parents and memory researchers.
Four- to 13-year-olds in upstate New York and Newfoundland, Canada, probed their memories when researchers asked: “You know, some kids can remember things that happened to them when they were very little. What is the first thing you can remember? How old were you at that time?” The researchers then returned a year or two later to ask again about earliest memories – and at what age the children were when the events occurred.
“The age estimates of earliest childhood memories are not as accurate as what has been generally assumed,” report Qi Wang of Cornell University and Carole Peterson of Memorial University of Newfoundland in the March 2014 online issue of Developmental Psychology. “Using children’s own age estimates as the reference, we found that memory dating shifted to later ages as time elapsed.”
Childhood amnesia refers to our inability to remember events from our first years of life. Until now, cognitive psychologists estimated the so-called childhood amnesia offset at 3.5 years – the average age of our very earliest memory, the authors noted in their report, “Your Earliest Memory May Be Earlier Than You Think: Prospective Studies of Children’s Dating of Earliest Childhood Memories.”
But the children who originally answered, for example, “I think I was 3 years old when my dog fell through the ice,” postdated that same earliest memory by as much as nine months when asked – in follow-up interviews a year or two years later – to recall again. In other words, as time went by, children thought the same memory event occurred at an older age than they had thought previously. And that finding prompts Wang and Peterson to question the 3.5-year offset for childhood amnesia.
“This can happen to adults’ earliest childhood memories, too,” says Wang, professor of human development and director of the Social Cognition Development Laboratory in Cornell’s College of Human Ecology. “We all remember some events from our childhood. When we try to reconstruct the time of these events, we may postdate them to be more recent than they actually were, as if we are looking at the events through a telescope. Although none of us can recall events on the day of our birth – childhood amnesia may end somewhat earlier than the generally accepted 3.5 years.”
Parents might help because they have more clues (e.g., where they lived, what their children looked like at the time of events) to put their children’s experiences along a timeline. When asked, for example, “How old was Evan when Poochie fell through the ice?” they erred less than Evan had. Still, they are not free from errors in their time estimates.
The only way to settle that, Wang and Peterson mused, would be to look for documented evidence – a parent’s diary, for instance, or a newspaper account of Poochie’s memorable rescue.
New Studies Show Promise for Brain Training in Improving Fluid Intelligence
Whether computerized games designed by psychologists and neuroscientists can literally make people smarter has been hotly debated by scientists, with a small but outspoken cadre of skeptics demanding stronger proof. Now two new studies have found the kind of real-world benefits from the brain-training games that skeptics have been calling for.
The first, published today in the Proceedings of the National Academy of Sciences, found that less than six hours of brain games played over the course of 10 weeks enabled poor first-graders who attend school irregularly due to family problems to catch up with their regularly-attending peers in math and language grades.
The second, presented over the weekend at the Cognitive Neuroscience Society meeting in Boston, combined the results of 13 previous studies of computerized brain-training in young adults to conclude that training significantly enhances fluid intelligence—the fundamental human ability to detect patterns, reason, and learn. That is, practicing the games literally makes people smarter.
Together with other recent studies demonstrating real-world benefits of brain training in healthy older adults, preschoolers, and school children with ADHD, the new papers appear to provide fresh ammunition to psychologists and neuroscientists whose research has been under attack by a handful of skeptics who insist that the training is a waste of time.
Regular aerobic exercise boosts memory area of brain in older women
Regular aerobic exercise seems to boost the size of the area of the brain (hippocampus) involved in verbal memory and learning among women whose intellectual capacity has been affected by age, indicates a small study published online in the British Journal of Sports Medicine.
The hippocampus has become a focus of interest in dementia research because it is the area of the brain involved in verbal memory and learning, but it is very sensitive to the effects of ageing and neurological damage.
The researchers tested the impact of different types of exercise on the hippocampal volume of 86 women who said they had mild memory problems, known as mild cognitive impairment - and a common risk factor for dementia.
All the women were aged between 70 and 80 years old and were living independently at home.
Roughly equal numbers of them were assigned to either twice weekly hour long sessions of aerobic training (brisk walking); or resistance training, such as lunges, squats, and weights; or balance and muscle toning exercises, for a period of six months.
The size of their hippocampus was assessed at the start and the end of the six month period by means of an MRI scan, and their verbal memory and learning capacity was assessed before and afterward using a validated test (RAVLT).
Only 29 of the women had before and after MRI scans, but the results showed that the total volume of the hippocampus in the group who had completed the full six months of aerobic training was significantly larger than that of those who had lasted the course doing balance and muscle toning exercises.
No such difference in hippocampal volume was seen in those doing resistance training compared with the balance and muscle toning group.
However, despite an earlier finding in the same sample of women that aerobic exercise improved verbal memory, there was some evidence to suggest that an increase in hippocampal volume was associated with poorer verbal memory.
This suggests that the relationship between brain volume and cognitive performance is complex, and requires further research, say the authors.
But at the very least, aerobic exercise seems to be able to slow the shrinkage of the hippocampus and maintain the volume in a group of women who are at risk of developing dementia, they say.
And they recommend regular aerobic exercise to stave off mild cognitive decline, which is especially important, given the mounting evidence showing that regular exercise is good for cognitive function and overall brain health, and the rising toll of dementia.
Worldwide, one new case of dementia is diagnosed every four seconds, with the number of those afflicted set to rise to more than 115 million by 2050, they point out.
Google Glass puts the focus on Parkinson’s
Experts at Newcastle University are investigating Google Glass as an assistive aid to help people with Parkinson’s retain their independence for longer.
Glass is a wearable computer being developed by Google. Likened to the kind of technology fictionalised in the Hollywood Blockbuster Minority Report, at first glance Glass appears to be no more than a pair of designer glasses. But the system works like a hands-free smartphone, displaying information on the lens of the Glass. The technology is voice-operated and linked to the internet.
Not currently available outside the US, the five pairs of Glass at Newcastle University were donated by Google to allow researchers to test how they could be used to support people with long-term conditions.
Initial studies by the team - who are based in the University’s Digital Interaction Group in Culture Lab, part of the School of Computing Science - have focussed on the acceptability of Glass. They have been working with a group of Parkinson’s volunteers aged between 46-70 years.
Now they are working on the next stage of the project, using the technology to provide discreet prompts linked to key behaviours typical of Parkinson’s, such as reminding the individual to speak up or to swallow to prevent drooling. Glass can also be used as a personal reminder for things such as medication and appointments.
The team will also be exploring how the motion sensors in Glass can be used to support people with ‘freezing’, a behaviour caused by motor blocking a common symptom of Parkinson’s.
Led by Dr John Vines, PhD student Roisin McNaney and Dr Ivan Poliakov, this is the first UK trial of Glass. Presenting their initial findings later this month at the ACM Human Factors in Computing Systems (CHI) 2014 conference in Toronto, Canada, the team will show how emerging technologies can potentially be used to support people with progressive diseases such as Parkinson’s and dementia.
Faster eye responses in Chinese people not down to culture
New research from University of Liverpool scientists has cast doubt on the theory that neurological behaviour is a product of culture in people of Chinese origin.
Scientists tested three groups – students from mainland China, British people with Chinese parents and white British people – to see how quickly their eyes reacted to dots appearing in the periphery of their vision.
These rapid eye movements, known as saccades, were timed in all of the participants to see which of them were capable of making high numbers of express saccades – particularly fast responses which begin a tenth of a second after a target appears.
The findings, published in the journal PLoS One, revealed that similar numbers of the British Chinese and mainland Chinese participants made high numbers express saccades, with the white British participants made far fewer. Culturally the British Chinese participants were similar to their white British counterparts and different to the mainland Chinese students.
Therefore in terms of eye movement patterns, Chinese ethnicity was more of a factor than culture. This is contrary to several previous reports from other research groups which looked at behaviour in Asian and white participants and concluded that culture explained behavioural differences between groups.
Neurophysiologist, Dr Paul Knox, from the University’s Institute of Ageing and Chronic Disease, led the study. He said: “Examining saccades from different populations is revealing a lot about underlying brain mechanisms and how we think.
"Many scientists believe that the eye movement patterns you develop are due to where you live – the books you read and the influence of your family, peers and community – your culture."
"Our research has shown that this cannot be the case, at least for saccade behaviour. What this leaves is the way we’re made, perhaps our genetics. And this may have a bearing on the way the brains in different groups react to injuries and disease."
All of the participants completed questionnaires which evaluated their cultural values. They then wore a headset and looked at a plain white board on which lights appeared. The headset measured the time it took for participants’ eyes to react to the lights as they appeared in different places on the board.
Twenty-seven percent of Chinese participants responded with high proportions of express saccades, similar to 22% of the British Chinese, but many more than the 10% of white British participants.
Dr Knox concluded: “From a situation where 80% of our understanding of neuroscience was derived from tests on US psychology undergraduates, we’re now showing how the human brain is not just amazingly complex in general, but also highly variable across the human population.”
Scientists identify part of brain linked to gambling addiction
New research reveals that brain damage affecting the insula – an area with a key role in emotions – disrupts errors of thinking linked to gambling addiction.
The research, led by Dr Luke Clark from the University of Cambridge, was published on April 7 2014 in the journal PNAS.
During gambling games, people often misperceive their chances of winning due to a number of errors of thinking called cognitive distortions. For example, ‘near-misses’ seem to encourage further play, even though they are no different from any other loss. In a random sequence like tossing a coin, a run of one event (heads) makes people think the other outcome (tails) is due next; this is known as the ‘gambler’s fallacy’.
There is increasing evidence that problem gamblers are particularly prone to these erroneous beliefs. In this study, the researchers examined the neurological basis of these beliefs in patients with injuries to different parts of the brain.
“While neuroimaging studies can tell us a great deal about the brain’s response to complex events, it’s only by studying patients with brain injury that we can see if a brain region is actually needed to perform a given task,” said Dr Clark.
For the study, the researchers gave patients with injuries to specific parts of the brain (the ventromedial prefrontal cortex, the amygdala, or the insula) two different gambling tasks: a slot machine game that delivered wins and ‘near-misses’ (like a cherry one position from the jackpot line), and a roulette game involving red or black predictions, to elicit the gambler’s fallacy. For the control groups, they also had patients with injuries to other parts of the brain as well as healthy participants undergo the gambling tasks.
All of the groups with the exception of the patients with insula damage reported a heightened motivation to play following near-misses in the slot machine game, and also fell prey to the gambler’s fallacy in the roulette game.
Clark added: “Based on these results, we believe that the insula could be hyperactive in problem gamblers, making them more susceptible to these errors of thinking. Future treatments for gambling addiction could seek to reduce this hyperactivity, either by drugs or by psychological techniques like mindfulness therapies.”
Gambling is a widespread activity: 73% of people in the UK report some gambling involvement in the past year* and around 50% play games other than the National Lottery. For a small proportion of players (around 1-5%), their gambling becomes excessive, resulting in features seen in addiction. Problem gambling is associated with both debt and family difficulties as well as other mental health problems like depression.
Feelings of Failure, Not Violent Content, Foster Aggression in Video Gamers
The disturbing imagery or violent storylines of videos games like World of Warcraft or Grand Theft Auto are often accused of fostering feelings of aggression in players. But a new study shows hostile behavior is linked to gamers’ experiences of failure and frustration during play—not to a game’s violent content.
The study is the first to look at the player’s psychological experience with video games instead of focusing solely on its content. Researchers found that failure to master a game and its controls led to frustration and aggression, regardless of whether the game was violent or not. The findings of the study were published online in the March edition of the Journal of Personality and Social Psychology.
“Any player who has thrown down a remote control after losing an electronic game can relate to the intense feelings or anger failure can cause,” explains lead author Andrew Przybylski, a researcher at the Oxford Internet Institute at Oxford University, who said such frustration is commonly known among gamers as “rage-quitting.”