***TASK*** the task is to summarize an input biomedical literature in six sentences 
    ***INPUT*** the input is a biomedical literature 
    ***OUTPUT*** the output is the summary of an input biomedical literature in six sentences 
    ***DOCUMENTATION*** 
    ***EXAMPLES*** 
    Input: Videogame play ( VGP ) has been associated with numerous preferred and non-preferred effects . However , the effects of VGP on the development of microstructural properties in children , particularly those associated with negative psychological consequences of VGP , have not been identified to date . The purpose of this study was to investigate this issue through cross-sectional and longitudinal prospect i ve analyses . In the present study of humans , we used the diffusion tensor imaging mean diffusivity ( MD ) measurement to measure microstructural properties and examined cross-sectional correlations with the amount of VGP  in 114 boys and 126 girls . We also assessed correlations between the amount of VGP and longitudinal changes in MD that developed after 3.0±0.3 ( s.d . ) years in 95 boys and 94 girls . After correcting for confounding factors , we found that the amount of VGP was associated with increased MD in the left middle , inferior and orbital frontal cortex ; left pallidum ; left putamen ; left hippocampus ; left cau date ; right putamen ; right insula ; and thalamus in both cross-sectional and longitudinal analyses . Regardless of intelligence quotient type , higher MD in the areas of the left thalamus , left hippocampus , left putamen , left insula and left Heschl gyrus was associated with lower intelligence . We also confirmed an association between the amount of VGP and decreased verbal intelligence in both cross-sectional and longitudinal analyses . In conclusion ,  increased VGP is directly or indirectly associated with delayed development of the microstructure in extensive brain regions and verbal intelligence The n-back task was hypothesized to be a dual task , permitting the imposition of parametrically increasing attentional and working memory dem and s , while keeping constant the dem and s of an embedded matching subtask . Visual targets were presented for 200 ms every 2.2 s at pseudor and omly varying positions on a computer screen . Participants were required to remember the most recent 0 , 1 , 2 , or 3 positions and responded with a choice button push to whether the current target position matched the position presented n items previously . P300 peak latency was constant across n-back tasks , reflecting constant perceptual and cognitive dem and s of the matching subtask . P300 peak amplitude decreased with increasing memory load , reflecting reallocation of attention and processing capacity away from the matching subtask to working memory activity . These data support a dual-task nature of the n-back , which should be considered when employing this paradigm This study sought to determine whether playing a “ serious ” interactive digital game ( IDG ) – the Re-Mission videogame for cancer patients – activates mesolimbic neural circuits associated with incentive motivation , and if so , whether such effects stem from the participatory aspects of interactive gameplay , or from the complex sensory/perceptual engagement generated by its dynamic event-stream . Healthy undergraduates were r and omized to groups in which they were  scanned  with functional magnetic resonance imaging ( FMRI ) as they either actively played Re-Mission or as they passively observed a gameplay audio-visual stream generated by a yoked active group subject . Onset of interactive game play robustly activated mesolimbic projection regions including the cau date nucleus and nucleus accumbens , as well as a subregion of the parahippocampal gyrus . During interactive gameplay , subjects showed extended activation of the thalamus , anterior insula , putamen , and motor-related regions , accompanied by decreased activation in parietal and medial prefrontal cortex . Offset of interactive gameplay activated the anterior insula and anterior cingulate . Between-group comparisons of within-subject contrasts confirmed that mesolimbic activation was significantly more pronounced in the active playgroup than in the passive exposure control group . Individual difference analyses also found the magnitude of parahippocampal activation following gameplay onset to correlate with positive attitudes toward chemotherapy assessed both at the end of the scanning session and at an unannounced one-month follow-up . These findings suggest that IDG-induced activation of reward-related mesolimbic neural circuits stems primarily from participatory engagement in gameplay ( interactivity ) , rather than from the effects of vivid and dynamic sensory stimulation As video-game playing has become a ubiquitous activity in today 's society , it is worth considering its potential consequences on perceptual and motor skills . It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism . The field of perceptual learning provides many examples of training-induced increases in performance . But perceptual learning , when it occurs , tends to be specific to the trained task ; that is , generalization to new tasks is rarely found . Here we show , by contrast , that action-video-game playing is capable of altering a range of visual skills . Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players .  In a fifth experiment , non-players trained on an  action video game  show marked improvement from their pre-training abilities , thereby establishing the role of playing in this effect The authors investigated the effect of action gaming  on the spatial distribution of attention . The authors used the flanker compatibility effect to separately assess center and peripheral attentional re sources in  gamers versus nongamers . Gamers exhibited an enhancement in attentional re sources compared with nongamers , not only in the periphery but also in central vision . The authors then used a target localization task to unambiguously establish that gaming enhances the spatial distribution of visual attention over a wide field of view . Gamers were more accurate than nongamers at all eccentricities tested , and the advantage held even when a concurrent center task was added , ruling out a trade-off between central and peripheral attention . By establishing the causal role of gaming through training studies , the authors demonstrate that  action gaming  enhances visuospatial attention throughout the visual field BACKGROUND AND OBJECTIVE Neuroimaging studies have demonstrated dysfunction in the brain reward circuit in individuals with online gaming addiction ( OGA ) . We hypothesized that virtual reality therapy ( VRT ) for OGA would improve the functional connectivity ( FC ) of the cortico-striatal-limbic circuit by stimulating the limbic system . METHODS Twenty-four adults with OGA were r and omly assigned to a cognitive behavior therapy ( CBT ) group or VRT group . Before and after the four-week treatment period , the severity of OGA was evaluated with Young 's Internet Addiction Scale ( YIAS ) . Using functional magnetic resonance imaging , the amplitude of low-frequency fluctuation ( ALFF ) and FC from the posterior cingulate cortex ( PCC ) seed to other brain areas were evaluated . Twelve casual game users were also recruited and underwent only baseline assessment . RESULTS After treatment , both CBT and VRT groups showed reductions in YIAS scores . At baseline , the OGA group showed a smaller ALFF within the right middle frontal gyrus and reduced FC in the cortico-striatal-limbic circuit . In the VRT group , connectivity from the PCC seed to the left middle frontal and bilateral temporal lobe increased after VRT . CONCLUSION VRT seemed to reduce the severity of OGA , showing effects similar to CBT , and enhanced the balance of the cortico-striatal-limbic circuit Cognitive control is defined by a set of neural processes that allow us to interact with our complex environment in a goal -directed manner . Humans regularly challenge these control processes when attempting to simultaneously accomplish multiple goals ( multitasking ) , generating interference as the result of fundamental information processing limitations . It is clear that multitasking behaviour has become ubiquitous in today ’s technologically dense world , and substantial evidence has accrued regarding multitasking difficulties and cognitive control deficits in our ageing population . Here we show that multitasking performance , as assessed with a custom- design ed three-dimensional video game ( NeuroRacer ) , exhibits a linear age-related decline from 20 to 79 years of age . By playing an adaptive version of NeuroRacer in multitasking training mode , older adults ( 60 to 85 years old ) reduced multitasking costs compared to both an active control group and a no-contact control group , attaining levels beyond those achieved by untrained 20-year-old participants , with gains persisting for 6 months . Furthermore , age-related deficits in neural signatures of cognitive control , as measured with electroencephalography , were remediated by multitasking training ( enhanced midline frontal theta power and frontal – posterior theta coherence ) . Critically , this training result ed in performance benefits that extended to untrained cognitive control abilities ( enhanced sustained attention and working memory ) , with an increase in midline frontal theta power predicting the training-induced boost in sustained attention and preservation of multitasking improvement 6 months later . These findings highlight the robust plasticity of the prefrontal cognitive control system in the ageing brain , and provide the first evidence , to our knowledge , of how a custom- design ed video game can be used to assess cognitive abilities across the lifespan , evaluate underlying neural mechanisms , and serve as a powerful tool for cognitive enhancement The ultimate goal of cognitive enhancement as an intervention for age-related cognitive decline is transfer to everyday cognitive functioning . Development of training methods that transfer broadly to untrained cognitive tasks ( far transfer ) requires underst and ing of the neural bases of training and far transfer effects . We used cognitive training to test the hypothesis that far transfer is associated with altered attentional control dem and s mediated by the dorsal attention network and trained sensory cortex . In an exploratory study , we r and omly assigned 42 healthy older adults to six weeks of training on Brain Fitness ( BF-auditory perception ) , Space Fortress ( SF-visuomotor/working memory ) , or Rise of Nations ( RON-strategic reasoning ) . Before and after training , cognitive performance , diffusion-derived white matter integrity , and functional connectivity of the superior parietal cortex ( SPC ) were assessed . We found the strongest effects from BF training , which transferred to everyday problem solving and reasoning and selectively changed integrity of occipito-temporal white matter associated with improvement on untrained everyday problem solving . These results show that cognitive gain from auditory perception training depends on heightened white matter integrity in the ventral attention network . In BF and SF ( which also transferred positively ) , a decrease in functional connectivity between SPC and inferior temporal lobe ( ITL ) was observed compared to RON-which did not transfer to untrained cognitive function . These findings highlight the importance for cognitive training of top-down control of sensory processing by the dorsal attention network . Altered brain connectivity - observed in the two training tasks that showed far transfer effects - may be a marker for training success The ability to remember and navigate spatial environments is critical for everyday life . A primary mechanism by which the brain represents space is through hippocampal place cells , which indicate when an animal is at a particular location . An important issue is underst and ing how the hippocampal place-cell network represents specific properties of the environment , such as signifying that a particular position is near a doorway or that another position is near the end of a corridor . The entorhinal cortex ( EC ) , as the main input to the hippocampus , may play a key role in coding these properties because it contains neurons that activate at multiple related positions per environment . We examined the diversity of spatial coding across the human medial temporal lobe by recording neuronal activity during virtual navigation  of an environment containing four similar paths . Neurosurgical patients performed this task as we recorded from implanted microelectrodes , allowing us to compare the human neuronal representation of space with that of animals . EC neurons activated in a repeating manner across the environment , with individual cells spiking at the same relative location across multiple paths . This finding indicates that EC cells represent non-specific information about location relative to an environment 's geometry , unlike hippocampal place cells , which activate at particular r and om locations . Given that spatial navigation is considered to be a model of how the brain supports non-spatial episodic memory , these findings suggest that EC neuronal activity is used by the hippocampus to represent the properties of different memory episodes Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation . Neuroimaging studies suggest that video games might have an influence on the reward system . However , it is not clear whether reward-related properties represent a precondition , which biases an individual toward playing video games , or if these changes are the result of playing video games . Therefore , we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training .  Fifty healthy participants were r and omly assigned to a video game training ( TG ) or control group ( CG ) . Before and after training/control period , functional magnetic resonance imaging ( fMRI ) was conducted using a non-video game related reward task . At pretest , both groups showed strongest activation in ventral striatum ( VS ) during reward anticipation . At posttest , the TG showed very similar VS activity compared to pretest . In the CG , the VS activity was significantly attenuated . This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time . We suggest that video games are able to keep striatal responses to reward flexible , a mechanism which might be of critical value for applications such as therapeutic cognitive training Internet gaming disorder ( IGD ) is a subtype of internet addiction disorder ( IAD ) , but its pathogenesis remains unclear . This study investigated brain function in IGD individuals using task-state functional magnetic resonance imaging ( fMRI ) . It is a prospect i ve study in 19 IGD individuals and 19 matched healthy controls . They all received internet videogame stimuli while a 3.0 T fMRI was used to assess echo planar imaging .  Brain activity was analyzed using the Brain Voyager software package . Functional data were spatially smoothed using Gaussian kernel . The threshold level was positioned at 10 pixels , and the activation range threshold was set to 10 voxels . Activated brain regions were compared between the two groups , as well as the amount of activated voxels . The internet videogame stimuli activated brain regions in both groups . Compared with controls , the IGD group showed increased activation in the right superior parietal lobule , right insular lobe , right precuneus , right cingulated gyrus , right superior temporal gyrus , and left brainstem . There was a significant difference in the number of activated voxels between the two groups . 
    Output:
    
Conclusions : Despite the innate heterogeneity of the field of study , it has been possible to establish a series of links between the neural and cognitive aspects , particularly regarding attention , cognitive control , visuospatial skills , cognitive workload , and reward processing .
However , many aspects could be improved .