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Geringswald, F.

Publications and source records attributed to Geringswald, F..

3 recordsLinked to original sources

Action Observation Network activity related to object-directed and socially directed actions in Adolescents

The Action Observation Network (AON) encompasses brain areas consistently engaged when we observe others actions. Although the core nodes of the AON are present from childhood, it is not known to what extent they are sensitive to different action features during development. As social cognitive abilities continue to mature during adolescence, the AON response to socially-oriented actions, but not to object-related actions, may differ in adolescents and adults. To test this hypothesis, we scanned with functional magnetic resonance imaging (fMRI) 28 typically-developing teenagers and 25 adults while they passively watched videos of hand actions varying along two dimensions: sociality (i.e. directed towards another person or not) and transitivity (i.e. involving an object or not). We found that observing actions recruited the same fronto-parietal and occipito-temporal regions in adults and adolescents. The modulation of voxelwise activity by the social or transitive nature of the action was similar in both groups of participants. Multivariate pattern analysis, however, revealed that the accuracy in decoding the social dimension from the brain activity patterns, increased with age in lateral occipital and parietal regions, known to be involved in semantic representations of actions, as well as in posterior superior temporal sulcus, a region commonly associated with perception of high level features necessary for social perception. Change in decoding the transitive dimension was observed only in the latter region. These findings indicate that the representation of others actions, and in particular their social dimensions, in the adolescent AON is still not as robust as in adults. Significance statementThe activity of the action observation network in the human brain is modulated according to the purpose of the observed action, in particular the extent to which it involves interaction with an object or another person. How this conceptual representation of actions is implemented during development is largely unknown. Here, using multivoxel pattern analysis of fMRI data, we discovered that, while the action observation network is in place in adolescence, the fine-grain organization of its posterior regions is less robust than in adults to decode the social or transitive dimensions of an action. This finding highlights the late maturation of social processing in the human brain.

neuroscience↗

Not scene learning, but attentional processing is superior in team sport athletes and action video game players

We tested if high-level athletes or action video game players have superior context learning skills. Incidental context learning was tested in a spatial contextual cueing paradigm. We found comparable contextual cueing of visual search in repeated displays in high-level amateur handball players, dedicated action video game players and normal controls. In contrast, both handball players and action video game players showed faster search than controls, measured as search time per display item, independent of display repetition. Thus, our data do not indicate superior context learning skills in athletes or action video game players. Rather, both groups showed more efficient visual search in abstract displays that were not related to sport-specific situations.

neuroscience↗

Spatial contextual cueing is not a limiting factor for expert performance in the domain of team sports or action video game playing

We investigated in two experiments if handball and action video game players show improved implicit learning of repeated spatial configurations for efficient search guidance in comparison to a control group without sport or video game proficiency. To this end, we used both a sport-specific pseudo 3-D contextual cueing task and the original contextual cueing paradigm (Chun & Jiang, 1998). Contextual cueing was present in all groups. However, handball and action video game players did not differ in the strength of contextual cueing from the control group. Action video game players had shorter search times than controls in both experiments. In contrast, the handball players searched faster than controls in the sport-specific displays of Experiment 1 but not in the symbolic search task of Experiment 2. Thus, our findings provide no evidence that contextual cueing is a limiting factor for expert performance in the domain of team sports or action video game playing.

neuroscience↗