Dataset for: Shocking advantage! Improving digital game performance using non-invasive brain stimulation.
[Dataset] Friehs, M.A., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L., (2020). Shocking advantage! Improving digital game performance using non-invasive brain stimulation.
Author(s) / Creator(s)
Friehs, Maximilian Achim
Abstract / Description
Dataset for: Friehs, M. A., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L. (2021). Shocking advantage! Improving digital game performance using non-invasive brain stimulation. International Journal of Human-Computer Studies, 148. https://doi.org/10.1016/j.ijhcs.2020.102582
Note that this dataset is already filtered; i.e. all participants that provided faulty data are already excluded and only the final sample is in the data.
As digital gaming has grown from a leisure activity into a competitive endeavor with college scholarships, celebrity, and large prize pools at stake, players search for ways to enhance their performance, including through coaching, training, and employing tools that yield a performance advantage. Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that is presently being explored by esports athletes and competitive gamers. Although shown to modulate cognitive processing in standard laboratory tasks, there is little scientific evidence that tDCS improves performance in digital games, which are visually complex and attentionally demanding environments. We applied tDCS between two sessions of the Stop-Signal Game (SSG; Friehs, Dechant, Vedress, Frings, & Mandryk, 2020). The SSG is a custom-built infinite runner that is based on the Stop-Signal Task (SST; Verbruggen et al., 2019). Consequently, the SSG can be used to evaluate response inhibition as measured by Stop-Signal Reaction Time (SSRT), but in an enjoyable 3D game experience. We used anodal, offline tDCS to stimulate the right dorsolateral prefrontal cortex (rDLPFC); a 9 cm² anode was always positioned over the rDLPFC while the 35 cm² cathode was placed over the left deltoid. We hypothesized that anodal tDCS would enhance neural processing (as measured by a decrease in SSRT) and improve performance, while sham stimulation (i.e., the control condition with a faked stimulation) should lead to no significant change. In a sample of N = 45 healthy adults a significant session x tDCS-condition interaction emerged in the expected direction. Subsequent analysis confirmed that the statistically significant decrease in SSRT after anodal tDCS to the rDLPFC was not due to a general change in reaction times. These results provide initial evidence that tDCS can influence performance in digital games.
Persistent Identifier
Date of first publication
2021-01-06
Publisher
PsychArchives
Is referenced by
Citation
Friehs, M. A. (2021). Dataset for: Shocking advantage! Improving digital game performance using non-invasive brain stimulation. [Data set]. PsychArchives. https://doi.org/10.23668/PSYCHARCHIVES.4452
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tDCS_Experiment_filtered_anodal.savSPSS data file - 24.48KBMD5: d11af09218685c937a27c84a0714b99cDescription: Filtered data for the following paper: Friehs, M.A., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L., (2020). Shocking advantage! Improving digital game performance using non-invasive brain stimulation. International Journal of HCI _ SPSS data
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tDCS_Experiment_anodal_filtered.csvCSV - 25.33KBMD5: 904492e8c66d3821d9e72a79d0c1981dDescription: Filtered data for the following paper: Friehs, M.A., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L., (2020). Shocking advantage! Improving digital game performance using non-invasive brain stimulation. International Journal of HCI _ csv data
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Codebook_tDCS SSG.docxMicrosoft Word XML - 13.82KBMD5: 5758926e39bd39d56a556caec293f963Description: Codebook and explanation of variables
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Codebook_tDCS SSG pdf:a.pdfAdobe PDF - 43.46KBMD5: d3278fd9a0cc44fb01fd18276c579c34Description: Codebook and explanation of variables
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There are no other versions of this object.
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Author(s) / Creator(s)Friehs, Maximilian Achim
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PsychArchives acquisition timestamp2021-01-06T17:43:58Z
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Made available on2021-01-06T17:43:58Z
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Date of first publication2021-01-06
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Abstract / DescriptionDataset for: Friehs, M. A., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L. (2021). Shocking advantage! Improving digital game performance using non-invasive brain stimulation. International Journal of Human-Computer Studies, 148. https://doi.org/10.1016/j.ijhcs.2020.102582 Note that this dataset is already filtered; i.e. all participants that provided faulty data are already excluded and only the final sample is in the data.en
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Abstract / DescriptionAs digital gaming has grown from a leisure activity into a competitive endeavor with college scholarships, celebrity, and large prize pools at stake, players search for ways to enhance their performance, including through coaching, training, and employing tools that yield a performance advantage. Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that is presently being explored by esports athletes and competitive gamers. Although shown to modulate cognitive processing in standard laboratory tasks, there is little scientific evidence that tDCS improves performance in digital games, which are visually complex and attentionally demanding environments. We applied tDCS between two sessions of the Stop-Signal Game (SSG; Friehs, Dechant, Vedress, Frings, & Mandryk, 2020). The SSG is a custom-built infinite runner that is based on the Stop-Signal Task (SST; Verbruggen et al., 2019). Consequently, the SSG can be used to evaluate response inhibition as measured by Stop-Signal Reaction Time (SSRT), but in an enjoyable 3D game experience. We used anodal, offline tDCS to stimulate the right dorsolateral prefrontal cortex (rDLPFC); a 9 cm² anode was always positioned over the rDLPFC while the 35 cm² cathode was placed over the left deltoid. We hypothesized that anodal tDCS would enhance neural processing (as measured by a decrease in SSRT) and improve performance, while sham stimulation (i.e., the control condition with a faked stimulation) should lead to no significant change. In a sample of N = 45 healthy adults a significant session x tDCS-condition interaction emerged in the expected direction. Subsequent analysis confirmed that the statistically significant decrease in SSRT after anodal tDCS to the rDLPFC was not due to a general change in reaction times. These results provide initial evidence that tDCS can influence performance in digital games.en
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Review statusunknownen
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CitationFriehs, M. A. (2021). Dataset for: Shocking advantage! Improving digital game performance using non-invasive brain stimulation. [Data set]. PsychArchives. https://doi.org/10.23668/PSYCHARCHIVES.4452en
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Persistent Identifierhttps://hdl.handle.net/20.500.12034/4031
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Persistent Identifierhttps://doi.org/10.23668/psycharchives.4452
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Language of contenteng
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PublisherPsychArchivesen
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Is referenced byhttps://doi.org/10.1016/j.ijhcs.2020.102582
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Is related tohttps://doi.org/10.1016/j.ijhcs.2020.102582
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Dewey Decimal Classification number(s)150
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TitleDataset for: Shocking advantage! Improving digital game performance using non-invasive brain stimulation.en
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Alternative title[Dataset] Friehs, M.A., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L., (2020). Shocking advantage! Improving digital game performance using non-invasive brain stimulation.en
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DRO typeresearchDataen