Total number of words in manuscript: 8155. Total number of words in abstract: 178 AbstractRecent advancements in portable technology have opened new avenues in the study of human cognition outside research laboratories. This flexibility in methodology has led to the publication of several Electroencephalography (EEG) studies recording brain responses in real world scenarios such as cycling and walking outside. In the present study, we wanted to test the classic oddball task event related potentials (ERPs) while participants moved around a running track using an electric skateboard. This novel approach allows for the study of attention in motion while virtually removing body movement. Using the auditory oddball paradigm, we were able to measure the P3 and MMN-N2b components elicited by this task. We also found that compared to resting state, alpha power is attenuated in frontal and parietal regions during skateboarding. We also tested for the effect of stance preference in terms of P3 and alpha magnitude and found no differences in for either of these. By replicating the findings of the classic oddball task under such a novel environment this study extends our knowledge of brain function in highly ecologically valid scenarios. Attention in motion 3
For decades, the study of cognitive electrophysiology using electroencephalography (EEG) has taken place inside highly controlled research facilities as EEG signals are easily contaminated by a myriad of environmental factors (Luck, 2014).EEG research has informed our understanding of human attention, yet this knowledge generally comes from paradigms that isolate participants in faraday cages to avoid electromagnetic fields and other sources of noise that can compromise data quality (Puce & Hämäläinen, 2017). Over recent years, developments in minicomputers such as the Raspberry Pi (https:// www.raspb errypi.org/) and mobile phones have allowed such studies to move outside the lab and into the real world, resulting in a growth of mobile EEG studies within ecologically
Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, that: (1) participants with higher autism scores would play video games more, and participants with higher schizotypy scores would play video games less; and (2) autism and positive schizotypy would be associated with opposite patterns of video game use, preferences and motivations. Females, but not males, with higher autism scores played more video games, and exhibited evidence of relatively male-typical video game genre preferences and motivations. By contrast, positive schizotypy was associated with reduced video game use in both genders, for several measures of game use frequency. In line with previous findings, males played video game more than females did overall, preferred action video games, and exhibited faster reaction and targeting times. Females preferred Puzzle and Social Simulation games. Faster reaction and targeting times were associated with gaming motives related to skill development and building behavior. These findings show that gaming use and patterns reflect aspects of psychology, and gender, related to social cognition and imagination, as well as aspects of neurophysiology. More generally, the results suggest that video game use is notably affected by levels of autistic and schizotypal traits, and that video games may provide an evolutionarily novel medium for imaginative play in which immersive play experiences can be decoupled from social interaction.
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