Papers by Pawel Dobrowolski
Frontiers in Virtual Reality
This study investigated the efficacy of training a complex skill within an immersive virtual envi... more This study investigated the efficacy of training a complex skill within an immersive virtual environment. We constructed a sensorimotor workstation task and trained participants to operate it with either a non-interactive (text, video) method or with a virtual equivalent of the workstation. Our results indicate that virtual reality trained participants had significantly higher accuracy and produced fewer timeouts in the workstation task than those trained using non-interactive methods, demonstrating a successful transfer of skills between virtual reality and the real world. Further, comparing younger and older adults in their performance, we found that older adults did not differ in their ability to benefit from virtual reality training, and that the extent of this benefit was not significantly affected by existing cognitive deficits (as measured using the Operation Span and AX-Continuous Performance tasks). These findings suggest that virtual reality technologies can find applicati...
Psychiatria Polska, 2016
Introduction. Addictive sexual behaviours are gaining more and more attention from researchers. T... more Introduction. Addictive sexual behaviours are gaining more and more attention from researchers. There are actually 25 different questionnaires for assessing the level of loss of control over sexual behaviours (LoCoSB). None of them have been adapted and validated in a Polish language version. Aim. The main aim of this work was to make such an adaptation of the Sexual Addiction Screening Test-Revised (SAST-R; the most popular and questionnaire). Methods. For the purpose of psychometric features examination and validation of the Polish version of SAST-R (SAST-PL-M), we recruited 116 heterosexual men receiving psychological treatment due to LoCoSB and meeting the criteria for hypersexual disorder. The control group consisted of 442 heterosexual males having never looked for any psychological or psychiatric help due to LoCoSB. Results. SAST-PL-M has high reliability (Cronbach's alpha = 0.904) and good filtering characteristics for identification of people who are potentially experiencing difficulty with control over sexual behaviours (the ROC curve for a threshold of 5 out of a maximum 20 points is characterised by a sensitivity of 99.1% and a specificity of 78.3%). Conclusions. SAST-PL-M can be used as an efficient screening test for symptoms of LoCoSB in clinical and research setups. Results below 5 points indicate a high probability of no problems, while more than 5 points can indicate the need for additional clinical interviews.
Human brain mapping, Jan 20, 2018
Experienced video game players exhibit superior performance in visuospatial cognition when compar... more Experienced video game players exhibit superior performance in visuospatial cognition when compared to non-players. However, very little is known about the relation between video game experience and structural brain plasticity. To address this issue, a direct comparison of the white matter brain structure in RTS (real time strategy) video game players (VGPs) and non-players (NVGPs) was performed. We hypothesized that RTS experience can enhance connectivity within and between occipital and parietal regions, as these regions are likely to be involved in the spatial and visual abilities that are trained while playing RTS games. The possible influence of long-term RTS game play experience on brain structural connections was investigated using diffusion tensor imaging (DTI) and a region of interest (ROI) approach in order to describe the experience-related plasticity of white matter. Our results revealed significantly more total white matter connections between occipital and parietal are...
The impact of video game playing on cognitive abilities has been the focus of numerous studies ov... more The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples,
as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.
Several cross-section and training studies have shown that video game play can improve cognitive ... more Several cross-section and training studies have shown that video game play can improve cognitive functions such as visual attention, cognitive control, visual short-term memory, and general processing speed. Unfortunately the replication of these effects is not always successful, even when using similar cognitive tests to measure performance. We investigated an important aspect of this field that has not yet been empirically addressed: the role of video game genre. Our comparison of two video game player groups of specific genres (first-person shooter and real-time strategy) indicates that cognitive abilities (measured by task switching and multiple object tracking) may be differentially enhanced depending on the genre of video game being played. This result is significant as research to this point has focused on “action video games”, a loosely defined category that encompasses several video game genres, without controlling for effects potentially stemming from differences in mechanics between these video games. It also provides some evidence for the specificity of video game play benefits as a function of actions performed within the game, which is not in line with a generalized “learning to learn” accounting of these enhancements.
Cyberpsychology, Behavior, and Social Networking, 2014
Although the commercial availability and implementation of virtual reality interfaces has seen ra... more Although the commercial availability and implementation of virtual reality interfaces has seen rapid growth in recent years, little research has been conducted on the potential for virtual reality to affect consumer behavior. One unaddressed issue is how our real world attitudes are affected when we have a virtual experience with the target of those attitudes. This study compared participant (N = 60) attitudes toward car brands before and after a virtual test drive of those cars was provided. Results indicated that attitudes toward test brands changed after experience with virtual representations of those brands. Furthermore, manipulation of the quality of this experience (in this case modification of driving difficulty) was reflected in the direction of attitude change. We discuss these results in the context of the associative-propositional evaluation model.
Uploads
Papers by Pawel Dobrowolski
as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.
as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.